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Messages - Avo

Pages: 1 ... 9 10 [11] 12 13 ... 19
151
DF Gameplay Questions / Re: The Toilet Trap
« on: May 02, 2011, 06:53:41 pm »
You use weapon traps filled with whatever you can get your hands on, it doesent really matter how effective they are. When the goblin sees the weapons incoming its confronted by two choices.

1. Let the 10 serrated disks slice through it like paper.
2. Dodge into the pit onto spikes.

If the goblin survives, it just picks itself up, dusts itself off and limps back in for another go. I personally prefer weak wooden weapons harvested from the elves. Things like a steel disk cut the goblin into bits, and subsequently turns it into multiple hauling jobs. Remember to put up cage traps so you can catch yourself some prisoners.

152
DF Gameplay Questions / Re: Personal bedroom to dorm ratio
« on: April 27, 2011, 02:47:24 am »
I use DF architect. It can designate out ALOT of rooms very quickly.

153
DF Gameplay Questions / Re: [Resolved] How do you drop cages?
« on: April 27, 2011, 02:44:16 am »
The most effective pitting chamber looks like this

CCCCCCCCCC
CHCCHCCHCC
CCCCCCCCCC
CHCCHCCHCC
CCCCCCCCCC     With C being an animal stockpile and H being a hatch over a doom pit. And Urist, never forget the spikes!

154
DF Gameplay Questions / Re: Prisoners Dying
« on: April 27, 2011, 02:41:18 am »
A properly designed prison block should look like this:
Essentially, a 3x3 room surrounded by gold statues. The chain is in the center of the room, there's also a bed at the far wall, two 3x1 stockpiles for food and booze, and finally a cage where you put prisoner's favourite animal. All furniture is of masterwork quality and the floor should be engraved. :-)

I don't see anywhere for the magma to pour in or to drain.
Typically, the drain is under the booze stockpile. When the magma falls it creates a "soothing" magma mist.

155
DF Gameplay Questions / Re: can cave spiders climb sheer walls?
« on: April 27, 2011, 02:38:40 am »
Nothing can pass through fortifications unless its submerged. As an added bonus over grates, they cant be destroyed by building destroyers.

156
DF General Discussion / Re: Axe of Ironshaken
« on: April 27, 2011, 01:40:18 am »
Well, like I said this won't be in any sort of game, purely off the top of my head. He can bite, but legendary biter would be hard to get across. I had intended for him to come to the fortress with a caravan. But we'll see. And yes, caverns will most definately be involved.
I don't know, nibbling on a bronze collosus until it dies is INCREDIBLY dwarfy. Now i need to test this...

Also, a serious case of ADD seems to have kicked in when i wrote my last post. Ill fix that.

157
DF Suggestions / Re: "Ass demon?"
« on: April 26, 2011, 09:51:23 pm »
First off, these are technically spoilers (even if it's being spit out of the errorlog), so you might want to spoiler that title somehow.

Secondly, the HFS isn't in the raws.  That stuff comes from the hardcoded portions of the game.
Im not 100% sure, but i think its using the data from the raws to generate the demons. So he could go to the raws and find the ass, change its name to donkey and that *should* stop future ass demons. Otherwise, theres a whole new hidden raw's somewhere....

158
DF General Discussion / Re: Axe of Ironshaken
« on: April 26, 2011, 09:45:53 pm »
He should be a legendary biter, who came to the fortress along with the caravan as a guard. When the fortress arranged an "Unfortunate accident" the dwarf becomes trapped. He should have a particular love of dwarven cheese, but no clue where it comes from. The story could take him through a short dwarven trading route (You might want to look at your map for this) untill he reaches the fortress. Perhaps you could have him explore the caverns as well?

159
DF Suggestions / Re: "Ass demon?"
« on: April 26, 2011, 07:32:38 pm »
In my errorlog, I noticed an error about an ass demon.

How hard would it be to change things like that to, say, "Donkey demon"?
You can go to the raws and change it yourself, still very nice find. :)

160
DF General Discussion / Re: What Would Urist Do?
« on: April 25, 2011, 04:55:32 pm »
Assign you to pull the lever.

WWUD if he was attacked by Bogeymen?

Urist would proceed to strike at them with his crossbow.

What would Urist do if his kidneys were removed?

161
DF Gameplay Questions / Re: How do I breed helmet snakes?
« on: April 24, 2011, 09:30:24 pm »
You might need to have a tame male helmet snake. Im not sure if wild ones breed.

162
DF Gameplay Questions / Re: Re-embarkment Question:
« on: April 24, 2011, 09:28:47 pm »
Its easier to use just embark. Its not technically a reclaim but it saves everything thats there before.

163
DF Suggestions / Re: Medicene
« on: April 24, 2011, 04:28:16 pm »
I think this is a little beyond our dwarfs comprehension but that's just my personal opinion. I would like a way to get the syndromes off the ground first before we get a way to get it out of the dwarf. It seems to me they want to find a nice spot of damp earth with a table, bed and statue before digging into a nice cold plump helmet.

164
DF Suggestions / Re: Killing ghosts
« on: April 24, 2011, 12:32:29 pm »
When beak dogs stalk your halls and harpies patrol your skies you don't exactly have time for slabs or the access to corpses for coffins. A way to temporarily deal with ghosts in emergencies is critical.

For example say your foots been booming for a while, but your death total has slowly been racking up due to accidents and goblin arrows. Out of nowhere a forgotten beast crawls up with paralyzing powder craws up from the depths into your city and proceeds to infect your military. You manage to put it down, but not before your entire squad is infected. Since your dwarfs cant grab the corpses due to the syndrome effects you resolve to build memorial slabs. You start to hammer them out, but theres no way you can make that many slabs in time. When one of the unhappy ghosts decides your mausoleum is the PERFECT place to rampage you realize now the !!FUN!! your in for...

Now if the effect is temporary and comes with costs/consequences you would have to be careful about using it, a sort of "Only in emergencies" use similar to "The lever" we all have. :) On a completly unrelated topic, it could be cool if ghosts haunted your mausoleum peacefully after being buried. 

165
DF Suggestions / Killing ghosts
« on: April 24, 2011, 03:31:21 am »
There should be some way to (temporarily) put down troublesome ghosts. Perhaps blessed weapons, or weapons made from certain materials like silver. It wouldn't kill the ghost forever but it would get rid of it for a bit while you work on getting some better tombs set up.

This would add a "quick fix" to sudden surges in corpses. Perhaps if they were to always come back as a worse ghost...

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