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Messages - RAKninja

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166
DF Modding / Re: goblin fortress
« on: February 29, 2012, 01:02:26 am »
with the update, i decided to scrap that tower, and generate two new worlds.

the thing i am noticing is that goblins only seem to have two starting civs, anre constantly warred upon, and generally dont really survive worldgen.

ive also noticed that goblins are all atheists.

i will change both of these.  i will tinker with the civ settings till they at least have a 50-50 shot in worldgen.

i will also give goblins religion.  this will potentially increase the number of vampires and werebeasts.

i also wonder what it is about goblins that dictates that night creatures attack, but never kidnap.

and a request, if anyone reads this -

if you have the tool that looks into the dynamically generated raws of a world, can someone give me copies of the "law giver" and "master" positions?

167
DF Dwarf Mode Discussion / Re: goblin siege, orges wtf?
« on: February 28, 2012, 03:09:56 pm »
trap for ogres and other non-trap avoid building destroyers.  build a window out in the middle of nowhere.  surround it with two layers of fully loaded weapon traps.  watch the ogres shred themselves.

168
DF Dwarf Mode Discussion / Re: A dive into Legends... Monom Rampartforded
« on: February 28, 2012, 02:35:10 pm »
in one of my cults, the leader is married to the vampire king, and her mother was transformed into a (non new version) night creature.  was too busy finding goblin information to peruse that cult farther.

169
DF Dwarf Mode Discussion / Re: Ghostly necromancer
« on: February 28, 2012, 02:31:52 pm »
if he is hanging out in one area, build an atom smasher, and smash him.

170
DF Dwarf Mode Discussion / Re: goblin siege, orges wtf?
« on: February 28, 2012, 02:19:22 pm »
my fort in df2010 was constantly seiged by goblins that brought trolls and ogres interchangeably.

171
DF Modding / Re: goblin fortress
« on: February 28, 2012, 01:48:28 am »
this embark i pick one of the two available goblin civs.  neither one seems to have any settlements.  it is hard to find where the goblin caves are, i've only found one cave (and it belonged to kobolds, and even went into the first cavern layer) in adventure mode.

my migrants may be autogenned, presumably from populations of bandits scattered throughout the land.  i have a few families, but have not experienced waves of child emigrants, snatched or otherwise.  so far, all of my emigrants have only been members of this civ, and have been around hundreds of years, somehow, without doing anything notable.

i chose a flat jungle, bisected by a stream.  i am at war with the elves, the dwarves, and the humans.  there have been kobolds.

i immediately channel out the courtyard, and then build a wall around my diggings.  i send a shaft down two z-s to get some stone, and build workshops in the courtyard.  namely craftsgoblins workshop,  butchers, kitchen, masonry, carpentry, and mechanics.  i have a hunter shooting emus.

i pasture my trolls at the opening to my walled, sunken courtyard, and build a raising bridge to serve as the final portion of the wall, for defensive reasons.  i send out woodcutters.  everyone else starts hauling stone to the mason's to make stone blocks.

blocks take too long, so i build a floor in the courtyard, then a wall around it.  i put in stairs up in the corner, then start roofing it off.  then i wall in the roof, and the tower is started.  it is summer.

by autumn, my warlord is pissed.  he does not yet have his bedroom, office, or dining room.  in fact, he has been sleeping in the dirt with all of the lower goblins.  he's been forced to drink out of a murky pond.  so the second floor of the tower becomes the warlord's chambers.  i get his requirements met, just as i start construction on the third and fourth levels of the tower, the start of the goblin apartments.  i section out the tower to make 6 single rooms (bed, cabinet, and coffer/chest) with a larger space for two groupings of three tables and chairs.  on some floors i replace a room with a staircase, so that the ways up and down vary from floor to floor.

i start up the furnaces making charcoal out of the jungle i am clearcutting, and smelting the ore ive extracted in my thirst for building stone.  i start cutting the channels for the well.  it is winter.  i forgot something.  everything freezes in winter.  all of my goblins are thirsty.  i quickly sent herbalists out, build a still and start pumping out barrels.  we make enough booze, just in time to sustain us till the spring thaw.  all the while my cook stealing some for his concoctions, as i had forgotten to forbid booze as a cooking item.

we've got a thriving hunting industry.  getting migrants has slowed construction of the site as a whole because of the need to house them.  the tower keeps going up in levels of apartments.  i also have to keep lining the well channel with stone.  the migrants bring a bunch of trolls.  i DO get a lot of troll children migrants.  ive also had several troll births.  troll children keep throwing parties at tables they can never attend because of their pasture.

the diplomat shows up, with a trading caravan.  i dont have a depot, and i'm pretty sure i dont need anything, so i let them hang. 

the next year though, i have a depot.  and the well is finished.  i started a moat, cross-able by drawbridge, 5 tiles wide.  i clearcut paths to the traders.  they had wagons pulled by trolls.  i traded food for leather, so i can finish up making all the leather items my first military squad will need.  i lost one to dehydration that year.  i think it was the shearer that got his leg broken by a macaque.

i lost two more because they were idiots, and decided they wanted to build the moat edging on the slope that was underwater instead of the nice open tile on the other side.  they have slabs now, for their corpses shall rot in the moat.

trolls to a good job of keeping kobolds out, as well as beating the holy hell out of those damn dirty apes.

i have a stockpile of various metal bars, primarily silver and copper.  i think i still have some leather, but i am pretty sure i do have all the backpacks and waterskins i need for the first squad.

i have yet to assign that squad, or make weapons and armor.  ive been building the tower down as well, walling off where i had mined out, and now carving into the rock itself.  i have two artifacts.  a bed (a "gift" to the warlord) and an amulet, both of galana.

it is spring. 

an ambush, curse the friends of nature!

172
DF Adventure Mode Discussion / Re: Goblin Adventurer
« on: February 27, 2012, 01:40:30 pm »
see my sig.

if you play a goblin when other people are not extinct, you will start in a human town (if they exist)

that human civ will be friendly until you accidentally attack a civ member (easy because the game does not do a "confirm" dialog.  usually happens on companions)

that and armor being as hard to come by as with a dwarf means goblin adventurers are kinda "hard mode"

173
DF Dwarf Mode Discussion / Re: quick question about vampire justice
« on: February 26, 2012, 11:28:19 pm »
This thread has proven yammerers use [EXECUTION_SKILL:COMEDY].

Since someone mentioned goblin fortresses... Historical evidence from ancient songs supports the view that goblins used both whips and hammers to dispense justice.[1][2] Can the EXECUTION_SKILL tag be used twice, once for each skill?

Incidentally, the consensus among modern scholars holds that ancient songs about goblins were quite catchy.
my goblins use axes.

174
DF Dwarf Mode Discussion / Re: 2 sieges in a row? Really?
« on: February 26, 2012, 11:23:46 pm »
my goblin fortress embark is at war with elves, dwarves, and humans.... and i think a toer is in range.

i expect !!FUN!! within the year.

175
DF Dwarf Mode Discussion / Re: A problem with vampires
« on: February 26, 2012, 11:00:36 pm »
My guess is that all dwarves will acquire this trait anyway by having alcohol dependency, and even removing the tag won't remove the trait.  Completely conjecture of course.

If that is true, then DF2012 introduces alcohol addiction :P

I can confirm this is not the case for DF2010
you'd have to gen a new world to have any effect from removing the dependent tag.

i can confirm in df2010, goblins as a whole are not alcohol dependent, but individual goblins are.

176
DF Dwarf Mode Discussion / Re: A dive into Legends... Monom Rampartforded
« on: February 26, 2012, 10:56:40 pm »

Check your legends, there's no telling what everyone is overlooking!

i have elves unleashing giant dingoes on abducted babies in my goblin fortress world.

177
goblins brought ogres last version.

goblins from my mod do indeed send caravans, but there is no guarantee they actually bring goods, unless you give them pack animals (as i have in trolls)

178
DF Adventure Mode Discussion / Re: Evil rain and mysts
« on: February 26, 2012, 04:45:13 am »
i has a fog that caused fever.  but the place was resurrection land, so i might do an embark there eventually.

179
DF Dwarf Mode Discussion / Re: So I got a year 250 Golden Age world
« on: February 26, 2012, 04:15:18 am »
all of my worlds hit golden age around year 110.  =\

180
DF Adventure Mode Discussion / Re: Dark fortresses.
« on: February 26, 2012, 03:41:20 am »
i'm testing goblins living in caves.  as i have found a cobold cave that links to the caverns, i am really looking forward to finding an actual goblin cave and seeing how they worked out.

i think they may all be dead, though.  too many wars against the bastard elves, who would let their giant dingos eat my snatched children.  that is no lie, i'll screencap the battle reports in legends.

and invincible dwarven armies with jabberrers, and humans raiding with poler bears.

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