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Messages - Tevish Szat

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631
DF Gameplay Questions / Re: Finding a good embark/good world gen settings
« on: September 28, 2011, 09:28:30 pm »
to find a good (easy) embark, use the finder: Shallow metal, deep metal, no aquifer.  At least some soil and some trees would be best.  Try for an embark that is neither savage nor evil.

If you lack metal and don't want to invest too heavily in marksdwarves, early ambushes can be stopped cold by a small cluster of cage traps at your entrance.  Recover the weapons and armor from the caged goblins (Wiki for how to disarm prisoners), and then have your shiny new military beat the former owners of their shiny new grungy, scavenged goblin gear to death with it.

632
WARNING: including pause/zoom for normal "you have struck" is going to involve Microcline, and much rage at said microcline.

633
Too bad they don't try to jail the ghost, but in truth this seems normal.  I wouldn't expect dwarven law to make exceptions for ghostly possession.

And those aren't sober dwarves, they're alcohol deficient.  If they actually reached sobriety, reality itself would fracture.

634
(so, our only kills this fort are on a pair of axe-wielding female dwarves currently listed as wrestlers.

Does anyone else think they need their own squad?)

Bestiary of the Portentous Planet

URSUS MARITIMUS (Polar Bear) - A powerful predator here on the ice.  Amazingly, its coat appears to be essentially clear, rather than white, on close inspection.  I believe they could be tamed and trained for war, like the common bears of more familiar and hospitable climes, but the exceptional size and power of the polar bear means that it would take a personage of exceptionally strong will to do so.  While I do not doubt the will of some of our residents, a bespectacled friend of mine gives me assurances that the dwarf that can tame such a creature has not been born.  While I think an attempt might be worth the effort, should we acquire a breeding pair here in Frozenvictims, I have come to both trust his judgment and rely on his advice, especially on matters of the spirit.

The essence of the Polar Bear, I think, might confer its resilience to the dire cold.  However, efforts to extract such an essence have not yet begun -- both our equipment and our dwarfpower are lacking, and there is a greater need for simple patching and repair of wounded flesh at this time.  It seems we have another zoo specimen.




From the Desk of Tevish Szat
If you would kindly bring me your severed limbs, I'm sure we can do something with them.  And, if reattachment is out of the question, consider donating such parts to the cause of Science.  The sooner we have a good supply of fresh limbs and organs, the sooner we can begin essence-harvesting for weaponry construct an artificial super-dwarf make advances that will speed your recovery times.

635
DF Dwarf Mode Discussion / Re: building materials opinion?
« on: September 28, 2011, 02:59:28 pm »
I wouldn't doubt you if you said orders of magnitude larger in that case, or that it couldn't be built on the surface with an ordinary sky, but I was giving the best case scenario.

636
DF Dwarf Mode Discussion / Re: building materials opinion?
« on: September 28, 2011, 02:50:08 pm »
Odd-numbers (comes to a 1x1 point) pyramid.
ASSUME: A "tomb" consists of a floor with a coffin on it.  to conserve materials, no walls are used, each level of the pyramid is simply filled with coffins.
ASSUME: This pyramid will be beautifully smooth-sided.  What's the point otherwise?  (its also easier to build, but takes more materials)
NOTE: as "level" goes up, we're actually going down the pyramid.  Level 1 is the top point (a single upward ramp)
NOTE: Total rose gold used assumes that all constructions (and the door or doors on the bottom level) are rose gold.  With furniture assumes the tombs are rose gold sarcophagi.

LEVEL 1
Dimensions: 1x1
Construction: Rose Gold Ramp
Tombs(total): 0(0)
Total Rose Gold Used (with furniture): 1(1)

LEVEL 2
Dimensions: 3x3
Construction: one Wall, eight Raps
Tombs(total): 0(0)
Total Rose Gold Used (with furniture): 10(10)

LEVEL 3
Dimensions: 5x5
Construction: 16 Ramps, 8 Walls, 1 floor/wall/down stair
Tombs(total): 0(0)
Total Rose Gold Used (with furniture): 35(35)

LEVEL 4
Dimensions: 7x7
Construction: 24 Ramps, 16 Walls, 1 Down stair/up-down stair, 8 Floors
Tombs(total): 8(8)
Total Rose Gold Used (with furniture): 84(92)

LEVEL 5
Dimensions 9x9
Construction: 32 Ramps, 24 Walls, 24 floors, 1 stair
Tombs (total): 24 (32)
Total Rose Gold Used (With Furniture): 165(197)

LEVEL 6
Dimensions: 11x11
Construction: 40 Ramps, 32 walls, 48 floors, 1 stair
Tombs (total): 48 (80)
Total Rose Gold Used (With Furniture): 286(366)

LEVEL 7
Dimensions: 13x13
Construction: 48 Ramps, 40 walls, 80 floors, 1 stair
Tombs (total): 80 (160)
Total Rose Gold Used (With Furniture): 455(615)

LEVEL 8
Dimensions: 15x15
Construction: 56 Ramps, 48 walls, 120 floors, 1 stair
Tombs (total): 120 (280)
Total Rose Gold Used (With Furniture): 680(960)

LEVEL 9
Dimensions: 17x17
Construction: 64 ramps, 56-X walls, X Doors, 224 floors, 1 stair,
Tombs (total): 224 (504) -- GOAL MET
Total Rose Gold Used (With Furniture):  904 (1,408)

So, to build a smooth-sided solid rose gold pyramid with room for 400 coffins, it will take 904 rose gold, assuming you pave the bottom level with floors rather than letting it sit on dirt.  You will actually have room for 504 coffins, allowing you to place some statues or paths, or otherwise have a little fun..  If you also make the coffins out of rose gold, you will need 1,408 to get your full 540 coffin compliment, a mere 1,304 if you simply make 400 and leave all other spaces blank rather than filled with ☼Rose Gold Statues☼.  From base to tip it will be 9z tall.

Good luck.

637
(OOC: What happened with Olnol in the whole cave crawler incident?  Was our previous werewolf-killing champion another of the failures to report?  Or was she somehow removed from the military?)

638
DF Dwarf Mode Discussion / Re: Sad endings for Married dwarfs
« on: September 27, 2011, 09:15:11 pm »
alt+19 = ‼

639
DF Dwarf Mode Discussion / Re: Good For Me!
« on: September 27, 2011, 09:02:47 pm »
Does anyone know if it will attempt to spouse convert dwarves?  If so, could we give the night creature virgin offerings by chaining up young maidens/men (depends on creature...) at the mouth of its lair?

640
DF Dwarf Mode Discussion / Re: Sad endings for Married dwarfs
« on: September 27, 2011, 08:58:42 pm »
So, that means we could run the entire test with perfectly average proficient hammerdwarves.  that will reduce the number of goblins we have to kidnap AND equalize results

641
DF Dwarf Mode Discussion / Re: Sad endings for Married dwarfs
« on: September 27, 2011, 08:45:12 pm »
I... suppose that would work.  I don't use side-programs (Well, I've used overseer), so I don't tend to think of them.

642
DF Dwarf Mode Discussion / Re: Sad endings for Married dwarfs
« on: September 27, 2011, 08:38:25 pm »
Hm...  if rage and mourning produce an unstoppable combat-state, the ability to weaponize spousal death would seem to be useful.  But first, we must confirm conditions

the first step would seem to be to create a party fort to encourage large numbers of lovers and marriages, while defending the fort with cage traps.  Danger-room everyone to equal skills, while stockpiling captured goblins  You won't be able to perfectly equalize stats, but a large sample size will help.  The ranged goblins and non-goblin captures would foul the experiment, so use them for training or just pit them to recover the cage.

Build two rooms, a "sample" room and a "control" room.  each one is 11x11, bisected into two 5x11 spaces: the control room uses walls with a lever-linked door, while the sample room uses vertical bars, one set linked to a lever in the same place as the door.

Station one member of a spouse pair on one side, the other in the opposite half of the room.  Let goblins into one half of the room, to fight a single member of the pair without interference from the other, until the first member of the couple is slain, then open the door or bars that separate the two halves, and permit the spouse to fight the killer and a similar stream of goblins until also slain.

Compare the kills of the first spouse to the kills of the second in number and quality, and compare the systematic difference (if any) between spouses that were able to see their partner killed and those that were not allowed to witness the event.  It may also be prudent to test the same setup with dwarves who do not know each other, to see if it is simply military witnessing death that causes outstanding feats, if in fact outstanding feats happen.

One thing is certain... using danger rooms to equalize skill differences means we will need a LOT of melee goblins


Edit: It's supposed to be a throne, I'm pretty sure.  Magma for the magma throne.

643
DF Dwarf Mode Discussion / Re: Sad endings for Married dwarfs
« on: September 27, 2011, 07:44:58 pm »
I'm beginning to wonder if military dwarves (or dwarves in general) are coded to attempt to avenge their loved ones, having seen similar behavior to the ending here myself, only with less bisection and more savage multi-page beatings (bone crossbows -- can't rightly remember if cat or dog -- will do that).  As wonderfully tragic as this story is, it yet provokes me to desire dwarf-killing ‼Science‼

644
DF Dwarf Mode Discussion / Re: An aquifer is draining into a magma pipe.
« on: September 27, 2011, 05:50:38 pm »
You can turn off cave in notifications... or go into init and turn off cave-ins until you can get in there and support the obsidian floor.

If the caved-in sections are falling onto SMR, it might NEVER stop without help.

645
All the captain has to do to survive the fall is land on one of the invaders.  Said future captain should be without injuries and ready to maim the hell out of his cushion and all said cushion's friends.

What's a more badass way to make an entrance than jumping on a master lasher leading his squad from 100' up?  Maybe magma surfing, but then the magma does the invader-killing work for you. (and also the dwarf killing work for the invaders, in most scenarios)

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