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Messages - NonconsensualSurgery

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16
DF Dwarf Mode Discussion / Re: How to deal with unkillable zombies?
« on: December 04, 2016, 09:47:43 pm »
magma?
last time i checked if its made of flesh, it will die by magma

Zombie skins and zombie feathers can survive being dropped into a volcano. They sit on the SMR still alive burning and smoking for years, probably forever. Occasionally they startle the magma crabs.

Cave-ins and atom-smashing work. Obsidian and ice probably work but I haven't tested that.

Setting a civilian alert that doesn't include the zombie skin will get your military away from it, but Armok help you if a visiting poet starts attacking it because they ignore burrows. Properly controlled and isolated skins make great training dummies.

17
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 04, 2016, 03:22:56 am »
I keep forgetting to dump booze down the holes to the asylums.

One asylum contains a mildly insane legendary mason named Irwin. Booze and rocks go in, furniture comes out via a minecart dump. He has quietly built himself a nice dining room and a temple, but keeps smashing any still or farm plot I try to get him to build. Irwin got his name from punching a zombie crocodile to death.

The other one contains Rejected the insane bloodthirsty hammer lord, and Guard the slightly less bloodthirsty but eternally depressed spearmaster. They tantrum sometimes, but both wear heavy armor and can take a few punches. Neither appear on the other's social screen despite being alone together for years, although they enjoy listening to eachother emulate musical instruments all day.

Rejected killed so many dwarves that he earned a title before I confined him, but when the goblins came he hid behind a statue. Maybe he's bitter about not being a good enough armorsmith to be allowed to craft things, maybe he's an ass. Guard was one of the queen's retinue and she led the spear squad once, but was declared unfit for duty because of constant depression and occasionally trying to murder the recruits she was supposed to train during her moments of lucidity. Probably PTSD.

A single thrown sock can start a loyalty cascade. All of these dwarves have high stress vulnerability to the point that keeping them from tantruming isn't possible, but while micromanaging them to try to make them happy or at least isolate them I got to know them. The current objective of the fort is basically to run it until all of the interesting personalities are dead, which realistically won't take long.



18
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 03, 2016, 10:53:29 pm »
Wow @NonconsensualSurgery those are super non-trivial!  Cool  :o  I wonder if you could use routes to discourage dwarfs from using the trapped door.
The safer less !FUN! option would be to simply lock the door until such time as baddies are in the vicinity.  Assuming your Dwarves are burrowed properly, you can then unlock the door for your guests.

I tried restricted pathing on some of the other traps and it did not go well. Dwarves would avoid the fun tiles when alone, but would step on them to avoid sharing space with another dwarf.

My current defense is flamethrower FBs to keep trolls away from the doors and the drainage grates, then magma doors. The flamethrowers alone didn't work well on enemies with shields. If it works properly (still waiting for another big siege) then the pressurized magma will push goblinite out of the door and onto the drainage grates, then the door will close and atom-smash the magma for a clean reset. Wash, rinse, repeat.

In order to be 'laced with blood,' a tile of water must have a 'pool of blood.' Spatterings and smears are not enough. From one z-level above, the tile will appear as a red ≈.

This is important for vampirizing your entire fort with a contaminated well.

Aha! So that's why that wasn't working.

19
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 01, 2016, 01:54:12 pm »
Vampires do not suffer bad thoughts from breathing miasma.

Magma can only fall into a tile occupied by a door from above when the door is opened. This is a pretty good trap for whoever opens the door.

20
DF Gameplay Questions / Re: How in the high hell do I kill zombie hair?
« on: November 21, 2016, 01:34:13 am »
The good news is you now have an indestructible training dummy. They train fighter, dodger, discipline and observer in melee, and also make excellent archery targets.

To get your trainees to ever stop you will need to deactivate the squad and set a civilian alert which does not include that area. Your dwarves will leave and then you either lock the doors or get it to path over a cage trap. DO NOT allow visitors near a skin. Visitors ignore burrows and will fight the skin forever.

To minimize production, have two tanners workshops and a butcher completely surrounded by cage traps and right next to an automated garbage disposal. Having a skin reanimate and then be chopped into head skin and body skin and then tanning the pieces before the pieces reanimate gives extra leather.

The only two useful ways to kill a head skin are atomsmashing and tactical cave-in. Freezing and dropping them into the glowing pits of hell should also work. Tossing skins and hair down a volcano doesn't work.


21
DF Gameplay Questions / Re: can invaders starve?
« on: November 15, 2016, 11:32:06 am »

Which version? It's supposedly a needs issue.

43.05. I chained up half a dozen goblins a year and a half ago specifically to try to drive them insane. They've been on a chain in a bare cell and isolated the whole time.

Non-invader goblins definitely have needs and can be driven insane. They sleep, and if a creature is deprived of sleep for six months they will go insane. Invaders have never been seen sleeping, although I can try putting them in the hair therapy chamber for six months anyway and I will report back.

22
DF Gameplay Questions / Re: can invaders starve?
« on: November 15, 2016, 01:26:42 am »
No, but apparently they can go insane from unmet needs.

The invaders would normally go home before then, however.

I've had some goblins chained up for a long, long time without insanity.

23
Sounds like a forgotten beast syndrome. Dwarven malaria is not a thing yet.

Is there a puddle of extract/blood somewhere?

24
DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 14, 2016, 03:44:31 pm »
My elf carpenter is content to have finished up some work lately. Apparently once they gain citizenship they don't mind harming trees anymore.

It is possible to produce a legendary thrower in fort mode by locking them on top of a 1x1 pile of coins until they tantrum. The dwarf will probably collapse unconscious from exhaustion several times, and will gain happy thoughts from improving throwing and archery skill.

Cave-in dust is a surprisingly safe way to capture your own dwarves. It causes brief unconsciousness, which makes them vulnerable to cage traps. A dwarf tossed several blocks into the air while inside a cage trap doesn't seem to suffer any harm. This also separates mothers and children, allowing dwarven CPS to do its job if mom is an addict or a werebeast.

Caged dwarves are now brought water and food unlike past versions, and seem to have very few bad thoughts. Unstable or homicidal dwarves can be kept alive and mostly happy indefinitely in a cage.

25
DF Dwarf Mode Discussion / Re: Minefield Idea.
« on: November 14, 2016, 03:20:49 pm »
Booze will boil, but boiling booze isn't fatal or even harmful. It is not possible to steam invaders to death (I have tried thoroughly) and there aren't really combustible gasses.

Magma mist *will* kill things and will spread for several tiles. It is produced very briefly by dropping heavy objects (minecarts, demon corpses, cave-ins) into magma.

Cave-in dust from a collapsing wall generally won't kill things, but can sometimes launch units into a dangerous location such as high enough in the air to be killed by fall damage.

26
DF Dwarf Mode Discussion / Re: Three Fortresses lost to undead heads
« on: November 11, 2016, 07:49:38 pm »
hey, i used to play on evil biomes and most of the tricks i learned come from "furnace clan" (a series you can find on youtube).

First, if you don't have one, you need a pit with magma at the bottom. either by digging all the way down, or by getting magma up. in any cases it's best to have upright spears at the bottom. Now you can have you dump zone to throw stuff in the pit. that should take care of severed limbs before they res up. (you need to be quick with the dumping.)

You also need to favour hammers, maces and spears for extreme cases. avoiding severed limbs is best.

(btw if it's not clear enough you should seal up your dworf right after embarking)

Fun fact: zombie alpaca skin is magma-proof. If you pit it into a volcano it will survive the magma, survive impact with semi-molten rock, and crawl around down there burning forever but not dying. The only way to get it to stop smoking and probably eating FPS is to drop a cave-in down the volcano on top of it.

You can build an atom-smasher but that won't smash skins of really big creatures. Cave-ins or obsidianizing are the only sure kills.

Dwarves attacking a skin are not that bad. I've used them as training dummies. Deactivate the squad and create a burrow that doesn't include the skin, and then it follows your retreating dwarves over a cage trap.

Visitors attacking a skin are bad, and will surround and punch a zombie skin forever while ignoring orders. The solution is to design your fort so that butchering happens far, far away from common areas and right next to your cave-in/magma disposal system.


27
DF Dwarf Mode Discussion / Re: Onset of insanity?
« on: October 27, 2016, 07:01:52 pm »
I suspect steel jacket's list to be incomplete, as I've had a chained goblin go insane. Thus, I suspect a sapient being chained for sufficiently long might result in it going bonkers as well.
The line about a dwarf being unable to sleep should probably be changed to a sapient with need for sleep, as I had a caged gremlin going bonkers as well. Note that caged invaders do not seem to need food, drink, or sleep, even when they are dwarves, and none of my caged invading dwarven have gone nuts.

I actually need an insane goblin so I can force it to throw coins at people. Was this a siege goblin or a goblin poet?

28
Do you have a reanimating biome?

I think they bug out when trying to bury dwarf-bits if some of the other bits are still moving even if the piece they're trying to bury is truly dead and far away from the rest of the zombie. That is, if you have a zombie dwarf caged and try to bury a limb which was hacked off that zombie then the dwarf responsible for the burial gets caught in a weird loop of running back and forth.

As a workaround, subdue all remaining hostile dwarf-bits or forbid the subdued parts while they're inside the coffin.

29
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 21, 2016, 11:39:57 pm »
"Cracks easily under pressure" seems to be a very dangerous personality trait. Some dwarves also suffer negative thoughts when they tantrum. When combined, you have an extremely unstable dwarf who will throw things at the slightest inconvenience and then feel even worse because they threw things leading to a downwards spiral.

Luxury apartments and fulfilling their life-wishes did nothing. Taking them out of the military caused them to freak out about not practicing a martial skill for too long. Taverns, libraries, temples - nothing. Tossing all subjects with those traits into a volcano did solve the problem.


30
From what I've seen, all the civilized races have been replaced by 3 types of Pikachu. Vulcan Pikachu and Capitalist Pikachu are the two playable races. Helicopter Pikachu are thieves, so watch out for them. It also replaces all the vanilla creatures and plants with its own versions, but I don't know much about those.

Uhh.

Oh, okay. Capitalist Pikachu.

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