Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Excedion

Pages: 1 [2] 3 4 ... 19
16
DF Dwarf Mode Discussion / Re: Dealing with the Undead in an Evil zone
« on: April 05, 2012, 01:02:20 pm »
Magma doesn't work against undead. It just sets them on fire, which is arguably worse.

It works quite well at the bottom of a deep pit. A long drop and a hot stop, so to speak. When the zeds splatter, the parts should burn up before they rise again.

Nah it didn't work for me. Even with a 10z drop I still had flaming zombies in my pit scaring all my haulers

17
DF Dwarf Mode Discussion / Re: Social Structure Suggestions?
« on: April 05, 2012, 08:27:02 am »
Continuing on with the 1984 theme, since df lacks giant TVs you could make the walls of the peasants rooms entirely out of windows so they can have no privacy and any miscreants cannot hide from big brother

18
DF Dwarf Mode Discussion / Re: Big forts kill the fun
« on: April 04, 2012, 02:26:15 pm »
Usually have around 160 dwarves simply because I'd go insane waiting for hauling jobs to finish especially cleaning up goblinite after a siege or two. When I start getting sieges or 70 or so gobbos it becomes harder to clean them up than it is to kill them which is bloody ridiculous. Hopefully this next update will fix it though and I can settle at 100 or so and save my FPS

19
DF Gameplay Questions / Re: How do you deal with enemy archers?
« on: March 20, 2012, 04:18:51 pm »
I'm in a tight pickle because 17 goblin crossbow arrived as a siege, except their leader on a giant toad jumped into a pond which froze and killed him... thus I have 16 goblin crossbowmen sitting on the edge of my map.  They're just camping on the edge... laughing at me.  I don't have enough dwarves or soldiers to form a dual shield frontline wall.  I have some kittens and bunnies to sacrifice, but there's no way to move the kittens closer without placing the lives of my dwarves at risk.  My current plan is building ballistas to shoot them yet this can take some time since they're evenly divided two per map column. 

Any Ideas??

In the time it would take for you to hit and kill them with balista you could have train up several elite squads and used the resources used on bolts for some decent quality armor. Built some archery towers facing along a hallway into your fortress or something. The gobbo crossbowmen should try and run right past without even shooting back

20
DF Dwarf Mode Discussion / Re: Once a Weapon Is Named...
« on: March 20, 2012, 11:45:31 am »
Crossbows being fired contributes to naming.  Presumably, any action a piece of equipment can undertake adds to its score.  If you get hit on the head long enough, might even name your helmet.

I've never seen named armor. Are you joshing, have you seen this, or are you theorizing?

Shields can be named and I'm nearly sure theyre counted as armor.

I suppose it'd be worth testing. I don't know if hitting goblins with your helmet would add the name but taking and deflecting a blow might. Though if thats true then I don't know why I don't see more danger room dwarves naming their cloaks or whatever, it might be restricted to weapons and shields

21
DF Dwarf Mode Discussion / Re: Nothing Will Stay Dead!
« on: March 17, 2012, 12:33:03 pm »
Atom smashing bodies is probably your best bet. Either that or dumping them in a 1 tile wide pit.

22
DF Dwarf Mode Discussion / Re: Creature combat-targeting mechanics
« on: March 14, 2012, 02:12:17 pm »
Making them 30 times bigger should help. Also fire breath for good measure. AFAIK you could mod the contact area of their bite

23
DF Dwarf Mode Discussion / Re: too many vampires
« on: March 13, 2012, 06:10:56 pm »
I have 160 dwarves and not a single vampire/werecreature :(

24
DF Dwarf Mode Discussion / Re: Best/worst artifacts
« on: March 13, 2012, 04:44:19 pm »
I'd probably say my worst was a fungiwood blowgun. Mainly because it wouldnt be completely useless if Urist McUseless had opted to create some ammo for his new magical creation.

I'm getting pretty sick of earrings and figurines, wish I could give them to my dwarves or at least display them without mods

25
DF Dwarf Mode Discussion / Re: Prepared Ant Brain... Fly Fat...
« on: March 13, 2012, 04:21:31 pm »
Everytime I see it in the trading menu I think of this

http://youtu.be/Uj9CysSSsps

26
DF Dwarf Mode Discussion / Re: Caged Goblins
« on: March 13, 2012, 04:15:38 pm »
Just pit them from the floor above, dwarves dont seem to get scared by pitting prisoners anymore. In my current fort theyll happily drag trolls, elk birds and such across the map to the pit (34.02)

27
I bet you could set up an automated replenishing system using bunnies instead of birds. If you build a two square room with one of the squares being open space with a lever operated hatch. Attach a rabbit(female) to the chain, wait for it to move ontop of the hatch then pull the lever. The bunny should hang by the chain in the hole with no injuries and drop its bunnies down to the area below since it can't climb back up?. I suppose if you had the room on z+2 and the entry way on z0 then your bunnies would drop safely and the rabbit wouldnt be harmed by invaders.

Something like this i suppose
Spoiler (click to show/hide)

28
If you are producing equipment similar to that assigned in their uniforms then they will automatically pick up equipment of better quality the second it is produced. E.g if all your bowdwarves have fine quality bows and you produce several superior quality bows then they will automatically drop there current ones and go and equip new ones. Same for armor. This could be the reason they are constantly picking up equip.

29
DF Dwarf Mode Discussion / Re: Caravan Ambushing
« on: March 13, 2012, 12:42:44 pm »
My last caravan got ambushed too. 3 ambushes right on top of them but the guards managed to distract them long enough for my military to get there. The whole time problem seems to happen with sieges for me. As soon as a human caravan arrived I got a goblin siege then when they were about to depart a zombie siege arrived...

30
DF Dwarf Mode Discussion / Re: On Goblin Sieges
« on: March 13, 2012, 10:17:19 am »
Try sending some civilians out to pick up the cages. Once they get to the door theyll get scared and run back and the goblins should follow (unless theyre still mounted because ive noticed mounted goblins flee from civilians)

Pages: 1 [2] 3 4 ... 19