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Messages - Kromgar

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271
I had a post similar to this one in the "weaponize this" thread so I'm not quite sure if you're responding to that or if we just had similar thought processes. I'm not familiar with how wells work but I've heard people say that they "purify" the water source they take from with regard to contaminants. I suggested a floor grate over water with blood on the grate in the other thread because that's the only way I've heard of so far to get dwarves to drink a liquid other than the available water.

A bloody well is certainly worth a try though, especially if you set up some sort of altar around it and assign dwarves to be changed into a burrow where they ascend to undeath. It certainly is more epic than having an entire fortress scooping filthy water from a blood-soaked floor grate.
I know about muddy water so i thought of that in the creation. Either way we can just hide the grate and imagine that they are Having Ritual vampirism

272
DF Dwarf Mode Discussion / How to weaponize vampires(Is this possible?)
« on: October 30, 2011, 12:10:03 pm »
So you now have a vampire in your fortress wonderful! So you found him and now you are unsure what to do. Why not weaponize them?

1). Create a well for drinking water create one way to escape the well incase someone falls in. Create a bridge about one or two z levels higher above it.

2.) Put vampire in Military make him move over the bridge pull a lever and the vampire accidentally falls in.

3.) His blood is now in the well keep doing this until his delicious blood contaminates the entire well.

4.) Run out of beer i know this is a terrible thing but it is for the future of the fortress.

5.) Have dwarves drink from the well

6.) Suddenly you have a dwarven vampire fortress

I am unsure if this is possible but i beleive contaminants actually effect the water so the water would now be laced with vampire blood. Due to the blood the dwarves would transform into vampires.

Since vampires stop aging and are extremely fast(this is all we know so far) this would create an amazing militia.

273
DF Modding / Re: Population cap isnt working!
« on: October 29, 2011, 08:20:12 pm »
Is there any chance you forgot to save the changes you made to the d_init file? (I know that sounds stupid, but you would have no idea how often that happens to me)

I didn't i checked. Also 107...

I wanted to make a baby fortress

274
DF Modding / Re: Population cap isnt working!
« on: October 29, 2011, 05:44:09 pm »
Theres no way... this must be bugged. I just got 10 more i was at 96 and the liason left back in fall its now spring. Oh well

275
Is this a bug? Or is it that because i fit the requirements to have a count that i became a count with a dead baron? My last baron... died from melancholy... i forgot to assign her the baron room.

276
DF Modding / Re: Population cap isnt working!
« on: October 29, 2011, 04:02:28 pm »
A. First TWO migrant waves, but with a popcap of 100, that shouldn't come into play.
B. You stop getting SENT migrants once you hit popcap. I think a wave or two might still come before word reaches the Mountainhome.
Note: I set it to 40 i made this post when i was at 55(I have platinum so i got a huge migrant wave
I said i had set it to 40 in the original post.

277
DF Modding / Re: Population cap isnt working!
« on: October 29, 2011, 02:22:44 pm »
I'm at 100 dwarves so... this is far pas the first migrant wave

278
DF Modding / Population cap isnt working!
« on: October 29, 2011, 12:55:35 pm »
I have it set to 40 but migrants keep coming.

I am using genesis mod but i am unsure if thats the problem. IS there something else you need to activate?

279
DF Dwarf Mode Discussion / Re: Ignored injured dwarf?
« on: October 29, 2011, 10:07:42 am »
I have a work around make a channel and plunge him down a level. Just rememer to make supports for the area that is going to crash otherwise its likely going to cut through your fortress

280
DF Dwarf Mode Discussion / Re: I love the elves for their animal trades
« on: October 29, 2011, 09:47:35 am »
Giant elves... they put up more of a fight but you know how fun it is to kill an elf!

281
DF Dwarf Mode Discussion / Re: My New Embark has 13k+ Candy (Spoilers)
« on: October 29, 2011, 09:07:40 am »
I can play a larger area so thats wonderful so one question...
How large are the caverns?

282
DF Dwarf Mode Discussion / Re: dev log- historical figure migrants
« on: October 28, 2011, 08:51:07 pm »
So... imagine it a Demigod army of dwarves with multiple abilities go to your fort... yes... goood good

283
DF Dwarf Mode Discussion / Re: I love the elves for their animal trades
« on: October 28, 2011, 08:43:03 pm »
Giant badger sales have skyrocketed.

Same here, savage elves bringing loads of giant badgers
I've never had GIANT creatures D:

Start 'livin in savage biomes then :3
I lived in a savage biome where i was attacked by Giant Badgers but i never tamed because i had a goal to defeat a 4,000 kill demon with only my trained Militia. 1 Dwarf stood against the demon... it fell and all rejoiced. But then they dug too deep

284
DF Dwarf Mode Discussion / Re: My New Embark has 13k+ Candy (Spoilers)
« on: October 28, 2011, 08:36:43 pm »
Not all that addy might be (easily) reachable either.

I'm wondering if 13k is enough to represent a glitch, or if it's just an unaligned 4x4 that got really lucky

I'm thinking unaligned that got really lucky, combined with what appears to be a bit of a glitch.
Spoiler: Cavern Information (click to show/hide)
Your saying there is a demon fortress here?

Thank you based god.

285
DF Dwarf Mode Discussion / Re: I love the elves for their animal trades
« on: October 28, 2011, 08:17:37 pm »
Giant badger sales have skyrocketed.

Same here, savage elves bringing loads of giant badgers
I've never had GIANT creatures D:


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