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Messages - thegoatgod_pan

Pages: 1 ... 126 127 [128] 129 130 ... 134
1906
DF Dwarf Mode Discussion / Re: Martial Trance!
« on: February 02, 2011, 03:23:34 pm »
So if I got this correctly; concensus on triggering trances seems to be an encounter with multiple enemies--as such couldn't one set up a militia staging area with a kind of reverse-puppy bomb--say dumping 50 untamed mole rats into a single tile, a few windows away from the militia?  X5 combat multiplier is pretty damn good, and I like the idea of a dwarven *2-minutes of hate chamber* a la "1984".

1907
DF Dwarf Mode Discussion / Re: Hoarding
« on: February 02, 2011, 01:19:06 pm »
I had that problem, I got over it by running a fortress where all stone got atom smashed, or made into a tower.  Everything else was shiny metal!

1908
DF Dwarf Mode Discussion / Re: Worst Forgotten Beast You've Had
« on: February 02, 2011, 01:09:51 pm »
I had an amber scarab with deadly dust that fortunately only caused sleep a few ticks after exposure for, shall we say, long enough. Luckily I tested it by tossing goblins at it, so I had a pretty good sense of how long the militia should have before sleep kicks in, and was all ready to bring three squads one after the other. Instead the scarab lost its head to a fast drawing dwarf (literally the 1st strike in the combat log--and except for one leg the scarab was all red--broken everything--it had been eating goblins for two years before I let it see a dwarf).

1909
DF Dwarf Mode Discussion / Martial Trance!
« on: February 01, 2011, 09:39:06 pm »
Science question:

What makes dwarves enter martial trances?
-Why don't they do so in every combat? Why never in the danger room?  I always see them when archers are shooting at the trancers--is it triggered by dodging or shield blocking?

Is there a way to make a martial trance-inducing device and launch your dwarves into battle as readymade berserkers?

Also thematically--what is a "martial trance":dwarven euphemism for raging berserker bloodlust, or some thing more deep and dwarven, as different from regular combat as a strange mood is from the humdrum rock mug/R?

1910
DF Dwarf Mode Discussion / Re: Advanced Trap designs
« on: January 31, 2011, 05:49:34 pm »
I definitely had an F.B. destroy a hatch from below, so I think that got fixed.

1911
DF Dwarf Mode Discussion / Re: Unable to make memorial for some dwarves
« on: January 31, 2011, 05:45:28 pm »
Has anyone tried engraving slabs some for goblins and dwarves, then destroying the slabs with a cave-in or magma?

1912
DF Dwarf Mode Discussion / Re: My love of DF continues
« on: January 31, 2011, 05:40:38 pm »
Hitting tab expands the screen enough to read the macaque gear.

1913
DF Dwarf Mode Discussion / Re: I love duplicate raws.
« on: January 31, 2011, 05:38:45 pm »
Hmm...I got an age of one back in .13m do you mean like "the age of the bronze collosus" or the "age of so-and-so", vs the "age of one"?

1914
DF Dwarf Mode Discussion / Re: Fast Repeater for Upright Spikes?
« on: January 31, 2011, 06:37:09 am »
Try building a row of cave-in-traps.  Those work great--build as many kill rooms as you have beasts, plus or minus one--I build square rooms 3x3, line the edge of each room with armor stands, put a chain and an animal at the entrance to the cavern and hollow out an identical chamber beneath and above.  Set up all above chambers with supports wired to individual levers, ready to cave-in.  All below chambers are totally sealed-off and function only to create suction. FB slow done to deal with puppy, slow down longer to deal with the armor stands giving you plenty of time to droll a single tile near it, if the blow doesn't kill it, the suction will trap it right below the next cave-in you send.

1915
It didn't even occur to me to try building windmills directly on mechanisms!  and amazing props for the "forbid on death" option.  I'm off to experiment with a windmill and archery based fort!

1916
DF Dwarf Mode Discussion / Re: Walling off cavern undwarfy?
« on: January 31, 2011, 01:29:55 am »
I tend to inhabit one cavern and take the forgotten beasts there as they come (finger crossed, whispering "no deadly dust" into the monitor), and put cave-ins lined with rows of armors stands and a puppy or two near the openings in the other.  Also fun--wallingg off an area in the cavern, but not from the rest of the cavern, only from the edge of the map (this is easy with a natural island in a flooded cavern) and dropping goblins in.  Investigate effects of individual rot with convenient test subjects--they even get lucky and kill one sometimes (when their legs and arms don't all break from the fall).

1917
DF Dwarf Mode Discussion / Re: Should *SPOILER* tags be used
« on: January 31, 2011, 01:25:44 am »
I like clowns, because by imaging demons as horrid sadistic clowns is somehow satisfying. "Cotton candy" is going too far.

1918
DF Dwarf Mode Discussion / Re: Walling off cavern undwarfy?
« on: January 30, 2011, 06:44:04 pm »
C'mon crundles are annoying?? There is nothing like having Urist mcFarmer rip a few to pieces with his bare hands, as a newly drafted member of a temporary militia, then go back to farming a field fertilized with crundle bodyparts :)

1919
DF Dwarf Mode Discussion / Re: Should *SPOILER* tags be used
« on: January 30, 2011, 06:39:09 pm »
How can you "enjoy being unprepared"--if that is the case, you obviously know what to expect, and just play up the anticipation--like watching a good movie where you already know the ending.  That is more or less the opposite of, say, working on a mega project for a long time, only to have it go bust because no one warned you about the stuff in the blue stuff. 

1920
I explained it to my art school friends as high modernism: http://en.wikipedia.org/wiki/File:Malevich.black-square.jpg  About the same idea with the ASCII

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