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Messages - Saiko Kila

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1171
In some of earlier versions (v.31.xx) I had announcements when a building destroyer destroyed a door or toppled a statue. This was also causing soundsense to sound an alert. I'm almost sure there was a setting in announcements.txt. I'd like to turn it on, because too often I'm not aware of FBs or trolls rampaging in some outskirts of my forts. But I cannot find the setting.  Which one could that be?

1172
Cats have curious ability to wander aimlessly just outside the walls, despite the fact that most of the surface is actually inside my walls. Dwarves are safer that way. Cats are not. They are dying to get out of any confines, it seems. This results in such a turnover, that I'm almost out of cats - most female cats get killed before they are able to bear kittens. A limit of total number of animals may also play a part in this.

I usually pasture most of my cats in food stockpiles and farm areas to cut down on the vermin there and reduce cat adoptions.

Ditto. Along with a small room with 9 cutouts, one female pastured to each cutout, male in the middle. Breeding room. When females mature I slaughter the oldest and replace it with the new girl. I do this with any animals I have. Youngest mature male to the center, others to watch points, rest slaughtered.

Actually, I was keeping some of cats in food storerooms before, but was unable to solve another problem - cats were killing small pests, like creepy crawlers, and keeping them in mouths. They were probably trying to offer the remains to their "owners", but couldn't do so because said "owners" were busy elsewhere. Still, I'll try it again, maybe starting with free cats, not pets. And the idea of cat breeding centre may be a good thing. Though I like keeping many animals - their total peeked over 850, and after mass culling (to save the grass moss) I still have more than 700, and the other species will probably life their lives.

1173
DF Dwarf Mode Discussion / Re: Are crossbows still overpowered?
« on: June 10, 2012, 04:52:21 am »
I have not upgraded my main fort from v.34.07, but reading this topic I hope that crossbows ARE really overpowered in this new version (or the newer version, since I'm not upgrading as long as the building bug is still around). Why? Because they are certainly underpowered in versions before minecarts and in v.31.xx. My crossbowmen are levels 10-20, and it takes much time to kill squads of 5-8 gobblins, the usual number of prisoners I use. So much time, that  most many of crossbowmen have "long patrol duty" thoughts, and many of them are unhappy or just fine because of it. If I allow the same dwarves to go melee, they kill the gobbos in blink of eye, despite being worse hammermen than crossbowmen. Sure, they hit often, and the hits are painful, but they are not killing hits. Actually, most of the goblins die of bleeding/asphyxiation and I even had a case of succumbing to infection (they just couldn't kill the bastard). When underground, the execution often looks messy because of miasma - before the last gobbo dies, the first one begins to stink. Similarly, it takes a full quiver for gobbo ambushers to kill a horse or merchant. So I would be happy if crossbows are overpowered in all future versions.

On another topic. If bolts are treated as blunt weapons (as it seems they still are), then it's perfectly normal than adamantine armour offers not enough protection. Only chainmail is more or less effective against blunt weapon, and the materials doesn't play much role in this.

1174
You should make the parents new bone-encrusted beds for their rooms to make up for this horrible loss.

would it be possible to do this except... using the bones of the kid? There would be a certain delicious irony in the whole situation.

Unfortunately impossible, unless the kid rest in pieces (at least in unmodified game). I love killing goblins with goblin bone bolts, and dwarves with dwarf bone, but this kind of fun requires some extraordinary steps to achieve.

It looks that having a penchant for cats is a risk factor, though.

in DF, usually it's a risk factor for dying quite suddenly, usually in a manner involving the smashing of atoms or swimming in magma (which also helps out with scouting efforts).

but yeah, losing pets can be pretty bad...

you should probably give that guy a masterwork cat brain roast or something.

Cats have curious ability to wander aimlessly just outside the walls, despite the fact that most of the surface is actually inside my walls. Dwarves are safer that way. Cats are not. They are dying to get out of any confines, it seems. This results in such a turnover, that I'm almost out of cats - most female cats get killed before they are able to bear kittens. A limit of total number of animals may also play a part in this.

Anyway, the parents are slowly recovering, and probably won't get mad.

1175
DF Dwarf Mode Discussion / Re: an aura of what....?
« on: June 08, 2012, 05:03:12 pm »
Yep, it is the epitome of goodness and purity. I'm sure unicorns would worship it and strive to be more like it.

Which means they would try to become extinct. My dwarves would gladly help.

1176
DF Dwarf Mode Discussion / Re: So many soap blocks...
« on: June 08, 2012, 05:01:07 pm »
This is the reason I wish all lists had a filter, like when selecting goodies for trade or when in Legends Mode. To me that addition would be far more important than minecarts. I always make soap and blocks from everything available, but such filter would be extremely useful when building just about anything, choosing animals for training or dumping/forbidding from stocks menu.

1177
DF Dwarf Mode Discussion / Re: How do YOU end your fortress?
« on: June 08, 2012, 04:08:12 pm »
I just abandon the fort, sometimes just  by not playing it any more, though technically all my forts survive in the cyberspace - because I store all my saves before the abandonment. My intention is to visit them later with an adventurer, although I've never played an adventurer mode and have to experience it yet. I had reclaimed forts, so before the last save I always make sure there are no Forgotten Beasts surviving, and that I have enough goblins and trolls in storage to help my new team. Also, I prepare vaults for a prospective adventurer to find, and hoard more interesting items. Still, reclaimed fortresses are so boring, that I don't play them for long and soon abandon/don't play them for good.

I see no fun in intentionally ruining it all. I liked ruining castles made of blocks when I was a kid, but don't find that entertaining any more.

1178
I was just curious how the parents would react.
How did you think they were going to react? By being ectastic about a good dining room after their kid died? Oh wait....

Basically I was curious whether they will be miserable, unhappy or fine. I like these discrepancies between an event and a reaction to it. For example one of my original seven has lost a masterful bolt due to melting (and there were 22 bolts left just fine). He was happy until the bolt was molten. After that, he went melancholic and died three weeks later. I would imagine that losing a child bears a heavier impact on morale, still these guys seem to to be doing quite well. It looks that having a penchant for cats is a risk factor, though.

1179
I have no idea why the kid was in the cage in the first place - I haven't been using webbed cages until later (when I imprisoned a couple of web shooting FBs). And since children do not work they usually have enough time to find beds. Most probably the kid was injured by goblins and felt into a cage while retreating. A new memorial slab confirms it died of dehydration.

Putting the cage in a frequented area was not enough to "find" the body. Even dumping it was not enough, somehow the guy who was carrying it didn't notice. I have forbidden/unforbidden the body to be dumped onto the ground and it still wasn't enough. Finally I applied the usual technique of building a floodgate near the body, and the builder found it. The parents weren't amused, especially the father who lost two cats to a recent goblin ambush. Immediately after the revelation a band of zombies besieged my fortress, and killed another pet cat of the father. He's really unhappy now. I'd have tried other solutions, but I was just curious how the parents would react.

1180
While designating old cages for melting I've found one dwarven body inside a copper cage. The child went missing three years earlier, and already had a memorial slab in my missing persons' corner of graveyard. But the parents were and still are oblivious to the fact that the kid is dead. Maybe they hope she lives an adventurous life of goblin captive or something. And since cages prevent corpses from rotting, no one was any smarter.

After finding the body I have assigned a coffin to bury it. But now I have some afterthoughts - maybe it would be better to drop it into the magma pool and forget about it? That way the parents won't be disillusioned and stay happy. This is was only child.

I'm curious what would be more dwarvish proper - to notify the parents (i.e. bury the body in the grave) or not (and destroy the evidence)?

BTW the kid died of starving/dehydration apparently.

1181
DF Dwarf Mode Discussion / Re: Web acts as preservative?
« on: June 07, 2012, 04:29:17 am »
It's because the duck corpse doesn't contain enough meat to rot. (or to be a valid butchering target). This is matter of corpse size (and a bug I think) and has nothing to do with webs.

A shame, I've already found a use for preservatives... But other ducks often yield meat, and can be slaughtered even if they yield only a skull (as tame animals, their bodies cannot be butchered anyway). I also had many rotten ducks. Ducks are one of my guardian and spotting animals, so their bodies are often left to rot. If this is a matter of size, maybe this was one of the ducks composed of skull only.

1182
DF Dwarf Mode Discussion / Web acts as preservative?
« on: June 07, 2012, 03:54:44 am »
I have a Forgotten Beast, which fought with a chained duck. It shot dozens of webs before finally assaulting the duck, which was thrown on the ground and died, on the spot containing a web (there are not many spots in that hall that do not contain a web). Since the beast had ducked an attack by the duck previously, it (FB) jumped to a spot next to a hatch, leading do my Forgotten Beast Trapping Complex and the fortress. Due to a known bug, the beast was stuck there, trying to destroy the wooden, unlocked hatch and unable to do so. This happened over two years before present. I hope that a next FB comes and destroys the hatch, but so far they haven't been interested.

Anyway, what's interesting to me is that the duck's corpse is still fresh, while much younger ones are skeletons by now, or even reworked into Objects of Dubious Usefulness. Not to mention my favourite step of pinky vapours. There were no gaseous attacks, so I suppose it isn't any special substance preserving - may it be that this web preserves bodies? Or just a glitch?

1183
DF Dwarf Mode Discussion / Re: Question about Miasma
« on: May 26, 2012, 01:39:45 am »
So thats what was missing! Corpsesplosion and dismemberment. OF COURSE!
Fortunately I have like 50 goblins caged and ready.
I must now build a tower, or pit. Is 10 z-levels enough to remove every lib while alive and dead?

Oh no no no, 10 is not nearly enough. I've seen goblins survive 10 level drops, albeit with most limbs broken. If you want to guarantee not just death but an explosion of severed limbs, you'll need a much greater distance than that. I couldn't tell you how much as I've never actually tried to kill things through falling, it's more of an accidental side effect of my architecture.

Yep, even the max default height of 15 isn't enough for complete dismemberment of some specimens, though it's usually enough to get so many parts that it isn't worth to do anything better. Goblins are quite light weight creatures, and the smaller ones don't hit the ground with enough force. FBs or even elephants are different matter.

1184
I've never seen something surviving "tearing the brain" in DF, though I know that other brain injuries are not always fatal, like in real life. Thieves, both goblin and kobold, can be very dangerous though, especially against single opponents. They may style themselves "thieves", but they are more like thieving assassins, who never miss an opportunity to sell their dagger to a dwarf or a dog. In 1-on-1 battle I'd bet on a thief, unless his opponent was very skilled. Armour is not very important against a dagger. (Besides, I had a gobbo pikeman biting my speardwarf in the heart despite steel armour. I consider it a fluke though.)

Said that, the battle report is from the point of view of the dwarf, I think, so it is possible there were two independent thieves (happens to me quite often, I once had three kobold thieves simultaneously, and it's ever more common for gobbos). The battle report often miss the dying part of the deal.

1185
DF Dwarf Mode Discussion / Re: Boats
« on: May 25, 2012, 12:14:31 pm »
Once boats are implemented, a lot of people will be killing dwarves with them, just so they can say they boatmur.dered something.

I honestly didn't see this one coming

Honestly, I'd be happy enough if more vehicles could be added so a siege would, you know, siege. "Hey, a moat. Let's stand by the water, rafts are for kobolds."

I'd agree with that. While minecarts were something I always wanted, and was sure it would be implemented, the boats, rafts, ferries (and maybe other small vehicles like chariots or siege towers) are things I'm really longing for. But I'm not sure that these would be implemented before there is and algorithm to create artificial fortresses to besiege.

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