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Messages - GoombaGeek

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1681
DF Dwarf Mode Discussion / Re: Are my traps not working?
« on: July 22, 2012, 11:28:15 am »
Maybe I am mistaken then, and it was kobolds that walked through, not goblins. I am not entirely sure.
A couple of titans have appeared, and walked right through, but I guess they are avoiding.
In my fortress, I can tell whenever a goblin thief has walked through from the bloody chunks on the floor :P Usually they're dead before anyone notices them.

And yes, titans avoid. But if you get a giant cave spider to make some webbing on the traps, it will trap everything except for titans/FBs with both web-spinning and trap avoidance. This includes any dwarfs not Collecting Webs, so be careful :P

1682
DF Dwarf Mode Discussion / Re: Are my traps not working?
« on: July 22, 2012, 11:06:38 am »
Kobolds avoid traps, goblins do not.

If all you've had is kobolds then of course the traps won't appear to work (unless you web your cage traps :) ).

Most megabeasts (I think) avoid traps as well.

1683
I saw that the reproduction time for a creeper is 7-10 years. I've always imagined creepers on par with thrips in terms of life cycle. Reproduce like rabbits - huge litters, short gestation, breed often, don't live long.

Would be cool to encourage creeper militarism if you had a ready supply of them. Just a suggestion.
Okay. Their current longevity is a bit ridiculous anyhow :P

If they reproduced more, then everywhere would get more crowded, leading to chain reactions as soon as one of them dies of old age (okay, has that ever happened to anyone? usually they die long before that but anyway), leading to a lower population. Nature is wonderful!

Anyway, that's a good idea, since we want plenty of creepers for our suicide squads :D so I'm adding it. Now they mature fully at 4 and die somewhere between 20 and 30. So this will give us a lot more explosions and a lot more potential explosions. Mwahahahaha!

1684
DF Dwarf Mode Discussion / Re: The Rages of Ale: Arctic Volcano
« on: July 22, 2012, 09:54:04 am »
I got one of those too :D

Except my aquifer didn't appear in the volcano - either volcanoes mess up stone layers/aquifers or I was digging in the correct place to not get flooded.

1685
DF Dwarf Mode Discussion / Re: Cult Of Bones
« on: July 22, 2012, 09:39:47 am »
In my test version, the cattle and chosen are instead separated by a river that goes right down the middle of a 5x5 embark - this way it's easier to independently build up both sides (I'm not too good at starting a separated fort) and block access (no bridge, you're hosed since it's not a brook). I also have a few drowning bedrooms to bump off the spouses of the new chosen, but you have to wait until only the useless ones are idling in there (and they escaped because I forgot to add a wall grate :P ).

1686
DF Dwarf Mode Discussion / Incredibly awesome names
« on: July 21, 2012, 10:54:01 pm »
Most of the time, names are dumb.

Then I met Udib Idnòm.

Sounds lame?

Udib Rockgod.



So anyway, if a name is not idiotic/lewd, but instead incredibly awesome, post it here. We will not judge your standards of incredible awesomeness... at least not publicly. Mwahahaha.

1687
DF Dwarf Mode Discussion / Re: Cult Of Bones
« on: July 21, 2012, 06:35:35 pm »
You could as well strive for the chosen to have only masterwork items at their disposal whenever possible. More challenge?
True to the spirit of the fort, the substandard goods would not be dispensed to the cattle, but destroyed (furniture) or set aside as a reserve (meals and clothing).

You could, of course, give us a new community fort with this challenge. ;D
I'd participate in that, it sounds like a fun challenge!

And I have an idea for it: in alternating years, we reinforce the chosen's strength, but the next year/player tries training the cattle, and after ten years we hold an uprising and see who wins :D

1688
DF Dwarf Mode Discussion / Re: Cult Of Bones
« on: July 21, 2012, 05:43:26 pm »
Give them "surface gardens" made up of really tiny farm plots that grow different things year-round, profiled to one dwarf individually. Of course, they'll only grow the highest-quality crops - rat weed is for hippies.

Good idea!  I'll check their preferences for foods and such - if a chosen favors a certain type of growable food or drink, I'll give them a small garden for that crop.

I figured the chosen would be living on a lower level then the others.

The opposite, actually - I was going to make an above-ground fortress for the chosen, with the cattle never seeing the light of day.  Minecarts are still the way to go, I'll just have to learn to use rollers properly.  I might play the fort 'normally' for a few years just to set everything up before revealing the chosen's true nature and banishing the poor fools who supported them to the depths.

One issue I'm not sure how to handle is the mayor.  What happens if the uppity cattle dare to elect one of their own?
Hoist him up to pre-made low-quality quarters (1x1 bed, table and chair separated by doors, 1x6 space overall) and leave him there.

Alone.

Forever.

Even better, vampirize him.

Make a special minecart just for him that shotguns plump helmets at his room every time it stops, and a little well leading to a murky pool somewhere (drain the pool underground?).

And give him a glass ceiling so the chosen can stomp on it and giggle every time he looks up. But only reveal the glass once he's cave-adapted, so he's trapped looking at the sky and throwing up forever.

1689
DF Dwarf Mode Discussion / Re: Cult Of Bones
« on: July 21, 2012, 05:25:16 pm »
But how do you get the cattle to produce food for the chosen?

Try having one or two "purgatory" caste members who are the only dwarves allowed to push the minecarts that haul good stuff to the chosen's rooms. Their quarters will be located deep within the track system.

Of course, the maintenance corridors will have drawbridges and floodgates to seal the place off in case anyone gets too uppity (and upright spears that will be constantly operated whenever none of the cart-pushers are in the tunnels).

To produce items, make them grow plants that require labours to be made consumable (sweet pods, dimple cups etc.) so that no tainted bottom (or top, considering the Dwarven way of doing things) dweller pinches the food of the chosen.

Not a bad idea. 

I was considering just making farming an 'essential' skill and adding a few farmers to the chosen.  I can't allow tantrum spirals and such to disrupt the chosen's life of luxury.  The easiest way to do that is to make the chosen self-sufficient - the cattle exist for amusement, not to be useful.

My way is probably easier to implement... but your way is *much* more dwarfy.  I might have some of the chosen take up gardening to add a little variety in their diet (surface crops and such), but the unwashed masses will be in charge of the rest.  If I can, I'll set it up so that the minecarts are automated via rollers and bridges.  They put the crops in the cart, give the cart a shove, and dwarven science takes care of the rest.  The chosen will have access to the trade depot and will maintain stores for more food than they could ever use, so they should be able to ride out any tantrum spirals without much trouble.
Give them "surface gardens" made up of really tiny farm plots that grow different things year-round, profiled to one dwarf individually. Of course, they'll only grow the highest-quality crops - rat weed is for hippies.

I wonder how this would work with my creeper mod? Since they explode on death, the cattle quarters would eventually be one big flaming chain reaction. Maybe they could be chained to the entrance so invaders killed them and then KABOOM!

1690
DF Dwarf Mode Discussion / Re: Cult Of Bones
« on: July 21, 2012, 04:59:36 pm »
But how do you get the cattle to produce food for the chosen?

Try having one or two "purgatory" caste members who are the only dwarves allowed to push the minecarts that haul good stuff to the chosen's rooms. Their quarters will be located deep within the track system.

Of course, the maintenance corridors will have drawbridges and floodgates to seal the place off in case anyone gets too uppity (and upright spears that will be constantly operated whenever none of the cart-pushers are in the tunnels).

To produce items, make them grow plants that require labours to be made consumable (sweet pods, dimple cups etc.) so that no tainted bottom (or top, considering the Dwarven way of doing things) dweller pinches the food of the chosen.

1691
DF Dwarf Mode Discussion / Re: Gold. Lots of Gold.
« on: July 21, 2012, 03:00:53 pm »
Wonderful, then there shall be a golden bloated tuber tower farm, any size specifications/recommendations, and anything to do with the other several thousand gold I'll still have lying around? Oh. Also worth noting, 1600 amethysts, so gem encrustation is certainly a possibility.
Write a song about gold then spell it out in gold.

Or make golden useless crap x 10,000.

Or mine every square in the caverns and replace it with gold blocks. And build gold floors. GOLD

1692
DF Dwarf Mode Discussion / Re: Gold. Lots of Gold.
« on: July 21, 2012, 02:50:30 pm »
How would I get soil on the tower? Can you still make farms on mud? I thought that got taken out a while ago.
Nope, you can make farms on mud.

1693
DF Dwarf Mode Discussion / Re: Leather Farm
« on: July 21, 2012, 01:49:24 pm »
Can they still res bodies through the window?  I know they need line of sight, but I haven't seen reliable Science on whether they can res through windows or not.

I like the necro idea not because its more dangerous, but because the zombies walk to the butcher shop instead of having haulers move the parts. :D
I'm pretty sure windows are transparent, I read it on the wiki somewhere.

You could have the windows in front of some fortifications - if no resurrecting is happening then I'm wrong and you can remove them easily. (But you want to keep your leather farmer happy, right?)

1694
DF Dwarf Mode Discussion / Re: Leather Farm
« on: July 21, 2012, 01:10:28 pm »
Necro behind fortifications that can see the skins after they are dropped in.
Open path from where the skins land toward the butcher shop.
Lots of saw blade traps between the necro and the butcher shop on that path.
Some military at the end of the path to the butcher shop, just in case.
Sounds like a plan.
No, have some class - put them behind crystal glass windows :D

1695
DF Dwarf Mode Discussion / Re: Dwarf Engravers are snarky?
« on: July 21, 2012, 10:17:59 am »
Yeah. I made a mod with a race that combines the corpse-eating-y-ness of elves with the hostility of goblins, and half the engravings in my fortress are of this race devouring random humans (which is odd because they're the exact same size)...

And I also had an instance of my mayor being surrounded by blood gnats (hateable vermin that he hated) in his office. This can't be a coincidence.

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