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Messages - thegoatgod_pan

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1006
I used them when I started. I like dangeroom when they are a mini-mega project--you build tons of low quality wooden spears, artifacts, spend a few seasons setting up a 3x3 danger room, lose a migrant early, lose a child, lose a soldier not wearing a helmet--good fun.

However then I saw the design for the "designated internal" single stand, single spike, single tile danger room.

That is cheating.

Also it is just satisfying to see your dwarves get better at fighting slowly, and precariously through sparring and combat.

1007
DF Dwarf Mode Discussion / Re: Assigning boning knives to your military
« on: February 23, 2012, 04:11:48 pm »
Thank you so much for the responses!

So if I want to go ahead and arm my military with the many knives I purchased from the humans I should redefine them as weapons rather than tools. I don't think I'd even need to ass them to my civ, since humans sell an bundle every season. If this doesn't work, I'll just stick with the knives the thieves leave lying around

1008
DF Dwarf Mode Discussion / Assigning boning knives to your military
« on: February 23, 2012, 01:29:23 am »
From adventure mode we know the knives (boning and the other kinds) are deadly, limb-severing, armor puncturing killing machines. But there seems to be no way to assign them to your squad.

Is there a way to do so? A raw edit perhaps?  I would appreciate any and all advice

1009
DF Dwarf Mode Discussion / Re: Burial weirdness
« on: February 22, 2012, 11:02:24 pm »
I figured, I meant does the game mean to give them a proper resting place, or is it some error involving civ tags?

1010
DF Dwarf Mode Discussion / Burial weirdness
« on: February 22, 2012, 10:56:32 pm »
I have in my grave yard burials for "peasant mutilated corpse" and "Erush Nolegel's Left Hand" among others.  Bug or feature?

1011
Ridiculously cool.  I was just rescued from a devastating undead siege by a heroic bunch of sparrowpeople, but this werehyena insanity is the coolest bug I've ever heard of.

1012
DF Dwarf Mode Discussion / Re: Ghost arrives as migrant
« on: February 21, 2012, 01:04:59 am »
I had a second one arrive and no, I can't slab them, although I can slab a bunch of other, random dwarves not in my fort.

Good thing I left no angry ghosts behind when I abandoned

1013
DF Dwarf Mode Discussion / Re: Personal Dwarves?
« on: February 20, 2012, 10:41:30 pm »
Make their "useless" traits (musicality, patience, memory, creativity) and useful but ignored skills (spatial sense, willpower) superhuman, but keep the basics (strength, agility etc) the same. Make lots of statues/engravings/embroideries to see if your dwarves are more talented.

1014
DF Adventure Mode Discussion / Re: Vampire/Werewolf
« on: February 20, 2012, 06:57:00 pm »
Best. Were-creature. EVAR.

Not so much if you've just finished decorating your house - every full moon you explode into a form about 200 times your ordinary size, destroying everything.

As a weremammoth, you'd probably get away with asking the community for a big house. and gold

1015
Or you can set the bogeyman setting to 0. They are separate from night creatures now in the custom map settings.

1016
DF Dwarf Mode Discussion / Ghost arrives as migrant
« on: February 20, 2012, 02:03:14 pm »
Spoiler (click to show/hide)

It makes sense since it's a forlorn haunt and it is following another monk, who arrived as a migrant from an abandoned fortress. I'm pretty sure it didn't follow him in the other fort, but just hung where it drowned clearing the aquifer.

 (I am building a monastery devoted to necromancy and vampirism, this time I decided not to go for an evil area since it makes capturing and deploying a necromancer redundant, and therefore less fun)

1017
DF Dwarf Mode Discussion / Re: War with the elves [in 0.34.0x]
« on: February 20, 2012, 12:04:52 pm »
I took me more than 30 world gens, but I have a war with elves, it only works around the middle of the (fortunately smaller) island, but you can have all civs, attack elves and tower. I can post the world if you want, just abandon my nascent fort and enjoy.

1018
DF Dwarf Mode Discussion / Re: Dwarves autonomously unlocking locked doors?
« on: February 20, 2012, 11:54:43 am »
Ghost open locked doors. Learned that the hard way with a freezing trap that turned into a unplanned ghost reproduction center.

1019
DF Dwarf Mode Discussion / Re: 4 Questions From a Lost Player
« on: February 20, 2012, 11:50:49 am »
Necromancers comes with a little mini siege (the dead walk! beware!), but some have reported migrant or diplomat necromancers.  They seem to raise things in line of sight, but the science is still being gathered.

Vampires immigrate, with a fake migrant identity. You can use the justice system accusations to try to figure out (i read reports that suggest its pretty obvious who the vampire is--e.g. 10 witnesses accuse one fisherdwarf, and he accuses a pet turkey). They can be assigned punishment with the hammerer, killed in mundane ways or placed in a burrow. Vampires don't starve or die of thirst, but they do slow down from not feeding (booze withdrawal slowness)

I've only seen a lycanthrope in adventure mode, no advice for dwarf mode

1020
Sadly I don't think its back to the full glory of the "wrestler punches the giant--the giant explodes" 40D days, big things threw smaller creatures into obstacles in the last release too.

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