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Messages - imperium3

Pages: 1 ... 10 11 [12] 13 14 ... 37
166
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 16, 2012, 10:17:52 am »
No, you can still get sieges, it just means you haven't encountered that civ yet.

I had my fort going for two decades of boredom, then all of a sudden - goblin ambush. Never got rid of the little bastards since.

167
DF Dwarf Mode Discussion / Re: On the effectiveness of the dodge pit
« on: March 16, 2012, 10:16:32 am »
1) They don't need to be very deep if you put steel spikes at the bottom....

2) I consider killing them on the ledge to be a bonus so I utilise steel serrated discs... Or you can use some form of spike/spear linked to a lever if you want it to work on FBs/Kobolds etc. Even if you use weak traps to get them to dodge, put some steel ones at the end to kill anything that makes it past the others.

3)Yes, except magma-safe metals. It also does a great job of killing things you drop in, and incinerates the corpses to prevent them being resurrected by a passing necromancer.

168
DF Dwarf Mode Discussion / Re: Your Dwarf Slogan
« on: March 15, 2012, 09:44:18 am »
"Tinfound: where we didn't find any tin."

Or: "Tinfound: We dig our mass graves in advance!"

169
Unless everything goes horribly wrong (and this being DF, it tends to do that), most ordinary threats (monsters, goblins, zombies, FBs etc) will only endanger those dwarves whose professions may take them out of the fortress. So miners, woodcutters, weavers, fisherdwarves and soldiers might expect high casualty rates, but normally you don't lose your best "inside" dwafves like weaponsmiths, farmers, cooks, brewers, strand extractors etc, unless you're unlucky or the fort is collapsing anyway.

Enter Urist McVampire.

Suddenly your legendary armoursmith winds up dead. Then you have to either put off that massive order of steel armour you were making, or accept it being of substandard quality. Either decision could lead to a disaster if your military meets something nasty in the meantime.

Or he might feed on your legendary cook. "That's OK," you say. "Quality doesn't matter too much on food anyway." You might notice when his replacement is cooking MUCH slower and you run out of food. Tantrum spiral may ensue.

In short, yes indirectly vampires can destroy a fort, though they seem fairly easy to spot most of the time. It is a bit of a shame that they don't resist arrest when the hammerer comes for them, but hopefully Toady will fix that in future. THAT could result in serious fun, especially if the vampire picks up a weapon, or was part of the fortress guard. Another reason not to draft new migrants straight into the army...

170
DF Dwarf Mode Discussion / Re: Safest way to get fell/macabre mood
« on: March 14, 2012, 06:39:59 am »
Consider having separated fortresses, with a squalor burrow for useless peasants (who've done a bit of work on the skill you want them to mood in), and a luxury burrow for dwarves you care about.  Don't allow significant mixing, so if a tantrum spiral starts in the squalor burrow, your useful dwarves will not be affected.  This also allows you to keep them off booze without slowing down miners or furnace operators or other useful dwarves. 

I tried that recently, but I can scientifically confirm friendships (but not romantic entanglements) somehow happen through walls, and there is endless "can't reach item" spam.

Dwarven Pyramus and Thisbe!

171
DF Modding / Re: Fun with threats.txt
« on: March 13, 2012, 05:23:13 pm »
How about:
THIS! IS! SPARTAAAAA!

Or:

I am your father!

Especially incongruous when it's some random tentacle demon...

172
DF Dwarf Mode Discussion / Re: The Great Hall!
« on: March 13, 2012, 05:20:18 pm »
That would explain why everything takes SO DAMN LONG... But I thought channelling was much slower than digging?

173
DF Dwarf Mode Discussion / Re: Master...?
« on: March 13, 2012, 02:03:21 pm »
Demons are building destroyers - won't it smash the bridge?

Also, they can fly, so if you don't use fortifications it will fly across, kill the cats, then annihilate your fortress.

But I believe they don't need a path to the target, so try to trap it in a small room with fortifications on one side, and cats on the other with the ability to block them off using either bridge or floodgates, out of the demon's reach.

That will be easier said than done due to aforementioned flying. How are you planning to capture it?

174
No, not really. Yet....

If your world was genned in DF2012, I think you might see the dwarves in nearby villages. Some (eg soldiers) may even have their own kit. But everything else stays in the fortress, where you can explore it in adventure mode.

I believe Toady eventually plans to rectify this so you DO have more of an effect on the world, and pretty much everything you describe is likely to happen. But it'll likely be years of development before that becomes reality.

175
DF Dwarf Mode Discussion / Re: Kobold Invaders Exist
« on: March 12, 2012, 05:42:33 am »
I've heard they are the only civ other than dwarves which can use steel, though. Which could be nasty depending on what sort of equipment they bring.

Do kobold ambushers wear armour/use weapons like a proper goblin siege? Or is it just a dagger and nothing else, like the thieves?

176
wait why cant we find dark towers?

Non-human settlements (including dark towers, forest retreats etc) simply don't show up in adventure mode at the moment. I think Toady hasn't got round to making them yet.

177
DF Dwarf Mode Discussion / Re: The Great Hall!
« on: March 09, 2012, 03:43:09 pm »
Don't channel it all, it takes longer to mine. Instead dig out each floor, then build supports to connect them, linking one of them to a lever that isn't in the future hall. Channel out the tiles around the edge and around any pillars you may have, so that now the only thing holding up the floor is the bottom support. Get all your dwarves and any valuable minerals out, then PULL THE LEVER! and watch all those floors disappear leaving you with a lovely great hall. Added bonus is that this destroys most of the junk stone left behind, as well.

This is going swimmingly for my current project, a recreation of the Theed Generator Complex from the Phantom Menace. Only trouble is it's taking quite a lot of time since I'm running at a grand total of 6 FPS...

178
DF Dwarf Mode Discussion / Re: famous last words
« on: March 09, 2012, 03:37:39 pm »
"Ooh, an upright adamantine sword! SHINY!"

179
DF General Discussion / Re: Forgotten beasts too weak?
« on: March 09, 2012, 05:31:29 am »
They're random. FBs made of stuff like grime, steam and water are hilariously weak. On the other hand, FBs with deadly blood can wipe out an entire fortress if their blood gets tracked into the wrong place, sufficiently deadly vapours can kill the entire squad sent against it (happened to me :( ) and deadly dust is the worst. I have a granite forgotten beast with deadly dust locked up, and I'm to afraid to let it loose in case it destroys the entire fort (though I am working on a way to weaponise it instead)

180
DF Dwarf Mode Discussion / Re: famous last words
« on: March 09, 2012, 05:22:47 am »
"It's OK, we're behind fortifications, nothing can possibly hit us from he-"

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