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Messages - NonconsensualSurgery

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196
I noticed that Dwarf Therapist allowed me to assign labors to children in 34.06, which IMHO makes perfect sense.

Cue fortress powered by child labor.

197
DF Gameplay Questions / Re: how to tame wild animals
« on: March 30, 2012, 10:43:57 am »
As far as I know 'wild' creatures will never become tame but you can advance the training level over generations, so a semi-wild creature may have 'trained' children and so on.

I'd love to know if this is the case - anyone else see this? No reason why it's not, and curious to see. Gotta get my cave crocodiles breeding then, while they are in their semi-wild state.... hmmm. To the croc-lab.

Giant cockatiel chicks hatched with the mother's training rank (exceptional, triple bar), fell back one step in training to the probable father's level, but now seem to be stable at that * and aren't losing anything else. So far, so good. The only hard part was limiting access to the eggs.

Giant rats bred exceedingly well and quickly, but there was a rat tantrum spiral when one of the mothers reverted and all the semi-wild young escaped in the chaos. All rats had to be euthanized to stop the madness, either with the military or at the butcher's shop.

The goblins also brought me a custom snail as a mount, which was considered domestic and easily fully trained. It sat peacefully guarding my entryway for a while with no signs of any problems. Unfortunately, it attacked a human caravan on sight and had to be euthanized. I suspect training only erases the creature's grudges against the civilization that trained it and it was still an enemy of the humans. I think this bug could be exploited to have a crocodile pond or evil snail pit that's harmless to dwarves  but lethal to unwanted traders.


198
DF Gameplay Questions / Re: Furnace operator no longer moodable??
« on: March 30, 2012, 05:57:14 am »
I had a furnace operator do the same thing. No obvious other skills, and he got a mood and ran straight for a metalsmith's forge. Normally, dwarves with no moodable skills head for the craftsdwarf shop.

The dwarf made a Planepacked-bugged bronze crossbow engraved with most of the history of the world and three images of itself. Fuck yehr.

As it turns out, UristMcEureka did have weaponsmith skill prior to this. Dwarf Therapist showed 250 skill points dabbling prior to the mood and I don't even remember letting him make anything, but I must have. That's all it takes. One tiny bit of skill and dwarves that do nothing moodable will be saved from the shame of producing useless kobold bait at the craftsdwarf's workshop.

199
DF Gameplay Questions / Re: Help me get up to speed!
« on: March 30, 2012, 02:24:49 am »
1. Everybody can go insane and kill eachother from not having shoes, pants, and a shirt. Armor does not count.

2. Vampires sneak into your fort posing as normal dwarves and hunger for the blood of legendary weaponsmiths. They are unstoppable before they strike unless you catch the odd number of "is a former member of"s in their description. They also never eat or drink like a normal dwarf...

3. If you're near a tower, nercomancers show up with five billion zombies and then convert your refuse stockpile into hordes of highly aggressive goat hair. You can gain their powers in adventure mode by conquering a tower!

4. Werecreatures show up, decapitate a goat, then transform back to human and flee in shame. Dwarves who get bit and don't die turn into uncontrollably aggressive were-whatevers once a month and fully regenerate every time they do.

5. Kobolds are back and run off with your artifacts. Also, beware biomes with keas.

6. Everything that dies in some evil biomes gets back up again. It does this an unlimited number of times. Even if it's in 50 pieces and on fire. Pieces of werecreatures get back up and then transform into fully regenerated cloned were-zombie-wtfs.

7. Evil regions also have evil weather. This carries every possible syndrome you know and love from FBs, plus the possibility of nearly unstoppable contagious dust zombies that simply won't die.

8. Hammerers have returned. They hammer things. Especially vampires using the new z-justice screen.

9. You can train almost anything you want with a trainer and a kennel and an animal training zone, but if you let it out and it's not given refersher training once in a while it goes psycho and kills everything. Cue fortress being destroyed by a swarm of formerly tame giant rats.

200
DF Dwarf Mode Discussion / Re: Secure beekeeping made easy
« on: March 30, 2012, 01:45:50 am »
Bees don't seem to mind if they're buzzing around at the bottom of a 20-z vertical tunnel.

You could conceivably farm bees in hell.

201
DF Dwarf Mode Discussion / Re: Naked to Death!
« on: March 30, 2012, 01:27:34 am »
On the plus side, you now have a use for all the bins and bins of leather the traders bring you. Open up the manager and queue a ridiculous quantity of leather trousers, robes, shoes....

Your fortress will soon have a thriving used clothing export industry.

202
DF Gameplay Questions / Re: Decontamination
« on: March 29, 2012, 05:04:36 pm »
Pumps at full power tend to push dwarves around rather violently and disrupt pathing.

A trickle is all you need. Contaminants continue to move even if the water is too shallow to really flow, so you want a trench at the entrance that always has 1-2/7 water. Dwarves will voluntarily walk through this and come out sparkly clean, albeit moistened. You can cut the pressure by forcing the water through a diagonal and widening the trench.

There are other options, but not all players appreciate the majesty of a machine that must periodically be cleaned to remove all the dead babies.

203
DF Modding / Re: Regenerating Trolls
« on: March 29, 2012, 04:39:43 pm »
Well, it's a start.
Is there a place on the wiki or somewhere where all of these usage hint tokens and stuff are?

The wiki has lists of all tokens. You'll need the search bar to find the others.

You may have good luck with the FLEEING usage hint...

http://dwarffortresswiki.org/index.php/DF2012:Interaction_token

204
Nothing a turkey on an elevated platform can't fix.

The LOS thing is interesting, but probably not, considering my dwarves have lived in successful above-ground fortresses cast out of ice (actually easier than building them, in a freezing biome) without interruption spam, a round ice wall around it apparently stopping the things wandering into the map interrupting things. Then and again, that's not a systematic test at all.

However you can realize that corridor just as well by putting the chickens behind windows on either side.

How did you cast ice without having the pump stack freeze?

205
DF General Discussion / Re: Any way to ramp up goblin towers?
« on: March 29, 2012, 03:01:33 pm »
Goblin fortresses aren't physically in the game yet even though they show up on the world map, and how many goblins you get depends mostly on how much wealth you ship out on the caravans. Lots of gold toys equals lots of goblins.

If you see "tower" on your world map... that's not goblins. It's something much, much worse.

206
DF Gameplay Questions / Re: Melee Weaponry Without Metal
« on: March 29, 2012, 02:47:40 pm »
If you happen to have obsidian then you can craft "obsidian swords" at the craftsdwarf shop.

A big mob of marksdwarves with wooden bolts, shields and xbows makes a pretty good "melee" unit because anything that tries to get close just dies.

207
Pitting room is currently 11x11, its full of Gobbos and its hardly made a dent on my stocks, perhaps 300 was too low an estimate. 18 x 18 you say, does that take into account each pitting hole? Looks to like it'll need to be bigger, for my needs at least. Thing is my current pitting room is atop a gleaming white Rock Salt, Alunite and Quartzite tower so extending the pitting room is going to be quite the task if that is indeed the only solution to my problem.

Will you have a use for all the cages when you're done? Dump cages, atomsmash. If they're magma-safe they can be cleansed with the universal solvent.

208
DF Gameplay Questions / Re: How do I survive a terrifying biome?
« on: March 28, 2012, 05:29:52 am »
Necromancers are overrated. I got goblins and necromancers at the same time one year and I was really surprised to see the goblins cut their way through the undead mosh pit blocking entryway like it was no big deal, chase the necromancers off the map and then leave with most of their forces uninjured. I wanted to send the goblins a thank you note.

Mop-up operations against all the zombie animals went pretty well for 20 undertrained dwarves. As it turns out, a zombie giant mosquito isn't nearly as bad as it sounds.

Terrifying biomes though... those are not overrated. Cage traps and atom smashers or nothing. Silver warhammers will make them lie down but they just get right back up.

209
DF General Discussion / Re: DF Awkward Moments
« on: March 28, 2012, 01:02:50 am »
That awkward moment when you realize you've left beds on repeat for the last two years.

210
DF Dwarf Mode Discussion / Re: Boredom: How to cope?
« on: March 27, 2012, 11:09:20 pm »
Your problem is that your catastrophes just aren't large enough to be hilarious.

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