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Messages - CapnUrist

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121
DF Dwarf Mode Discussion / Re: vanilla DF too pacifistic?
« on: October 21, 2011, 11:59:45 pm »
The caverns aren't really there to be a constant threat to your fortress, more of something to forget about until a voracious cave crawler wanders into your fortress and eats a few peasants.

Goblin sieges will impress you a little more.

If you want full-on fight-for-your-life type action, get the Fortress Defense mod.

122
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 20, 2011, 09:45:36 pm »
I suppose that's possible, though that's the first anyone's reacted to the only FB's "poisonous vapors" beyond the two militiadwarves' livers going cyan for a short time before healing.

123
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 20, 2011, 09:34:18 pm »
Someone's pet poult (baby turkey) apparently received some sort of stigmata, because it randomly bled to death. No combat reports, nothing in gamelog.txt about it beyond "Goden UgoshŠrith. Poult has bled to death", no magma or traps sitting around. Most that could have happened is it randomly got hit by a speardwarf practicing, without any combat log coming up. Any idea what happened here?

124
DF Dwarf Mode Discussion / Re: Things that make you grin!
« on: October 19, 2011, 10:38:10 pm »
Checking my construction to see all the work I assigned has been done without anyone trapping themselves behind a wall or on top of a pillar, and that everyone is still busily working on something important.

It doesn't happen often, which I suppose is why I enjoy it so much.

125
DF Dwarf Mode Discussion / Re: Military ideas?
« on: October 19, 2011, 10:36:09 pm »
Every member of my military gets one robe, dyed dark blue.
Once they get a named kill, they receive a red one.
Once they become legendary, they are given a green one.
And finally at their death, if they have all other robes, they are to be buried with a black robe.

Because I don't have enough to micromanage.

126
DF Gameplay Questions / Re: Lair?
« on: October 18, 2011, 10:18:32 pm »
A lair is a small cave containing some sort of nasty creature, often a night terror or something of the such; it lives there, and has done so since before you showed up. Consider it a sort of megabeast waiting for you.

127
DF Gameplay Questions / Re: "Unmoveable" stone blocking construction
« on: October 18, 2011, 09:38:26 pm »
Chances are what happened is the stone you couldn't move was one you designated for another build job; cancelling the construction/building freed up the stone to move.

When things like that happen, the only two options you have are to wait until the stone in used in its job and then un-suspend the first job, or carefully designate all your jobs in specific order to prevent this.

128
DF Dwarf Mode Discussion / Re: Worst, Most Unexpected Fortress Deaths
« on: October 18, 2011, 08:12:51 pm »
It goes without saying, but
Spoiler (click to show/hide)

Beyond the obvious, I'd have to say one fortress where I tried to keep the river flowing through winter by running magma underneath it; instead it caused it to slllloowwwly freeze and thaw at season changes, with spots of moving magma thawing certain tiles of the river. I didn't even notice this effect until it thawed in such a way as to drop an unsupported floor of ice through the riverbed, magma flow, dining hall, booze stockpile(‼) and dwarven reactor chamber. I sat there puzzling how my power room was randomly filling with magma for a couple minutes before I actually thought to get someone fixing the breach.

129
DF Dwarf Mode Discussion / Re: Favorite weapon trap?
« on: October 11, 2011, 11:20:11 pm »
Large Serrated Disks. I've made several Goblin Slaughterhouses, and they work magnificently with almost any material. And I imagine the sound of a thousand buzz saws operating as they go to work.

Lately though I've been favoring water, ice, magma and gravity as trap components.

130
DF Dwarf Mode Discussion / Re: Unwarranted Elven Siege!
« on: October 10, 2011, 11:45:58 pm »
Any civilization you're an enemy of will come after you in force, either in ambushes or a full siege, and you won't have any warning other than checking the race relations tab on the Embark map screen (Hit Tab a few times, there's a lot more information about your embark!) It's simply not as common for elves to already be at war with the Dwarves than, say, Goblins (who piss off everyone).

131
DF Dwarf Mode Discussion / Re: Dragon attack!
« on: October 10, 2011, 08:01:37 pm »
It's dead. Just lost most of a migration wave to it, but it died of bloodloss. I'm going to drag it in and butcher it. The 2 survivors shall have dragon roasts tonight.

And every night for the next three years, if you can get it butchered in time. Dragons drop a ton of meaty bits, and it's all worth 10U a pop (as opposed to boring meat like cat and goat that's worth 2U). Their families may be mutilated and the halls echo ominously, but damned if the larder isn't gonna be the best in the world!

132
DF Gameplay Questions / Re: So, I caught a clown..
« on: October 09, 2011, 09:49:37 pm »
Obviously you should turn your entire fort into a temple around this great and powerful entity. Carve statues in its likeness, construct a great cathedral around the prison, and sacrifice puppies/children/dwarves/elves to it via sacrifical airlock. And when Armok takes offense to this gross heresy and moves to strike your fortress down once and for all, release it to prove to Armok and all other gods that this & is the true savior of your fortress.

Obviously.

133
DF Dwarf Mode Discussion / Re: Great Embark Plot
« on: October 09, 2011, 01:45:36 pm »
How far up does that cliff face go. and is it all sand/soil? Whenever I see natural, sheer cliffs I always think of marksdwarves lined up just inside the cliff face ready to cover invaders in bolts as they come, so natural stone is better in my opinion than soil.

(I know it's tactically wrong, since a more curved face is ideal to increase the number of shooting spots, but I just think the image of bolts flying out of a natural cliff face, as if the mountain were protecting itself, is an awesome one.)

134
DF Dwarf Mode Discussion / Re: Vegan fortress?
« on: October 08, 2011, 03:02:51 pm »
Girlinhat means the Plump Helmetmen in the caves will feed your dwarves, assuming you can catch them...

135
DF Dwarf Mode Discussion / Re: Cages?
« on: October 08, 2011, 03:00:01 pm »
I'm slightly confused about the problem you're having, Kurtisk1; is it that you want to pull the animal/invader out of the cage and somewhere else, or trying to move the cage?

Moving the cage itself is easy; designate an animal stockpile somewhere you want your prisoners stored, and any filled cages will automatically be brought there (assuming there's space). I would have at least as many spare cages as active cage traps, to ensure that the traps can be reset while you deal with the current batch of trapped individuals.

Taking them out, as discussed already, is more dangerous depending on what you have. Wild animals can be tamed by someone with the Animal Trainer labor on by designating a large animal to be tamed from a Kennel; some animals and creatures cannot be tamed without a Dungeon Master, which currently doesn't function properly; this can be changed with modding.

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