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Topics - UristMcHuman

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31
DF Dwarf Mode Discussion / Wilderness Survival Challenge
« on: July 30, 2011, 04:06:07 pm »
So I took the Wilderness Survival merit badge at Scout camp over the week and it hit me: I could make up a new challenge! So here it goes...


Pre-Embark:
Find a Glacier, Tundra, or Savage biome.
Bring enough booze and food to last one season (28 booze, 14 food).
Bring one stone, one leather, one copper ore, one anvil and two fuel.
All dwarfs embark as peasants.
Bring five seeds of the brewable plants.

Post-Embark:
Dismantle the waggon.
Designate one carpenter for now.
Use a log to make a carpenter's shop.
Use another log to make a wood training axe.
Dismantle the carpenter's shop.
Put the crossbow-crafting labour on the carpenter.
Use the stone to make a bowyer's shop.
Use another log to make a wood crossbow.
Dismantle the bowyer's shop and use the stone to make a crafter's shop.
Put wood-crafting on the carpenter.
Use the last log to make a set of 25 wood bolts.
Use the leather to make a quiver.
Dismantle the crafter's shop.
Enable Masonry and Architecture on a dorf.
Use the stone to make a smelter.
Smelt the copper ore you brought with.
Dismantle the smelter.
Enable weapon-smithing on another dwarf.
Use the stone and anvil to make a smithy's forge.
Forge a copper pick.
Dig and survive.

32
DF Suggestions / Other Random Ideas
« on: July 30, 2011, 03:35:52 pm »
I've been thinkin' of putting more real-world crops like corn and wheat to add variety to their meals, as well as letting dorfs use cauldrons to cook soups and stews, ovens to cook bread and biscuits, and stoves to cook roasts and boil potatoes. So yeah. New, real crops to make -carp meat soups [17]-, *cornmeal biscuits [9]*, +boiled potatoes [35]+, and =wheat bread loaves [14]=.

33
DF Gameplay Questions / Deleting worlds
« on: July 22, 2011, 08:21:26 pm »
How do I delete a world? I have way too much.

34
DF Dwarf Mode Discussion / "Cave Challenge" Expedition Experience
« on: July 21, 2011, 09:28:53 pm »
The thread from which the challenge originated is sure to become as full as the 'What's going on in your fort?' thread. I decided to use this thread instead for the challenge progress.


WHY: WHY is nobody using this thread?!?! I put it here for a reason and that mandate better be satisfied.

35
DF Dwarf Mode Discussion / Better Primitive Weapon Material?
« on: July 21, 2011, 01:18:45 pm »
So I'm attempting this "Cave Challenge" as I have seen in another thread. He's had obsidian as a short sword material, and I'm gonna try and use copper instead. Which one is better for weapons, copper or obsidian?

36
DF Dwarf Mode Discussion / Preferred living styles
« on: July 19, 2011, 08:24:32 pm »
So. I know I've said this earlier, but I want to see results. Which one of the five lifestyles above do you make your dorfs pursue?

37
DF Adventure Mode Discussion / Abandoned sites
« on: July 19, 2011, 01:14:11 pm »
I've been running into abandoned places. One town and one fortress as an elf, and two fortresses as a human. The animals in the sites gave it away, though it took me a while in the town as an elf.

I DID NOTHING IN MY ELF ADVENTURES!!!!! Don't think of ALL elves as hippies. *mumbles about stereotypical people*

38
Military types:
I always hope to find hematite, magnetite or limonite for iron for my troops. I reserve steel for knights, which position is reserved for the children of nobles like the Baron and higher. If I don't find iron, I usually restrict my military to copper spears and wood crossbow with copper bolts.

Military Ideas:
I have no Ideas for military.

Military soldier types:
Swordsmen, Spearmen, Militia, Knights, Paladins, Scouts, Crossbowmen, Priests, Skirmishers, and in my modded world, Sharpshooters (Blowgunners).

Military armament:
Swordsmen get iron chain mail, a cloth shirt, iron chain pants, cloth trousers, an iron helmet, cloth gloves, iron gauntlets, cloth socks, iron low boots, an iron buckler and an iron short sword. Spearmen get an iron breastplate over their chain mail and greaves instead of chain pants. Low boots are replaced by high ones. They are better protected with their breastplate and greaves, in addition to a full-sized iron shield. Their sword is obviously replaced by an iron spear. Militia get little more than the clothes they are wearing, a copper spear and a wood shield. Knights have the gear of a spearman, except that the weapons and armor are made of steel, and they get a battle axe. Paladins also get the armor of a spearman, made of bismuth bronze with a bismuth bronze shield and a silver war hammer. Scouts get their clothes and a training spear to function as a hiking pole. Crossbowmen get a cloth shirt and vest or coat, leather armor, cloth pants, leather shoes, cloth socks and a wood crossbow (replaced with copper if wood is scarce). Priests get a cloth tunic, dress, pants and socks, leather shoes, cloak and hood, wood buckler and silver mace. Skirmishers get a set of cloth pants, a wood buckler and a copper hatchet. I modded the ITEM_WEAPON raw files and added dagger, hatchet and ax. Sharpshooters get a cloth shirt, leather armor, cloth pants, cloth socks, leather shoes and a wood blowgun (again, replaced with copper if wood is scarce).


Set up your troop types, armaments, and military Ideas in a similar manner as above. I'd like to see what you have and I might try them too!

39
DF Modding / Race modding
« on: July 13, 2011, 04:57:18 pm »
I'm thinking about modding my game so as to embark as humans, goblins, or even hippies Elves. Most likely humans, maybe I can embark on top of my civ's capital.

40
DF Dwarf Mode Discussion / Criminal and Noble Execution types
« on: July 11, 2011, 02:01:24 pm »
Have you ever had a dwarf commit such a heinous crime that he was to be executed? Are you getting tired of just criminals get hammered for executions? Do you want some other ways to get rid of useless and annoying nobles? What are some other Execution Ideas that you have developed other that locking the dwarf in their rooms or dropping them down a pit?

I've thought up of some sort of gallows.
Build a 2x3 tile floor 2 levels above the ground. Make stairs or ramps to the floor. Then build 2 pillars on 2 corners of one long side. Place a door in between the pillars. Build a floor extending another tile out from the door. Build a lever on one side of the door, and link it up to the door. Pull the lever to open the door. Then build a hatch cover on the side of the floor facing out from the door. Build another lever on the other side of the door. Link it up to the hatch cover. Then place a rope between the hatch cover and the door. your gallows are now complete. When you feel like executing somebody, open the door, assign the dwarf on death row to the rope, shut the door, assign the dwarf to a burrow on the hatch cover, and open the cover. Either the dwarf's neck will break, or he will strange to death eventually. Test this on a useless dwarf or annoying noble, and post the results here.

It should work, or else the rope will break under the dwarf's weight.

41
DF Gameplay Questions / Re-install the game
« on: July 03, 2011, 10:11:01 am »
I want to reinstall Dwarf Fortress because I feel I have 11 too many worlds and I want to just have a single world for once. Trying to look at 12 forts or 12 adventurers is too much, especially when it comes to forts, because all the names are written in dwarf! I can't read dwarf! I just want to have one world. How do I reinstall the game? And will it help?

42
So, Wallarches has hit the caverns, and I'm concerned about Giant Cave Spiders, because I have no military at this point. Can they climb walls? Because I found some gems, too, and I don't want to get this:

"Urist McMiner cancels Dig: Interrupted by Giant Cave Spider"

Any help regarding GCSs and FBs are greatly appreciated.

43
General Discussion / What's the weather like???
« on: July 01, 2011, 06:35:00 pm »
Dammit. My weather's windy, looking like a chance of a windstorm of some type.

44
DF Dwarf Mode Discussion / Religious dwarfs
« on: June 30, 2011, 02:56:26 pm »
Sooner or later, I will build five temples, four small ones around a huge central one. This is an explanation of what they will be like:

Water Temple: A small, 24x24 building with an 8x8 pool of water in the centre. A temple to the God of Water.

Fire Temple: Another 24x24 building with an 8x8 pool of magma instead of water. A temple to the God of Fire.

Air Temple: Yet another 24x24 building, same size pit, but about 10 z-levels deep, with crossbow traps everywhere in the hole. The bolts are to simulate forces of wind throwing debris all over the place. A temple to the God of Air.

Earth Temple: Same as all other temples, same size, same pit, but a down stair in front of the pit, which is covered with a clay floor and a single support under it. A lever connects to the support with a caged sacrifice under the floor. A temple to the God of Earth.

Blood Temple: Ah, yes. A huge 40x40 building, with a 16x16, 10 z-level-deep pit in the middle, with activated upright spikes at the bottom. An altar of five crude sacrificial devices, to dispose of captured enemies and annoying nobles, will look like this:

|-|-|-|-|-|
|R|R|R|R|R|
|S|S|S|S|S|

- and |: wall.
R: restraint.
S: upright spike trap (activated when sacrifice stands on it)

I'm not so sure if one can safely uncage an invader and assign it to a rope or chain, but let's assume these killing devices can work for now. This temple will be dedicated to the All Mighty Armok, God of Blood.

The altar will face north and should be straight when building Armok's temple, and the temple should be at least 3 or four levels high and have crystal glass windows dotted every four tiles with gem windows in between those, with C for crystal glass windows, and G for gem ones in this diagram:

-C-G-C-G-C-G-C-G-C-G...

And so on until the temple is complete. Green glass should be placed in the same intervals as crystal glass windows in the Earth God's temple. Install clear glass windows the same way with all other temples.

Of course, you monotheists could build just one of the temples in the EXACT same way I described them, with the doors facing south.

For polytheists, have Armok's altars face north, doors to His temple facing south, with all the other temples' doors facing AWAY from Armok's temple.

45
DF Suggestions / Trainable cavalry units
« on: June 29, 2011, 04:18:00 pm »
If humans, elves and goblins get to ride things like horses and voracious cave crawlers, why not introduce ponies (not like you're thinkin' of), and be able to train dwarvish cavalry? You could place archers on mounts and they can be as deadly as they used to be. Plus, dwarfs armed with spears could impale things when they use the stab attack.

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