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Messages - NonconsensualSurgery

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361
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 01, 2012, 06:30:02 pm »
dwarf (unarmed and unarmored) escaped a goblin ambush with only minor injuries by !! breaking the toes of anyone following him !!

However, a goblin did the same to him. He walked a good while but then passed out on a cage trap. How to get him out?

Build the cage (b-j), then have an engineer build a lever somewhere so you can connect the cage and the lever.


362
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: February 01, 2012, 05:59:00 pm »
I liked the 'piano' workshop mod, but wanted something a bit more dwarfy.  So I modded in the following:

Spoiler (click to show/hide)

You could try to link it to SoundSense. I, personally, think that dwarves that train concentration and student by playing Smoke On The Water on a pipe organ would be the best thing ever made.

http://www.youtube.com/watch?v=gPUR5fWZVQs

363
DF Dwarf Mode Discussion / Re: Kittenfall pasture problems
« on: February 01, 2012, 05:04:25 pm »
There seem to be limits to the number of animals dwarves will willingly pit/pen into an area.

The number of creatures that can be moved into a square by physics doesn't seem to have a limit. Pit them onto a retractable drawbridge or into an artificial stream.

Alternatively, the number of kittens that fit in a single built cage is infinite and perhaps you can work out something using this.

364
DF Dwarf Mode Discussion / Re: Dwarven... "Child Care"
« on: February 01, 2012, 07:55:54 am »

[EDIT] This has to be one of the most Dwarven concepts ever, right up there with merfolk concentration camps and puppyfalls.
I think I'll give it a shot.

BtW, can you assign children to burrows? 'cause restricting them to one on top of the entrance hatch would seem the easiest way to add new victims children to the "creche".

P.S. The OP should change her PREFSTRING to "sinister imagination". *salute*

Yes and no. Older children will (mostly) respect burrows, but infants will generally stay with their mothers no matter what you do.

365
I had Xenomorphes mod once, but i deleted it because it wasnt "Aliens-realistic". I mean you could'nt be a host.
Now i hope some talented modder will be able to make a Xenomorphes mod where you or even your companions/dwarves can be host to a Xenomorphes :D
Would be freaking awesome to have a 100+ dwarfs fortress, to be decimated by a single Xeno coming out of a dwarf's chest during dinner....
Would match with the new death/missing system too! During his "incubation" period (when the face hugger hug his face :P) he would be missing, and then he would return to the fortress, with a surprise in his beard stomac :D

I'm totally going to do both xenomorphs and the Flood from Halo. The log also mentions a new hide effect, so Predators are a possibility. While I'm at it, Terminators using vampire mechanics.

That should about cover our manly entertainment needs.

366
DF Dwarf Mode Discussion / Re: Dwarven... "Child Care"
« on: January 31, 2012, 09:52:07 pm »
Ladies and gentledwarves, we've found an alternate solution!

Blizzard men.

You can immobilize a blizzard man with two or three dogs. An attacker will always target the head of an immobilized enemy, and an enemy with something latched on to it will always try to break the grip first before doing anything else.

Unlike most pseudoelemental creatures, Blizzard Men become tired and feel pain. Once it passes out it only ever wakes up very briefly, long enough to perform one or two actions, and when it does get a chance at revenge it wastes it by merely breaking the grip of the dogs on its head and then immediately passing out again.

This torture combat will continue until the dogs die of old age. It might even work on some other creatures.

Meanwhile, your dwarves punch it.

Err, one caveat - Blizzard Men have the slow learner tag. This means that you will eventually create an epic yeti.


367
DF Gameplay Questions / Re: Consecutive Sieges?
« on: January 31, 2012, 07:58:54 pm »
High fortress wealth will draw in more goblins.

Bathe in the blood of your enemies and then do something therapeutic like make their bones into crossbows and crossbow bolts. You'll feel better by morning.

368
DF Gameplay Questions / Re: Danger room
« on: January 31, 2012, 07:42:51 pm »

Though if they have babies. *Shudders

Does anyone have a good solution to this problem, other than only recruiting males? I tried building a boarding school and designating it as a burrow for all children but infants won't leave their mothers.

369
DF Dwarf Mode Discussion / Re: Oh, dear.
« on: January 31, 2012, 01:27:56 pm »
I'm addicted to magma. Even on sedimentary maps, I build my forge level deep underground.

A magma smelter will remove the requirement for refined coal from almost all reactions, including making coke.

370
DF Gameplay Questions / Re: A arena question for the next version...
« on: January 30, 2012, 11:42:31 pm »
The devlog bit about Toady retracting into his shell and letting a tapir kick him suggests you'll be able to use special abilities in adventure mode. Probably.

371
DF Dwarf Mode Discussion / Re: Alternative Defense
« on: January 30, 2012, 11:31:11 pm »
Use the mighty power of bovine. The entrance to your fort shall bottle-neck to a 1 tile wide section, in which you will keep a 1x1 pasture containing angry bulls. One thing shall lead to another, and every invader will either end up gored or violated by hormonal cattle.

I lol'd.

Ever seen a named water buffalo? I have.

372
DF Dwarf Mode Discussion / Re: Alternative Defense
« on: January 30, 2012, 10:49:53 pm »
I've been trying to weaponize steam with little success. So far the best I've come up with is pushing enemies into burning items with water, which works well enough. Pure steam doesn't seem to cause injuries even when the amount of steam you're making is cranked up to 11.

If you have a flat grassland map and easy access to magma or another source of fire (such as Warlord's bonfire mod or a diabolical contraption requiring a dragon and puppies) then you can weaponize wildfires. Wildfires won't hurt quick-moving targets, but ones that have stalled and made camp will be burned. It also gives the map a nice postapocalyptic wasteland look.

373
DF Dwarf Mode Discussion / Re: Okay, so I have twenty baby dragons....
« on: January 30, 2012, 09:38:17 pm »
I made dragons like this once, only with wagon pulling with the idea that they'd keep trade caravans safe. They also had bonecarn, can speak and can learn, so they needed meat like Tigermen and could socialize.

I'm clearly not the smartest modder. By the way, dragonfire is hotter than magma.


374
Been wondering this for a while now, how many of you guys use a danger room when playing this mod?

I tried it without danger rooms and all civilizations enabled. I only had one solid military victory in the history of the fort.

Things did not go well. The militia of Airletters had been crushed at every turn and I was down to two mostly able-bodied squads of ten that had only mediocre skills because no one lived long enough to hit legendary. They trained on captured invaders and even forgotten beasts but it just wasn't enough. They'd lose someone every battle and that dwarf would be replaced by someone with no combat skills.

I gave up on using melee for most engagements. I gave up on marksdwarves as the first line of defense because I couldn't make enough bolts to keep up and elite bowmen would slaughter them anyway. Everyone hid behind a reciprocating spike field, a drowning trap and what was supposed to be a steam generator. The steam generator was the undoing of Airletters. It was the end; Jotunar and blendecs were bumping into foolishly, desperately placed weapon traps around the steam vent and raining down into the guts of my engineering sector.

The Jotun and their kin lined up outside the last masterwork security door keeping them out of the engineering workshop/lever room and began breaking it down. On the other side, I assembled all surviving dogs in front of swordsdwarves in front of marksdwarves and waited.

The Jotun came through and turned the first wave of war dogs into chunky salsa, but while they were doing that the barely trained marksdwarves managed to chip enough bones that most of the Jotun fell over from pain. The swordsdwarves and even more dogs dogpiled them, slashing and biting repeatedly at their giant helmeted skulls without anyone being able to reach the brain (all the speardwarves were dead at this point in the short history of Airletters). The mayor, who had been conscripted on the basis of being one of the last able-bodied dwarves, managed to punch a blood cyclops in the head so hard its brain was torn and then began tantruming because his dog had just exploded right in front of him. Slowly, the giants and their blendec/beakwolf assistance was crumbling.

One of the Eldjotun ran through the melee and headed for the central stairwell. The marksdwarves, who only had a couple of bolts each when the Jotunar kicked down the door, began running out of ammo and trying to bite and bash the giant to death while all the dedicated melee was distracted - with success! Just imagine this huge giant being bitten to death by a swarm of tiny dwarves. With the last Jotun dead, satisfactory victory was declared. The only casualties were a couple of dogs, the mayor's sanity and a raw recruit who somehow had his arm ripped off by a beakwolf before he bit and stabbed it to death.

... then I tried to clear a couple of parboiled tigermen out of the steam generator drains. They fought like, well, scalded cornered cats. I thought I could take cats after having battled Jotunar and blendecs, but they turned more dogs into salsa and then took on my melee one at a time in the narrow corridors. One of my starting seven, the proficient biter and teacher I'd brought with me who had trained half the fortress in biting, was among the dead.

With almost every single dwarf in the fortress missing at least an arm, the militia deprived of its leader and the source of its incredible biting prowess, the plans for a steam generator unsalvageable and the tantruming mayor replaced by an annoying armless lye maker who demanded giant cave spider silk items when there hadn't been a trade caravan in five years, I decided to order one last glorious charge at the blendecs blocking the entrance and call it quits.

This mod is awesome. Impossibly hard, but awesome.

375
DF Gameplay Questions / Re: Not entirely sure.
« on: January 29, 2012, 07:29:28 pm »
You need to make some sort of product out of your food before you can use the seeds, like booze or process them. Known bug.

Yeah, it worked after i made some sewer brew, its all good now. Thanks guys.  ;D

Ho hum, casually farming on an obsidian overhang IN A VOLCANO CALDERA and then gonna make booze out of it.

I love this game.

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