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Messages - Callista

Pages: 1 ... 17 18 [19] 20 21 ... 48
271
DF Dwarf Mode Discussion / Re: Crocsplosion!
« on: July 25, 2012, 12:32:00 am »
Maybe the dorfs' year. Not mine. So there.  8)

272
DF Dwarf Mode Discussion / Re: Crocsplosion!
« on: July 25, 2012, 12:20:47 am »
Wiki just tells me 3 years, from the raws, but I think that's child-to-adolescent. Adults are supposed to be twice the size of adolescents, so I really want to know whether it's worth waiting that long.

I predict they'll fall to clowns made of rock or similarly hard material--they have only got teeth to fight with, after all.

273
DF Dwarf Mode Discussion / Re: Crocsplosion!
« on: July 25, 2012, 12:13:58 am »
Levers work just as well.

Anyhow, I've still got to wait for the crocs to grow up. Hatchlings are no good; I need full-grown ones. How long is their adolescent stage?

274
DF Dwarf Mode Discussion / Re: Crocsplosion!
« on: July 24, 2012, 11:33:32 pm »
Yeah, my FPS went from 75 to 20 when those crocodiles were born. Took a year to cage them all, too, but the FPS has recovered now.

The military has no problem with sieges; took the last one down with no casualties--I think siccing the crocodiles on the gobbos would just be adding insult to injury, considering that the goblins usually bring cave crocodiles (and giant cave sparrows, and elk birds, and giant olms) of their own, and about a month later those animals are all baked into roasts and being munched on by dwarves.

Taking on HFS with cave crocodiles does sound rather attractive, though. I'll have to see if I have a hollow candy spire somewhere where I can set up that cage. It might very well crash the game, though. Clowns and ridiculous numbers of cave crocodiles are both really hard on FPS.

They cannot be trained for war--I assume they will defend themselves if cornered and attacked, just like any animal will, though.

275
DF Dwarf Mode Discussion / Re: Crocsplosion!
« on: July 24, 2012, 08:36:10 pm »
I'd make some really spiffy boots for everyone.  Urist McDwarf be pimpin'!
You wish. They don't give leather--no skin, just "scale". And, for some weird reason, nose cartilage.

276
They got mad because one of the crafts I tried to sell them had wood decorations on it.

So I seized their entire caravan's worth of stuff, dumped all their clothing off them, watched my dwarves dump everything, and sent them home naked as jaybirds.

277
DF Dwarf Mode Discussion / Crocsplosion!
« on: July 24, 2012, 07:35:58 pm »
So I ordered some cave crocodiles from the Mountainhome... because let's face it, cave crocodile eggs are delicious. Put the females in nest boxes and they're feeding my fort. Chain up the males for guard animals.

But you can guess what happened, right?

Everybody's cleaning up after a siege... the nest boxes are unwatched... and suddenly I get multiple instances of "Cave crocodile hatchlings have hatched!" and then combat messages from all those hatchlings biting each other's faces off.

I now have 365 cave crocodile hatchlings (one for every day of the year, apparently), and half the fort is occupied in stuffing them into cages. They should be mature in a couple of years.

But here's the question: What do you do with hundreds of cave crocodiles?

278
DF Dwarf Mode Discussion / Re: So, basic execution tower....
« on: July 23, 2012, 07:20:23 pm »
You guys would make great nazi SS officers.
No... no, we would not. These are ASCII characters, not real people. Believe it or not, we can actually tell the difference. Crazy, huh?

279
DF Dwarf Mode Discussion / Re: Incredibly awesome names
« on: July 23, 2012, 05:03:35 pm »
A squad just called itself "The Swords of Evisceration".

Unfortunately, they're a crossbow squad. *Facepalm.*

280
You didn't know this one? Candy can form a perfect edge or point, but has the density of styrofoam. It doesn't matter how sharp it is if it can get blown off course by a monarch butterfly (BUTTERFLY CONSPIRACY). So basically, a candy bolt doesn't have the inertia to penetrate anything when fired, even if it's really damned sharp.

So, if i fire it, it will do nothing, but if i stab someone with it, he will drop dead? Genius, i need Dwarfes stabbing people with cand-bolts!
It makes more sense than you'd think. Stabbing somebody with an object lets you put the force of your own strength behind it; using it as a projectile depends entirely on the projectile's momentum (speed * mass). Since adamantine has very little mass, it has very little momentum; but because it is so rigid, it is excellent for transferring the kinetic energy in a dorf's arm into the body of a hapless goblin. It seems counterintuitive only because of adamantium's extremely odd material properties.

Quote
How do goblin snatchers teleport off your map as soon as they snaffle a minor?
Seems you've answered your own question: They teleport. Goblins are, as we all know, secretly a hyperadvanced civilization which invented the art of teleportation long ago. Unfortunately, they can't teleport into the fortress because there's no way of knowing whether they'll end up wedged into a wall or have a random kitten forcibly implanted into their spleens; but once they're in and have their target bagged up, they use their super-advanced psionic implants to call for teleportation back out.

Why do dwarves show no ill effects from working with substances like pitchblende, cinnabar, and lead?

281
DF Dwarf Mode Discussion / Re: How to kill migrants?
« on: July 15, 2012, 08:29:33 pm »
Make a large 10x10 raising bridge inside a 10x10 room with one door. Attach the bridge to a lever. Raise the bridge. Turn off all burrows. Create one burrow right under the bridge. Create another burrow that includes all of the map except that area under the bridge. Assign all useless dwarves to the burrow under the bridge and all useful dwarves to the other burrow. Wait for dwarves to run to their burrows. Pull the lever. I like this method better than dropping them from 10+ z-levels because there are no bodies to clean up.

You will also need one slab per dead dwarf, unless you like ghosts.

BTW, other ways to raise your FPS include turning off temperature and weather. Temperature is necessary for magma, fire, and cold/heat effects, but otherwise not really needed. Weather is a source of minor bad thoughts and little else (with the exception of cursed weather, which can be more troublesome). I don't think it's cheating to turn those off, if you want to. Of course, magma will be essentially red water; but that's a worthwhile trade-off when FPS matters. Also slaughter or cage all excess livestock. You can pasture unwanted pets beneath an execution bridge.

282
DF Dwarf Mode Discussion / Re: Zombie Dragons.
« on: July 15, 2012, 08:26:10 pm »
My experiences with zombies in reanimating biomes have shown that zombies do keep all of their abilities from life. (Learned it the hard way the first time a troll's hand bashed down a locked door and strangled a child.) Don't see why dragons wouldn't be the same way.

283
DF Dwarf Mode Discussion / Ghosts & Memorial Halls
« on: July 11, 2012, 06:07:19 am »
At the moment, I've got a fort in a terrifying biome. This means lots and lots of death, and lots and lots of slabs (sixty-some, at the moment). I also have some un-memorializable ghosts from merchants' guards. They are all peaceful ghosts, and nobody knew them, so they are not causing much trouble.

What I've noticed is that these ghosts are almost always to be found in the memorial hall. They died outside (to the zombie horde, what else?), and they don't have relatives memoriaized there.

Is this a known phenomenon? Do ghosts always hang out in memorial halls, if one is available; or do they head for statue gardens, meeting halls, etc., gathering places in general?

284
In all those years of eating the prepared brains of various unusual creatures, some of the leftover intelligence must have seeped into their booze-soaked minds.

Care to tell me why the human caravan just brought a barrel of dwarf blood to my depot?

285
DF Dwarf Mode Discussion / Re: Arrg! Dumb hunters!
« on: July 08, 2012, 06:46:25 pm »
Set your orders to gather refuse from outside; then the dwarves will carry the corpses inside to your refuse stockpile for your butchers to work on. The smaller animals probably won't be butchered, but those wild boars are plenty big enough.

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