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Messages - zephyr_hound

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301
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: January 23, 2011, 07:35:08 am »
And I could go back and take the adamantine weapon as an adventurer, which is really what I was hoping for.

Although now I think about it, maybe I won't build the bucket into a well. I have a sudden hankering to create an adventurer who beats monsters to death with a bucket...

302
DF Dwarf Mode Discussion / Re: My first Cavern!
« on: January 23, 2011, 07:31:07 am »
? Hungry heads are total pussies, unless I'm missing something. I once accidentally locked a dog out in cavern 3 during a siege and a whole flock of zombie HHs started chewing on it. By the time I noticed it was missing a month later, it was covered in bruises but no worse. They literally had not broken its skin after like a 30 page combat log. Admittedly they were zombies but I don't suppose their bites are any weaker than the regular variety.

back on topic, I used to be scared of the caverns, but not any longer. I usually go straight to cavern 3 and set up there. The only really scary thing in cavern 1 is giant cave spiders, and those have been nerfed anyway since 40d. The water bath is a good idea though, FB syndromes really suck.

303
DF Dwarf Mode Discussion / Re: I've heard of Feathered Boas, but this?
« on: January 23, 2011, 07:19:06 am »
You're being attacked by an Aztec god. You're probably doomed, but try to catch him with a GCS-webbed cage trap. Then you can build a temple and feed him sacrifices to appease him.

(You lucky guy. Shame that thing doesn't fly too)

304
DF Dwarf Mode Discussion / Re: Need a project to focus on.
« on: January 23, 2011, 07:14:26 am »
Build an aboveground castle, that's always cool to look at. You'll get a bunch of legendary masons if you make it out of blocks too.

305
DF Gameplay Questions / Re: More noble dickery
« on: January 23, 2011, 07:04:21 am »
if you're concerned, pimp out his room with some crap that he likes and is actually feasible. That'll keep him happy enough that the unmet demand isn't a problem. I ignore demands all the time and it's fine if they have a generally good living environment.

306
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 22, 2011, 09:43:26 am »
Earlier this year Dumat Ushulrimtar Dumattomen Arzes, newbie adventurer, managed to find the lost dwarven fortress of Smithclearings and equipped herself in a set of excellent steel gear. She wasn't brave enough to penetrate the depths of the fortress in search of the god-metal gear that was rumored to have been made there before the dwarves who once lived there abandoned it en masse--not yet, and not with only one companion to ward off the bogeymen at night. That time will come.

After acquiring the masterwork steel axe of Cerol Legonthob, she went on a vision quest, following a brook deep into the rhyolite mountain range known as The Finger Of Enchantments. Great birds attacked her over and over but she struck each down in its turn. At the brook's source she discovered a great peak known as The Ruthless Furnace. She scaled it and at the top looked down into a gigantic well of Armok's burning blood.

Dumat returned to civilization, greatly strengthened by her time of ordeal. She is now making a name for herself by clearing out outlaw camps all around The Hills of Jade and The Blizzards of Heavens, working solo, biding her time until she feels ready to descend into the caverns beneath Smithclearings and locate the lead vault that is said to have been built upon a vast underground lake. The masterwork axe of Cerol Legonthob now numbers thirty-nine notable kills, and thirty-seven others, most of which are giant eagles.



I made the Smithclearings fort for my brother to mess with, and intended to just test it myself to make sure stuff stays where I wanted it to be, but now I've gotten badly distracted by everything else you can do in .18. The bluestuff's all in lead bins, and the steel was still in its stockpiles where I left it, so I think it'll be all right. Should be a pretty fun fort for an adventurer - you have find a couple of levers to unlock the stair to cavern 3, then follow the markings on the floor down there to get to the vault. There's a nice masterwork bluestuff axe in there with any luck, along with a few other toys.

This is my first go at 2010 adventurer mode, and my fourth adventurer character in two days. The first three attempts died thus: (1) kicked in head by camel, (2) torn apart by bogeymen outside the walls of a human fortress while looking for door, (3) tossed off cliff by yeti *facepalm* I'm getting the hang of it again now though. Kind of disappointed food and drink is currently busted, would've been fun to have had to subsist on the flesh and blood of those eagles when I was climbing mountains.

307
DF Gameplay Questions / Re: Swimming lessons
« on: January 22, 2011, 05:43:08 am »
They won't path through or do any jobs in 4-deep water even at legendary swimmer, so the only way really is to conscript them and lock them in a room that can be controllably flooded.

308
DF Modding / Re: Agricultural Overproduction - What to do?
« on: January 21, 2011, 10:50:23 am »
I've got a little homebrew mod with some new plants that grow deeper in the caverns (can't bring the seeds on embark, plus it's a reward for digging down). I like to make the more valuable ones yield less and take longer to grow. There's one in particular that only grows in winter and has a long grow duration (and clustersize 3), so you absolutely have to have farmers free to plant it up at the start of the season, or spring hits, you lose the whole crop, and have to scour cavern 3 in the hope of finding another wild one (they're also rare). Works nicely and feels fairly realistic to me.

Plump helmets are ridiculously easy to grow. I've been thinking about maybe nerfing or even removing them in my own games. It's being able to get two crops in a season AND grow them year round AND getting raw food and booze out of them. Spring, first year: make farm plot, set plump helmets all year round, forget about food forever.

309
DF Dwarf Mode Discussion / Re: Woah.... I think I went too far.
« on: January 21, 2011, 10:19:25 am »
I have created Dwarfschwitz.

I want one.

310
Quote from: rephikul
SPEED:0 player detected

I suspect he means several hours of sitting playing the game, not several hours of "in-game time". heh.


I'm another person who has to use blocks for everything. I like above-ground forts because I can control the colors of everything. Also, all furniture has to be encrusted with just one gem type. This means I have to make custom stockpiles near my jeweler and micromanage him.

I also try to ensure everyone will mood to weaponsmith/mason/something useful, and if that's not practical I'm not above arranging Unfortunate Accidents. Proficient woodcrafter migrant? He's making copper short swords on repeat until he becomes a weaponsmith. High master woodcrafter? Hey, congrats, you're now a wrestler, why don't you go wrestle that skeletal elephant over there? I'm sure it'll be fi--oh. Whoops. Oh deary deary me. Good thing he didn't have time to make any friends, eh? Oh hey, we've even got a spare coffin, fancy that.
...Yeah, I hate woodcrafter artifacts THAT much.

311
DF Community Games & Stories / The melted champions
« on: January 21, 2011, 07:36:12 am »
I'm not too great at creative writing so I'll just tell this my own way. It's a little inspiring story about tenacity, fire blobs and dwarves. It menaces with spikes of melted fat.


So, we got our first forgotten beast. My farm's down in cavern 3 because I find it more peaceful than the first two; sure you get occasional voracious cave crawlers mangling your doors, but the water's safer without cave crocs and giant toads. (I wonder if my priorities here are skewed...) I've also added some plants to my game which can only be found in the deeper caverns, so it's worth going down there if you want to find and cultivate a rare plant which gives the dwarven equivalent of Sunshine. Also, voracious cave crawlers are delicious.

Where was I? Right. My farm. It's in cavern 3, behind a regular door. Which blind cave ogres, voracious cave crawlers, and eldritch blobs made of flame can break down. I probably should have used a bridge and lever instead. Oh well. I haven't got time to build anything so I send my best axe squad down to stop Mr Blob before he gets to my nice door.

Meet Etur Chucklancer the Helmed Crescent of Beards and Vabok Pulleyfold the Fleshy Dell of Squirting (I... don't want to know), my two best soldiers. Vabok has eight notable kills, Etur has nineteen and was one of the seven founders. I really like these dwarves, titles aside. They are the first to answer the summons.

Sest Tostraongas Sposnungordax is getting too close for comfort. I tell Etur and Vabok not to wait for the rest of their squad, but to just go out and kill it. Off they go. They surprise the blob by hiding behind a corner, and WHACK! One hit, he's down and the mighty Etur is credited with the kill.

Unfortunately, hitting a blob made of flame with a steel axe does what one could reasonably expect it to do, and both Etur and Vabok are "caught in a burst of flame" several times. When the red cloud dies down I check on them. They are not, thankfully on fire. However, they are both "melted". Their upper bodies are melted. Their legs are melted. Their lower bodies are melted. And they're standing in pools of their own blood. I watch them go from Faint to Pale and start flashing red crosses. I am... quite distressed.

I quickly find a migrant with good diagnosis skill and appoint him as Chief Medical Dwarf, then draw a hospital zone around a couple of unassigned beds. Then I unpause, and de-station the military. Vabok and Etur stand around together, thinking about who knows what--perhaps their mortality. A hauler comes down to get the body of the dead blob and take it to the refuse pile on the surface. I'm waiting for someone to come and get Vabok and Etur, take them to the hospital.

Nobody comes. There's not even a diagnosis request. Come to think of it, dwarven doctors probably have no idea how to handle this sort of injury, and anyway they're not resting. I see them slowly begin to move off together, towards the farms and the upward stairs. They're going to... Individual Combat Drill!? On the health screen their info has gone from Bl~ blood loss to Bl+ severe blood loss.

I build two tombs. Gold sarcophagi on smooth rose quartz floor from where I'd dug some gems out earlier. Gold block walls. These will be the first two dwarves to die in this fortress, and given how they went out, the least I can do for them is give them Grand Mausoleums.

Etur is the first to notice his gift. He slowly heads back downstairs, holding a pig tail sock. He puts it in the tomb. With typical dwarven practicality, since there aren't any assigned bedrooms yet, he's decided to use his tomb as a wardrobe. Vabok starts doing the same thing.

I go back to the general business of running my fort, but I am distracted, waiting for my two heroes to die. I check on them every few minutes. They're doing Individual Combat Drill, leaking blood all over the snow. When I remove the barracks they want to help with the hauling instead. They absolutely will not quit. And they just go on... and on...

A month later, Etur has gone from Pale to Faint. So has Vabok. And the bleeding's gone back to Bl~

I can't believe it, but they're going to live.



Two years later, here are Etur and Vabok.

Spoiler (click to show/hide)

Both legendary axedwarf/fighters; Vabok also a legendary shield and armor user. Still active military members, happy and healthy, aside from, you know, having had half their fat burned off. I'd like to show a picture of the huge amounts of blood they left in the snow at the surface of my fort while doing a month and a half of Individual Combat Dill with severe bleeding, but I ran dfcleanmap at a subsequent point to try and improve FPS when I went below 10 (aboveground castle fort).

If I ever get a dragon at this fort, I know who I'm calling on to fight it.

312
DF Gameplay Questions / Re: reasonable number of traps
« on: January 21, 2011, 06:36:35 am »
Lamphare you really need to MASS-FORBID your traps (d-b-f) once they're primed and ready. That also forbids the materials the trap is made from which stops dwarves from touching them at all. Then you've got time to clean up the siege/ambush, then station your military outside for protection - THEN unforbid the traps with d-b-c and let the civilians do their thing.

I usually have an entrance in this order in an early fort, with maybe a raising bridge at some point to cut off access in emergencies. I still have the old 40d habit of maintaining a 3-tile wide entrance for caravans, and rely mainly on military for defense.

fort <-- _____ (dogs) _____ (trade depot)(military barracks) ____ ^^^ (Cage traps) --> outside

The ambushes get noticed when they hit the cage traps and kobold thieves get spotted by the dogs. Then since they're already past my barracks I just tell the soldiers to step out into the corridor and greet the kobold on his way out. Thieves don't escape my fort very often :)

313
DF Dwarf Mode Discussion / Re: Lamest clowns ever?
« on: January 20, 2011, 10:34:16 am »
I used reveal briefly to check out why a new embark had horrible FPS (cavern 2 lake draining hugely into cavern 3, think I'll start my fort elsewhere) and happened to note that I have

Spoiler (click to show/hide)

memo to self: do not open HFS in this world.

314
DF Gameplay Questions / Re: crash on embark
« on: January 19, 2011, 03:00:25 pm »
maybe you've got some crazy magma-mountain-adamantine-spire-cavein thing going on and the computer can't process it. Is it crashing on the "You have arrived..." screen or when you press enter after that?

You could try making an adventurer and just walk over there to see if something crazy is on the site.

315
DF Gameplay Questions / Re: Migrants won't move to my fort
« on: January 19, 2011, 02:51:10 pm »
I've had migrants just sit around for ages even with a clear path. Sooner or later they suddenly realize they've arrived and head on in. If you have any military, you could station them by the migrants just to make sure there's a path - then it would tell you immediately if they're cut off.

If they do have a path in, and you have a meeting area set (you do, right?) then just wait, they'll wake up and start moving eventually, at the latest when the migrant status wears off.

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