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Messages - Crazy Cow

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16
An alternate way to ensure the death of your civilization is to set the maxage of your dwarves to zero before genning the world. After it's done set it back to normal and you'll never see any migrants beyond the first year's worth.

17
I would* suggest removing the tags allowing dwarves to avoid traps, but they don't have any defined that I can see. This must be hard coded somehow.
It's hardcoded that you can't trigger your own traps.

18
DF Dwarf Mode Discussion / Re: SMR mining
« on: January 08, 2014, 02:21:15 pm »
I'm fairly certain that welcoming parties only spawn when you punch into a hollow tube; in theory, at least, that's the only way you're supposed to get down there anyway.

19
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: October 31, 2013, 04:59:04 pm »
The roots of the fortress run deep.

Hello new desktop.

20
Oh, hell. What better way to celebrate Halloween than to lock myself in my room and play me some grimdark ponies?

Also, what's with the avatar change? It's been Little Miss Rarity as long as I can remember ;P

21
DF Dwarf Mode Discussion / Re: How to get rid of unwanted zombies.
« on: October 27, 2013, 05:09:24 pm »
If you're lucky with your moods, an artifact mechanism can be turned into a weapon trap that never jams. Fill it with serrated disks and you can mince zombies pretty much infinitely. If the zombies are from a tower and not from your biome, as you implied, you can kill them one or two at a time and they won't rise back. It's the easiest solution, and if you don't want to risk untrained dwarves those hamster men should be able to handle themselves as long as nothing crazy gets thrown at them. If you want to solve both problems at once, though, you can pit all the zombies in a small room near your entrance. Release them on the next goblin ambush/siege.

22
DF Dwarf Mode Discussion / Re: What type of DF player you are?
« on: October 20, 2013, 09:06:35 pm »
I'm a fighter. I'm in it for the blood and glory; the fortresses I build are to support the military and to destroy invaders with extreme prejudice.

23
DF Dwarf Mode Discussion / Re: ... said no dwarf ever.
« on: October 20, 2013, 08:36:49 pm »
"Ya know, it might be a good idea to not go outside into the deadly rain outside for anything. At all. No, really guys, that stuff will kill you."

24
Tilesets and Graphics / Re: Vherid.set 4
« on: October 15, 2013, 08:39:03 pm »
I never realized just how much an alternate color scheme can change the feel of the game. I love the Wasteland scheme; it fits the game really well.

25
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 08, 2013, 01:14:08 pm »
I don't really understand how color tokens work.

My construction yard workshop mod is all black, the wiki really didn't help.  You can see the tiles underneath when you highlight them, but i have all the color values set to 0.  I just want them to be transparent so you can see underneath them like all the other workshops.

After taking a quick look at the Soapmaker's Workshop, it looks like any tile that isn't explicitly defined in the building's raws will be transparent. If you want a tile to be transparent, you probably shouldn't be trying to define its color or anything else; it seems that if you leave it alone and you'll get the effect you want.

As for myself, I'm trying to make a creature that spawns water when it dies; the idea is that an attacking force of them would have the dual threat of killing dwarves the usual way and also flooding whatever areas they're killed in. While I can easily create a small puddle of water via [ITEMCORPSE:LIQUID_MISC:NONE:WATER:NONE], it's not the actual water I want. I suspect that I can't do this through [ITEMCORPSE]; reactions, which do allow you to create real water, take produce dimensions as well as materials, and [ITEMCORPSE] doesn't. I'll probably scrap the idea, but I figured I would ask if anyone knew how to pull it off before ditching it completely.

26
DF Dwarf Mode Discussion / Re: how large should my military be?
« on: October 03, 2013, 05:50:40 pm »
1) Population % isn't much of a problem; it should be more like a dozen or so dedicated melee dwarves in most vanilla situations.
2) Like most people have said, three-dwarf squads on constant training schedules will show good increases after a year or two. Try embarking with a pair of trained dwarves in whatever skill you like most (spears, hammers and axes are the mainstay weapons, although you can go crazy with other types if you want), and be sure to keep every dwarf in the squad armed with the same weapon.
3) You'll loose dwarves, no matter what. If you prepare and train, though, your fatality rate should be manageable to the point that new recruits can be trained before the next attack.
4) No. Female dwarves with babies will loose them, yes, but they'll loose them to attacking creatures that aren't trying to kill them; baby shields are effective purely because they absorb attacks. Happiness shouldn't be an issue as long as you memoralize the dead children and keep the mother in a good environment.
5) Steel is actually overkill against most vanilla enemies, and (bear with me here!) full steel armor even more so. Armor will slow your dwarves down immensely, so each of them should have minimal armor (I go with a breastplate and helm). Having good shield and weapon skills will save them much more reliably than armor.

One important thing is to ensure that you set up your defensive positions properly. Your entrance should contain a defensive chamber, as well as positions that marksdwarves can fire from. You should have animals pastured outside to warn you about ambushes, and the most important feature; a way to seal it off, which should probably be a raising drawbridge. The final step is to have large squads of marksdwarves, who can and usually should be untrained rabble drawn from your workforce. When you are attacked, deploy your melee squads to this chamber and get your ranged squads into position. As the enemy files into the chamber, seal off a decent number inside; a dozen well-trained dwarves can easily handle three times their number of goblins, especially with support from your marksdwarves. While an individual marksdwarf will do little, twenty of them will cripple the enemy forces with painful body shots, leaving many of them passed out or otherwise incapacitated and easy pickings for your melee soldiers. After that, let some more enemies in and repeat until they're all dead. This prevents the enemy from swarming your dwarves, which is the best way for them to kill you. You will never have enough military dwarves to outnumber a siege unless you're playing a large and long-lasting fortress, and even larger ambush waves can overwhelm them. The key is to segment their forces and deal with them in a more controlled manner; without the press of numbers they can bring to bear, a goblin is little threat against a dwarven soldier.
Ways to augment their survival include weapon traps (serrated disks) applied liberally to your entrance and guard animals; dogs in particular are good, for the same reason baby shields are. Every enemy that starts killing a guard animal is one that isn't killing an actual dwarf.

27
Just out of curiosity, Valikdu... why do Diomedians fire blowdarts from their repeating crossbows? I wouldn't mind nearly as much if blowdarts weren't infinitely less deadly than bolts ;l

28
DF Dwarf Mode Discussion / Re: Artifact Zinc Breastplate?
« on: October 01, 2013, 12:56:07 pm »
Shields are different. A legendary aluminum shield sounds awesome, if only it were a shield and not a buckler...
Material doesn't matter with shields, they either block or not. Even feather wood shields can block dragonfire and bronze colossus kicks.

While you're mostly right, I was under the impression that you needed fireproof shields to block fire; otherwise the shield melts or bursts into flames in your hand. Other than that material won't affect shield usage at all, and masterwork ones are absolutely amazing.

29
DF Dwarf Mode Discussion / Re: Artifact Zinc Breastplate?
« on: September 30, 2013, 09:25:06 pm »
Item usefulness is a hierarchy, really. The fist thing you look for is material: after that, quality. In this case, even the masterwork bonus won't be enough to make your breastplate much more than a novelty; you'd be better having your blacksmith churn out some iron or bronze instead.

30
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: September 30, 2013, 06:57:48 pm »
I built some POW camps for captured siegers. The first camp is Camp Urist, which houses goblins and contains beds and for tables w/ chairs so the gobbos can play poker or whatever. The second one, Camp Stukos, houses elves and is actually just a pit 7 z-levels deep with adamantine spikes at the bottom.
You should have made the spikes out of wood for extra irony.

EDIT:
dat necro

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