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Messages - nanomage

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1096
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!
Don't you mean the community is ridden by trolls? ah nevermind silly me misunderstood the post!

1097
DF Dwarf Mode Discussion / Re: A handy artifact!
« on: May 16, 2011, 04:47:47 am »
I'd suggest when fortress is operational and enough ore is mined to forge regular picks, this dwarf should become the leader of your military armoured in adamantine and wielding the very same pick he created.
The molten hush will descend upon the head of unlucky goblin, jamming the scull through the brain and tearing the brain!
Oh wait you haven't an anvil... time for a blacksmith to go muddy and make an artifact one out of some rubbish?

1098
DF Dwarf Mode Discussion / Re: masterwork!
« on: May 16, 2011, 03:31:42 am »
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...

You always get a "Masterwork of Urist McMaster was lost" message. If the item in question was stolen, you also get "A thief has made away with someitem[]" message, but that could go unnoticed.

1099
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.

Looks like he could make the only survivor after a good old-fashioned tantrum spiral, beeing constantly ecstatic from losing all those annoying acquintances to horrible tragedies. He could also make a good CotG!

1100
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?


No, they can not. They maybe demons though - sometimes demons take over human civilizations fooling them to believe they are avatars of gods.
However, this does not lead to "demonization" of human civ but to "humanization" of demons instead

1101
DF Dwarf Mode Discussion / Re: Selective Smiting Sock
« on: May 13, 2011, 04:36:25 pm »
You may have the ultimate fortress killer there. A long, but insidious and systematic fortress killer.

Imagine some kind of "Race against the Sock" challenge, where dawrves are attracting migrants, buffing up happiness and hoarding other, non-lethal clothing to let their fortress last one day with the Sock mercilessly picking them one by one.

1102
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

1103
...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?

1104
DF Dwarf Mode Discussion / Re: Selective Smiting Sock
« on: May 13, 2011, 04:26:38 pm »
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.


This is a masterfull pig tail fiber sock by an unknown artisan. It is adorned with hanging rings of pig tail cloth. On the item there is an image of a dwarf and a sock in pig tail cloth. The dwarf is impaled on spikes. The sock is striking a triumphant pose. It is made from superior quality pig tail cloth. This object is midnight blue, exceptionally coloured with dimple dye.

1105
DF Dwarf Mode Discussion / Re: Selective Smiting Sock
« on: May 13, 2011, 04:11:35 pm »
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.

1106
DF Dwarf Mode Discussion / Re: Badger: The New Carp?
« on: May 13, 2011, 04:06:07 pm »
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!

I request that this be dealt with, so my room of badger-mauling death may work properly :(
If your problem is not solved by magma badgers than you have used not enough of it them. Try dumping more badgera in there, maybe that will wake their rage

1107
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



hey wait why do you think undead attacks are supposed to ever end? if goblins send siege after siege no matter what happens all their soldiers, why should undead do it the other way?

1108
So, I am guessing some guy will wander onto the map with some corpses, raise them, summon a tower some how, and attack.

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?
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.
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 afar

1109
DF Dwarf Mode Discussion / Re: CANNOT be impoved by magma?
« on: May 13, 2011, 11:02:18 am »
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.

With magma, you make a second map full of magma, no soil, no stone, from the top of heaven to the bottom of the circus.

1110
Quote
Nah, 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

Actually you can turn you fortress guard into fearsome combat power while still leaving them mild and forgiving as executioners.
 I usually get them equip wooden or adamantine crossbows for that purpose. Enemies get silver bolts and civilian criminals are just slapped a bit.

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