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Messages - Seraphim342

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106
DF Dwarf Mode Discussion / Re: What the hell is wrong with Marks-dwarfs?
« on: December 02, 2012, 12:01:35 am »
Yes, restricted only makes the dwarves see the path as longer, not inaccessible.  If it's the only path, it's the shortest by default. 

107
DF Dwarf Mode Discussion / Re: Systematically Desensitizing Dwarfs.
« on: December 01, 2012, 11:59:59 pm »
Don't most players go out of their way to raise morale in a fort?

The "doesn't really care about anything anymore" tag is useful for preventing big mood swings.  Basically, it makes a dwarf who just watched his wife get zombified, kill his kids and his pets, then get her head smashed in say "meh" and move on instead of starting a tantrum spiral.  Ironically, traumatizing the hell out of your dwarves makes them MORE mentally stable. 

108
DF Suggestions / Re: The ancient art of Golem making.
« on: December 01, 2012, 10:55:28 pm »
I love the golems from Jewish lore, but I don't know if they fit with Dwarves.  Dwarven Golems, in most fiction, are more like mechanical constructs.  They're a shell that's either powered by some kind of clockwork or magic, or some in-between form of "magitek."  The Talmudic Golems would be excellent for human civs, though. 

My idea for Dwarven Golems is this: 

First, two separate types of Golems:  Worker Golems and War Golems.  Worker Golems can only do simple tasks like Hauling and Pump Operating, but never need to eat or sleep.  They can fight, but won't be much of a threat to an armored foe. War Golems can't do anything but kill stuff, but can be extremely powerful depending on components, also never need to eat or sleep. 

Armorsmith builds the body.  Quality and material type determine how effective its armor will be. 
Weaponsmith builds two weapons, one for each arm.  Same rules apply as with regular weapons, quality and material determines effectiveness. 
New "Golemancer" profession puts it all together using silver/gold/platinum and assorted gems.  His skill level affects the behavior of the Golem.  IE, with a Dabbling Golemancer be prepared for a psychotic Golem to start rampaging through your fort immediately.  Building Golems increases his skill level, and eventually a Legendary Golemancer will be able to make a Golem that won't ever go on a rampage... if he lives long enough to acquire the skill.  Higher-value precious metals and gems will also result in more stable Golems. 

In addition to the precious metals and gemstones, Golem-making would also require sentient sacrifices.  It's Slaves to Armok, God of Blood, after all.  Worker Golems would only require a sentient prisoner, like a Goblin for example.  War Golems would require, say, 4 Prisoners and a Dwarf.  For Worker Golems, any GoblinElf/Human/Kobold (Or Dwarf if you've got a lot of Chessemakers or Fish Cleaners hanging around drinking your booze) will do.  Quality of the parts is all that affects their performance in hauling/pump operating. 

War Golems would a different beast altogether, though.  In terms of their combat skills, they get the skills of the Dwarf who is sacrificed.  So if you want an awesome Double-Axe Golem, you're going to have to sacrifice an Axe Lord.  Once created, the Golem can't learn, so the initial skills it has are all it will ever get.  Could even take it a step further and have the skills of the PRISONERS factor in, make it a weighted average like (Prisoner Skills)(4 x Dwarf Skill)=Golem Skill, so for a Legendary Axe Golem you'd need FOUR Legendary Axegoblins and a Legendary Axedwarf.  This, plus the difficulty of getting a decent Golemancer who doesn't get killed off by his flawed creations, would keep you from amassing legions of Legendary Golems easily.  Could even have it so your Dwarf sacrifice gets cold feet at the last minute for added Fun... have that happen if he doesn't have the "doesn't care about anything anymore" tag.  Basically, you'll need to fortify your Golemancer's Workshop as heavily as your front entrance if you want to do some serious Golem-making =p

So, breakdown on Golems:
Pros: Don't eat, drink, or sleep.  Heavy armor, no organs to stab or brains to crush in, powerful attacks.  Don't die of old age. 
Cons:  Can go crazy and slaughter your people if the Golemancer's not skilled.  Can't heal or be repaired, lopped off limbs stay that way (the materials are magically animated, so you can't just slap on a new arm).  Need high-quality components and highly-skilled sacrifices to be effective.  Can't learn.  Can only do specific tasks. 

109
DF Suggestions / Re: The smart uranium suggestion
« on: December 01, 2012, 09:58:10 pm »
If we do get uranium, the only thing I would use it for is making it into blocks, then loading them in a Dwarven Railgun and shooting them at Goblins.  Probably while shouting "Goblin tank sighted!  Range:  1500 yards!  Load, Sabot!"

Like the stained glass idea though, and can think of many possible ways to weaponize radiation. 

110
DF Suggestions / Re: Wall Damage and YOU!
« on: December 01, 2012, 09:51:54 pm »
Hmm... should also have different types be more resistant to damage.  Some types should be more or less immune to damage from a certain tier of siege engine. 

Example:

Tier 1:  Vulnerable to building destroyers
Wood

Tier 2: Vulnerable to Battering Rams and Ballistae
Weaker stuff like chalk, ice or glass

Tier 3: Vulnerable to catapults/etc
Strong stones like granite, weaker metals like copper

Tier 4:  Invulnerable to almost everything (Dragonfire?), must be scaled over or tunneled under (unless we get cannons, which I doubt =p)
Stronger metals like iron or steel

Could even add in a little more realism by having the layer behind it affect things as well.  For example, having a layer of dirt behind a wall would kick it up to the next category. 

All really depends on how siege engines are eventually implemented, though. 



111
DF Suggestions / Re: Reverse burrows
« on: December 01, 2012, 09:37:14 pm »
I think the burrows system could benefit a lot from some more functionality. 

Have, say, three types.  The current one, where the selected dwarves can only move in the burrow.  Then you'd have another where the selected dwarves can't move through the burrow.  Then a third where ONLY the selected dwarves MAY move through the burrow, but aren't restricted to only the burrow.  Call it something like ONLY, EXCLUDE, and ALLOW. 

But yeah, suggested many times.  Hopefully we'll see it implemented at some point, but Toady's working on some much bigger stuff atm. 

112
DF Suggestions / Re: closing the gates of hell (spoilers)
« on: December 01, 2012, 09:24:07 pm »
Hmm... add in Demons as a civ, but have them start with no sites on the overworld... then if you breach hell in one of your forts and die/abandon, it becomes a demon site that sends out invasions?  I like it.  Could even tie in with the army arc where you'd need to recapture the site with an army to allow it to be "sealed" before you can reclaim it, and/or have it sealed by an adventurer? 

This shall lead to many awesome engravings and kitten leather images, methinks. 

"This is an image of dwarves and demons in kitten leather.  The dwarves are burning.  The demons are dying.  This relates to the sealing of the hell breach at Frostedsilvers in 1170."

113
DF Suggestions / Dump zone preferences
« on: December 01, 2012, 09:12:17 pm »
One thing I think we could really benefit from is to give dump zones preferences, like stockpiles have.  As it is, Dwarves take everything to be dumped to the closest stockpile.  So, if you want all your worn clothing to go in one dump pile and all the weapons and armor you're stripping off of captured goblins to go into another, you have to dump one group separately, wait for them all to be dumped, un-designate the zone, designate a new one, and then dump all the rest.  Fairly time-consuming.  Also, if you use a magma disposal chute for your xXSockXxs and other assorted crap, you can accidentally throw all your presents from goblin christmas down into the magma sea before you realize what you've done if you're not careful.  Even worse, trying to dump all the many severed limbs from your hall of flawless candy disc traps can sometimes result in attacking yourself through dwarven chemical warfare via miasma clouds. 

114
DF Dwarf Mode Discussion / Re: Systematically Desensitizing Dwarfs.
« on: December 01, 2012, 09:03:34 pm »
For military dwarves, just have them slaughter unarmed prisoners.  For civilians, kitten/puppy chutes into the dining hall work well over time. 

Just build a chamber 10-20z above your dining hall and chain up some female cats there. Have hatches over chutes leading to areas of your dining hall behind glass windows, but make sure the chained cats can't go far enough to stand on them, but still close, so 2 tiles from the chains.  Tie the hatches to pressure plates in well-traveled areas of your dining hall, seal the room off, and then when your dwarves come in to eat or have a party it rains kittens who wandered onto the plates.   More cats = more kittens = faster desensitization. 

If you don't have a glass industry or enough gems for windows, you can use bars or fortifications, but you'll need either an atom smasher or a dump hatch for the kitten corpses to keep your dining hall free of miasma.  I'd recommend having a disposal mechanism anyway, because hundreds of exploding kittens ends up producing a LOT of parts which can hurt your frames. 

115
DF Dwarf Mode Discussion / Re: What the hell is wrong with Marks-dwarfs?
« on: December 01, 2012, 08:49:05 pm »
Do your marksdwarves have ANY experience in archery?
Ive noticed that dwarves tend to use their best weapon available, so if they are lvl 0 archers but lvl 1 wrestlers, they might go to wrestle the ogres.

This might be the problem even if they *do* have marksmanship skills, but no arrows.  Afaik the crossbow melee attack still uses the Hammerdwarf skill, not Marksdwarf. 

116
DF Dwarf Mode Discussion / Re: Watergun Redux: the Wave Cannon
« on: December 01, 2012, 08:46:14 pm »
Lol, Possum beat me to it. 

Spoiler (click to show/hide)

This looks amazing, though.  Nothing like exploding grizzly bears with the power of Poseidon. 

117
Any time I accidentally create a catastrophe and immediately realize its potential for weaponization. 

For example, made a Dwarven Atom Smasher, but forgot to raise the bridge before piling all my junk on it.  When the dwarf pulled the lever he exploded into a shower of ludicrous gibs after being pelted by thousands of xXSockXxs.  A flying copper breastplate also broke the leg of one of my named war lions 30 tiles away. 

Immediately constructed several bridge-based fougasses outside.  Destroyed an entire siege with a barrage of socks. 

118
DF Dwarf Mode Discussion / Re: Help with Brilliant deep thinking dwarfs
« on: November 25, 2012, 11:15:35 am »
This usually happens when the construction gets suspended because a goblin showed up, a cat ran over it, etc.  Just re-designate it.  Also, if there's a stone there of the type the wall is going to be built out of in the tile, it won't complete because the dwarf will step on to the tile to pick up the stone, but not move before he tries to build the wall, which gets suspended because HE is in the way.  Dump the stone to solve the problem. 

119
DF Dwarf Mode Discussion / Re: A question about fortress layout n such
« on: November 25, 2012, 11:02:57 am »
I also use a 3x3 staircase with 3x3 hallways branching out in all directions, but I think I do it a little differently. 

First, I try to limit what's on each floor as much as I can.  A 30-tile long hallway is the same in terms of travel time as a 30-z-level high staircase, so if I can get away with building three 10-tile long hallways over 3 z-levels I will. 

Also, if I *do* have to make really long hallways, I'll put another 3x3 staircase at the end, then shoot another hallway out to the side.  Ends up looking like this:

Code: [Select]
SHHHSHHHS
HXXXHXXXH
HXXXHXXXH
HXXXHXXXH
SHHHSHHHS
HXXXHXXXH
HXXXHXXXH
HXXXHXXXH
SHHHSHHHS

S=Stairs
H=Hall
X= Walls/room/etc

Also, smaller staircases interspaced periodically, especially if the workshops/stockpiles/etc are related, help cut down on traffic a lot, too.  For example, workshops on z=0, stockpiles one level below on z-1, finished goods stockpiles on z+1, etc, with small staircases next to the shops. 

120
DF Dwarf Mode Discussion / Re: Warm Biome: Snow
« on: November 25, 2012, 10:20:57 am »
Are you playing with weather off?  LNP and other utilities have an option to do that, and some people turn it off to save framerate.  If weather's off you'll never get snow. 

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