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Messages - TubaDragoness

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76
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: November 19, 2017, 08:51:56 am »
I believe anything made of fire gets a "hidden" fireball attack, just like any spider-based titan has a "hidden" web ability.

77
DF Dwarf Mode Discussion / Re: Dwarfs in the Dark
« on: November 19, 2017, 08:48:22 am »
I always assumed they had Gollum-esque glowy night-vision, and this is also why they have problems with diplomacy with other races.



Funnily enough, this is true for both kobolds and goblins; they have a glow tile for when they are nearby but not within the range your character can currently see.

But why stop with glowing eyes? What about bioluminescence? It doesn't even have to be natural, I'm sure somebody got a Mood and put glowing fungus in their beard or something.

78
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2017, 07:39:03 am »
My goal on founding Paperweights was to finally teach myself how to manage a magma pump stack; I have yet to do much with Armok's blood in-fort, and I'd like to change that.

A magma pipe was finally found on the third cavern layer, and we began the slow process of construction the stack. Despite the thorough research on the subject, we still had a few... errors.

Still, I am proud to announce success. The magma forges are up and running, and maybe we can finally turn our efforts to finding flux to upgrade the militia to steel.

Now that our purpose has been achieved, it is time to turn the fort to the grand purpose of !!Science!! (maybe not all of the flammable sort). I'm now Dabbling skill in minecart usage and have assigned a few humans to the Fortress Guard for the express purpose of testing the effects of tattered or missing clothing on the psyche. Unfortunately, the first subject has been revealed as utterly shameless ("does not feel anything on being uncovered").

79
DF Dwarf Mode Discussion / Re: temple?
« on: November 15, 2017, 07:27:46 am »
To specify the content of an engraving, use "D" on the tile immediately after designating it to be engraved. Once you leave the designate menu, you can't give more details unless you remove and reapply the designation.

I haven't had dances, music or stories in my temples, but my dorfs tend to congregate in the tavern when they aren't actively playing. I may have to explore a little more to see if I can get them to show up!

80
DF Dwarf Mode Discussion / Re: temple?
« on: November 13, 2017, 06:55:25 pm »
I have a few RP-related quirks to how I fort-mode, and religion is one of them.

There are several factors to how I choose the dwarf civ my group is part of, and one of them is the gods they worship. I tend to choose civs with a small deity list (six or fewer), and avoid ones that worship gods of death, deformity and disease (unless they interact interestingly with other spheres, ie a god of the sun and death).

Temples are one of the few rooms I go out of my way to make non-square; they're usually oval or teardrop shaped, with the table/altar at the far, fat end. It's also one of the first rooms I designate after the central hallways are laid out, and the first room to get smoothing. This first room is a general worship room, with no specific deity, and will not receive any special engraving. As my fort grows, I add smaller rooms that are connected to this central one, and each is dedicated to a specific deity of my civ's pantheon. These rooms are engraved with images and decorated with statues that fit the appropriate spheres of worship.

81
DF Dwarf Mode Discussion / Re: Worst artifact ever, of all time
« on: November 05, 2017, 11:48:01 pm »
no spike, sadly, and how do you make spikes out of pig tail?
By being Mooded. It's amazing how inspiration can allow a dorf to break the laws of nature, physics, and/or good taste.

82
DF Dwarf Mode Discussion / Re: Super trolls?
« on: October 31, 2017, 02:57:35 pm »
As Frames said, the tag [SLOW_LEARNER] implies [CAN_LEARN]. They're sentient. Goblin ethics just don't forbid them from being used as livestock as well as recruits.

83
DF Dwarf Mode Discussion / Re: Dwarven ethics
« on: October 28, 2017, 04:02:09 am »
The sight of them "contemplating murder" is unsettling.

If this is in a temple, they just worship a god/dess that has murder as one of their spheres. Not too much cause for excitement, though it's likely you have a Tower or three somewhere near the home civ.

Like being greeted in adventure mode with "Have you considered suicide?"

84
This is why you always read the paperwork before you sign anything! v:

Dear militia of Paperweights: When I put out an order for your squad to meet at a station, or suddenly order a kill, it usually means lives are at stake. Perhaps you can bear this in mind and make a little more haste? You guys have adequate armor training to handle the iron equipment you're wearing, and you move fast enough when it comes to claiming a drink or a new sock for yourselves...

85
DF Dwarf Mode Discussion / Re: Good Artifact?
« on: October 23, 2017, 03:45:50 am »
I'm quite enjoying the unicorn bone throne in my current fortress, though the gem window comes close. In general, I'm happy with any furniture or tool artifact. Weapons and armor are also A+, though I always seem to get ones that pick poor materials for what they make (gold swords, candy hammers, etc).

Worst in my book: boots, socks, gloves, or anything that typically comes in a set. Having a legendary gauntlet on one arm and one of lesser quality on the other drives the OCD in me bonkers.

86
This is usually when I break off for the day/night, as I prefer to look through my migrants and customize their labors as they come in. I haven't had any trouble with them getting stuck. Lack of an accessible meeting zone is usually what gets them stuck.

Sometimes it takes them a bit to figure it out once it has been created/mad accessible.

(And then I looked at the date, whoops. Sorry if this counts as a necro.)

87
DF Dwarf Mode Discussion / Re: Fortress Plans for next Update
« on: October 16, 2017, 06:52:33 pm »
I think the plan is for multiple sites, each with one item from the list. To steal all the artifacts would certainly result in a world war- or rather a world dogpile. Poor kobolds, the armor couldn't even equip a champion to defend them.

88
DF Dwarf Mode Discussion / Re: What can dwarves drink?
« on: October 16, 2017, 12:06:16 am »
The vomit thought usually comes from when they are drinking from a brook outside; contaminants are factored into complaints about the water, and if they're cave adapted, they'll barf all over the ground they're drinking from.

89
DF Dwarf Mode Discussion / Re: Giant goblin siege!!!Battle tactics?
« on: October 12, 2017, 04:12:27 am »
If you've got the food supplies for it, you can ignore sieges entirely - just make sure everyone is inside, lock doors and pull up bridges, and when there are building destroyers (ie mounts or trolls), build a wall behind the doors after they're locked.

A lot of long-term management of defenses comes down to how you can force the enemy into smaller groups that are easy to handle. There's lots of material on it if you look, but a short summary includes trap corridors, airlocks, and lots of levers.

90
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 09, 2017, 04:57:51 am »


My mayor has a thing for amulets and frequently forbids their export after a load has been dumped on the trade caravan, but before they leave the map. This tends to result in a lot of dwarves (who have nothing to do with the crafting industry nor trade) doing jail time. First time I've seen the mayor sentence the Captain of the Guard though.

The real facepalm here is I appointed a deputy so the CoG could be arrested, hoping for a hilarious cancel message, but he finished his current arrest mere moments before the deputy got to him and decided to eat instead of making another.

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