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Messages - Callista

Pages: 1 ... 16 17 [18] 19 20 ... 48
256
DF Dwarf Mode Discussion / Re: Boatmurdered levers do what?
« on: July 28, 2012, 12:54:38 pm »
Unfortunately, that was part of the !!FUN!! at Boatmurdered. I doubt anybody knows. Most likely, levers will be hooked to bridges, doors, floodgates. There'll probably be a few to flood and drain farming districts. Cages will probably be hooked up to levers, though as I understand it Boatmurdered also had a problem with too many loose stray animals, so maybe that wasn't the case.

If you wanna be really true to Boatmurdered, I suggest you randomize what's hooked up to what, and then destroy the paper you wrote the linkages on. That'd probably be the most authentic way to go about it.

257
DF Dwarf Mode Discussion / Re: Necromancer Dwarfs trapped in a cage
« on: July 28, 2012, 12:50:58 pm »
Regarding the unanimated dwarf parts, I think the easiest way to get rid of them is to loo(k) at the cage contents, and then manually dumping the body parts.
No, they're animated--they count as creatures. You'll have to build the cages and release them from there, have your military kill them again, and then you can dump them.

258
DF Dwarf Mode Discussion / Re: Killing Dwarves - Feeling Bad
« on: July 28, 2012, 12:47:17 pm »
Don't you always need haulers and janitors? That's what my "useless" dwarves end up doing.

Regarding their stats and the military, though, even dwarves with bad stats tend to toughen up after a while in the military.

259
DF Dwarf Mode Discussion / Re: Vermin breeding chamber
« on: July 28, 2012, 03:01:29 am »
Vermin tend to appear more often in food and refuse stockpiles; or maybe they're just attracted to them. Check those first.

260
DF Dwarf Mode Discussion / Re: Is a full-time military possible?
« on: July 27, 2012, 03:05:28 pm »
They will stop complaining once they are highly skilled soldiers.

261
DF Dwarf Mode Discussion / Re: Crocsplosion!
« on: July 27, 2012, 02:22:16 pm »
Yes, it shouldn't be a "fair fight" like what I set up. The demons' syndrome, dust, and fire needs to be neutralized somehow--probably by separating them into small groups for the animals to mob. I'd also cover the floor in shallow water, which the crocs will have no problem with, but which may help stop the spread of fire (if it doesn't just make crocodile soup).

The spike traps and shooting gallery worked, by the way. We're down to six clowns from ~150 in the first wave. About fifteen dwarves, including two doctors, died from a necrotic syndrome that got spit at the marksdwarves through the fortifications. The first three bridges got deconstructed from being accidentally slammed down on a clown, but the last three are still holding. Spikes are quite effective, especially when made of candy. Also, the one doctor who survived is now very experienced from repeatedly excising rotten tissue from the poor dwarves who got syndrome goop on them. Thank goodness we have a good soap industry. I've got several Useless Migrants on full-time cleanup duty.

262
DF Dwarf Mode Discussion / Re: Defending your horde.
« on: July 27, 2012, 12:26:53 pm »
A chained guard animal and a line of cage traps. The military takes care of everything else.

263
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: July 27, 2012, 12:21:00 pm »
Is anybody going to reclaim and work on it? I'd sure like to see it.

Regarding Minas Tirith: I think you would not be able to build it in all its detail. At that scale, the resolution is too coarse. So you would have to redesign it as well. You might want to take a short course on blueprint drafting; I did, and the things I learned were helpful for my own megaproject.

The trouble with goblin ambushes during building is that you have to have your civilians out there--they can't train as soldiers too much, or they'll have no time to become masons and miners. The best move, I have found, is to build a wall posthaste around the area where you will have them working. That way, only flying enemies will find their way to your workers, and those can be taken care of by marksdwarf squads when they show up. Another option--the one I took--is to build entirely underground. It requires hollowing out an area to build in, but that isn't a big deal because it's just a lot of mining. Wouldn't work for this mountain peak idea, though, obviously.

264
DF Dwarf Mode Discussion / Re: Weaponizing Ghosts.
« on: July 27, 2012, 12:09:04 pm »
I'll be happy to bare with you.

<takes off shirt>

 :P
Hey, don't do that! Before you know it, you'll be the one punching heads off. Those "no shirt" thoughts are pretty deadly!

Seriously, though, the only thing I know about ghost behavior is that they can reliably be trusted to hang around meeting areas most of the time; in my last Terrifying fort, the unmemorializable merchant dead used to be constantly haunting the memorial hall. You could probably set a meeting area aboveground to attract ghosts and hope they attacked goblins. The trouble is that this isn't guaranteed, and I wouldn't be surprised if ghosts looking for someone's head to crack will leave the meeting hall to do so. And "most of the time" isn't "all of the time". They just spent a lot of time there--it's a tendency, not a hard and fast rule.

The type of ghost is dependent on the dwarf's personality and mode of death. Some dwarves have worse tempers than others. I'm pretty sure that dwarves who died berserk or by murder are more likely to be violent ghosts, but that may just be because those dwarves are the ones with the bad tempers in the first place.

There's one way to weaponize ghosts that's indirect: Being "attacked by the dead" (NOT haunted; attacked) is a thought that goes toward the "doesn't care about anything anymore" descriptor. In a fort where dwarves were regularly attacked by weak violent ghosts, they could get that trait pretty fast. But zombies are much more reliable and safe for the purposes of "attacked by the dead", and seeing pets die is safer. I don't know if assigned wardogs count as pets, but if they do, that may be much preferable to keeping berserk baby ghosts around.

265
DF Dwarf Mode Discussion / Re: Crocsplosion!
« on: July 27, 2012, 11:24:04 am »
I think if there were no fire-breathers, it would be more like 20:1 for an even fight. It's the fire that really did them in. With fire in the picture, the numbers don't really matter. It's also likely that the crocodiles would be unable to hurt anything made of stone or metal; the only thing I've found to be relatively effective for that has been severing limbs with steel battleaxes.

266
DF Dwarf Mode Discussion / Re: Crocsplosion!
« on: July 27, 2012, 02:14:06 am »
And HFS lives up to its reputation...

Spoiler (click to show/hide)

267
DF Dwarf Mode Discussion / Re: Crocsplosion!
« on: July 26, 2012, 12:21:01 pm »
How long is their adolescent stage?

The raws posted in the wiki have CHILD:3, so it should be 3 years.
Not true - they become Adults (capable of breeding) at age 3 years, but they grow to their full size within 2 years.
Wait... so what's the Adolescent size for?

268
Hmm... I need to build a wooden magma reservoir within which to crispify the elves. Maybe then they'll finally send sieges. The goblins are getting boring.

269
DF Dwarf Mode Discussion / Re: Memorial Slab Sayings.
« on: July 26, 2012, 12:18:44 am »
The dwarf in question loved that particular rock, obviously. It's weirder when it says things like, "At one with pig tail fiber fabric."

270
DF Dwarf Mode Discussion / Re: Widow or is the husband on the way?
« on: July 26, 2012, 12:15:49 am »
Do a fang check on her, just in case... A dwarf with lots of kids but no husband, arriving at a fortress alone, I'd at least check the status screen.

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