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DF Dwarf Mode Discussion / Re: Pig Tails?
« on: May 16, 2011, 07:40:50 am »At this point I would like to point out that DF has one of the kindest ,most helpful and least troll-ridden communities I have ever seen. Bravo Folks!
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At this point I would like to point out that DF has one of the kindest ,most helpful and least troll-ridden communities I have ever seen. Bravo Folks!
If it was stolen by an undetected kobold it would say "A thief has stolen a [foo]"
hm, magma is the only culprit that I can think of, or atomsmashing. Those are the only things that would destroy a rock item...
One fort I had, there was this guy.
He had a Grudge with at least half the people in the fort, which was over 100 people strong.
Constantly Unhappy, often Very Unhappy and when it hit Miserable and the guy started tantruming, I ordered him to stand guard on top of a building for a few months to cool off.
I think I stopped playing that fort/world at some point though so he never reached critical mass/hilarity. Which is a shame. But seriously, never before or after have I had anyone in any fort who was so against most of the population that every time they went to the dining hall they could not avoid having to talk to "annoying" people.
Here's one...can diplomats from civilized races be FBs? I've been told some crazy, lizard-humanoid composed of water with dangerous spittle is the diplomat from the humans. Should I lock him out or is it safe?
You may have the ultimate fortress killer there. A long, but insidious and systematic fortress killer.
They [CAN_LEARN], right?Yeah they have skills and can learn from combat. But written knowledge seems different. I think we'll have to wait until the update to find out
...most adorable necromancer ever. I see no reason why not, except that apparently, necromancy is learned from a god of death, and if kobolds have no such religious options, they cannot gain it. They might steal a tablet from a human, though, who knows.they can't speak, does this mean they can't read too?
I'm afraid the Great Sock will not be that selective. As soon as first sock owner (or better say, slave) dies, the Sock will enslave another one and drag him to his badgery death. Then another. And one more. And more. And more. It will take some time for lazy and poorly disciplined ones to die, but eventually sock will have them all.
One Sock to rule them all.
One Sock to find them.
One Sock to bring them all,
And in the darkness bind them.
I am disappointed. After capturing a conga-line of badgers, I had great plans. I was going to dump them into a room, and drop goblin prisoners in with them and watch them fight. Imagine my distress when I find that they get along just fine!If your problem is not solved by
I request that this be dealt with, so my room of badger-mauling death may work properly
The undead probably won't die just because you killed the necromancer. Wishful thinking indeed that such a convenient solution to the undead siege would be implemented. We also don't know if the necromancer will personally lead the forces - you're going to have to kill him in his own tower (filled with his minions) in adventurer mode.
But you can't start an adventure mode game without abandoning your fortress. So that's kinda pointless. Eventually Toady plans on adding the ability to send armies off from your fortress to attack other places, but for now I don't see a way to hit back at the necromancer if he stays in his tower and just sends undead.
I'm assuming that the necromancer will stay in his tower, since Toady said "They make little towers and send hordes of undead to attack your fortress now." That seems pretty clear.
Hopefully after a number of unsuccessful attacks he'll say "if you want something done right, you have to do it yourself" and come lead an attack personally. That's what other civs seem to do.
Keith
That makes the most sense because necromancers should have a very good reason to risk their hard-earned immortality by wandering the wilderness with a bunch of corpses for bodyguards. Regular undead encounters should definitely be just undead, with their leader controlling them from afarSo, I am guessing some guy will wander onto the map with some corpses, raise them, summon a tower some how, and attack.If I'm reading Toady right, he'll have the corpses pre-animated before he arrives. In fact, there may not even be a necromancer, just a horde of mindless dead moving towards your fort.
Or he or she will use all the dead goblins most forts have laying around. Which is odd, since if their corpses of an enemy are scattered about your fort, shouldn't the necromancer realize it will end with death for him or her?
Nothing for me to magmanize?
I guess I'll just do this one.Complicated medical operations such as surgery, if both the patient and the doctor need to survive.
You can use magma to remove the patients skin and excess fat, allowing easier access to internal organs.
How do you improve an entire map full of magma, no soil, no stone, from the top of heaven to the bottom of the circus.
QuoteNah, he's a legendary fighter
Holy crap, your Captain of the Guard is a Legendary Fighter? Yeah, you're in for some FUN if he starts doling out the justice. I usually look for the weakest, most pathetic and useless dwarf I can find with no fighting skills of any kind and make him my CotG. Then I assigned him a uniform of leather armor and no weapon or shield at all, and I don't assign him a barracks so he never trains. The idea is that if he does have to dole out some justice, he'll have to do it with his fists only, and hopefully he'll be so weak and terrible at it that he won't cause any serious damage. I've read posts from other people that assign an adamantine hammer to their CotG because the stuff is so lightweight it basically makes a NERF hammer and doesn't cause any damage.
For the most part, though, I just make sure I have a nicely appointed jail room with plenty of chains. I've never actually had a dwarf get a beating for failing a mandate, they just get assigned to stay in jail for a while. I put beds next to each chain in the jail, and make sure to have "Nurse" dwarves with only the "Bring food/water" labor assigned and nothing else so they stay fed in there. Smooth and engrave the walls and throw in some pretty gold statues and things to counteract their being depressed about being confined.
--nomad_delta