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Messages - NonconsensualSurgery

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376
DF Dwarf Mode Discussion / Re: Argh! Idiot humans!
« on: January 29, 2012, 07:09:44 pm »
The duck doesn't seem to stun this beast from 1 z-level up... should I try for a higher drop or a heavier animal?

Attempting to weaponize ducks earns you a couple of dwarf points, but forgotten beasts are [NOSTUN]. It would have worked if they didn't have that token.

The easiest way to catch a forgotten beast is to use a wooden door (or a duck) as bait and then raise a drawbridge behind it once it's in the room. You can semi-automate this by putting a controllable fluid source behind the door and a fluid-sensitive pressure plate in front of it so the trap seals once a creature of interest takes the bait and breaks down the door.

377

As far as I know, dead bodies don't mess up drinking water.

I've had several bodies get stuck in a cistern with no ill effects. So long as they don't vomit into it while dying, you're good.


378
If you ever need to drive a room to ludicrous value then install a carpet made of weapon traps. You can easily turn a 2x2 bedroom with so-so furniture and no special minerals into a royal bedroom. Masterwork iron/steel/adamantine/artifact trap components are insanely valuable and you can stack 10 of them plus a mechanism in just a single tile.

It makes perfect sense. What tantruming sociopathic drunk wouldn't be comforted by ten massive spiked iron balls hanging over their cramped living room, waiting to crush them if they lose their mind?


379
DF Dwarf Mode Discussion / Re: Human Diplomat Dead Upon Arrival
« on: January 29, 2012, 02:03:07 am »
So, I haven't played in a while, but I recently got back into my game and the very next year a human war party laid seige to my fortress.  The leader was riding a war lion, which was really cool, but they were driven off by speardwarves and marksdwarves and the was lion impaled and shot through the head.

Now, this obviously is caused by the diplomat showing up dead, as I have done no other hostile actions.  Does this mean our civilizations are now at war?  Will they keep sending sieges every year or so?

They will send another diplomat. He'll ask you if you'd like to make peace. If you say yes and he doesn't die then the war is over and the human caravans will come back.

As you've probably already observed, the cats-as-bait trick doesn't work so well on humans. They're smarter than that. Instead of charging suicidally towards the pets you so cruelly ejected out the hatch cover, humans conduct proper sieges; they stop near the edge of the map and cannot be lured very far from their chosen spot. This isn't a bug. Sometimes they set up little camp fires to let you know they mean business about staying put.

380
I had an Axe Lord who had a "couldn't grasp quite well" thingy tag on his Heath descript (that was just after my tackling of the HFS). He had his forearm missing. I guess no amount of casts could fix those broken bones.

"Ability to grasp impaired" means that they've lost the use of one hand. A one-handed dwarf is still perfectly capable of doing most tasks without problems except for equipping both weapons and shields, so it's best to retire them from the military before they lose the other one.

If a dwarf loses the use of both hands they'll say "ability to grasp lost." This is bad because they can't do anything but will still try, sending out infinite Urist cancels job: too injured messages. No power currently in the game or easily modded into it can fix nerve damage in a limb once it is done. Murdering the dwarf is the only way to make the messages stop.

Removing [HAS_NERVES] from the creature definition before you generate a world will create dwarves that can't get nerve damage. Spinal injuries will slowly heal if you add a healing rate to the nervous tissue template, but peripheral nerves aren't considered proper nervous tissue so the healing rate won't apply to them.

381
The difference between dwarves with copper and steel shields is large. Density controls blunt damage, and platinum is by far the densest metal in the game.

The sheild bashes will hit like the fist of an angry god.

382
Trap it and mass-produce legendary marksdwarves. You can also train legendary wrestlers by incapacitating it with bolts and then ordering dwarves to punch, kick and bite a pile of helpless rock for a couple of minutes.

383
DF Gameplay Questions / Re: This game does not like me....
« on: January 28, 2012, 01:14:49 am »
Ignore the trees. Drill a hole straight down to magma.

No, seriously. Wood takes a lot of dwarven labor. You've got to chop it, haul it, burn it and store it. It is easier to build a staircase straight down to metalsmith housing and forge rooms directly over the magma sea and power your industry with the infinite energies of the earth itself.

You'd think such a deep stairwell would create a hauling problem, but it really doesn't. Dwarves run up and down vertical stairs with superhuman speed, seemingly covering tiles in the z-direction at the same rate they cover them in the x or y directions. My current fortress does this and it works pretty well. I had to place a weapons/armor stockpile in the barracks so militiadwarves who want to drop or pick up equipment wouldn't run far to do so, but that's something I should have been doing anyway.

384
DF Adventure Mode Discussion / Re: A strange idea.
« on: January 26, 2012, 05:18:39 pm »
That's like giving someone an automatic, recoilless railgun and telling them to kill cavemen armed with clubs.

Perhaps, but it's a railgun that requires you to get part of your own body severed in battle to use. You'll also have to be very cautious with your throws or risk being caught unarmed.

385
DF Modding / Re: Small modding questions thread
« on: January 25, 2012, 10:54:55 pm »
I dont know if this is the right place for this but i figured i would ask here because it will probably require modding the raws

 I recently wanted to start a breeding program on a massive scale to fuel a few different industries at once, but i found a bump in my plan.

"Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born. "

I found the above text on the wiki and i was wondering if it was possible to change this to something higher.

Build a tribble. Adjust the litter size to something absurd, say, 47. One female becomes pregnant and gives birth. You're now one shy of the estimated cap.

I'd recommend setting the gender pop ratio to something equally absurd so if you're lucky all the new young will be female. They all become pregnant at roughly the same time from the male you bought on embark, leading to a theoretical maximum of 49+48^2=2353 tribbles running around your fort at once.

Even relatively low litter sizes are kind of overwhelming if coupled with a fast growth rate. I created some domesticated giant snails with a litter size of four to seven and now my butchers works almost constantly just to keep the population stable.

386
DF Adventure Mode Discussion / Re: A strange idea.
« on: January 25, 2012, 10:07:17 pm »
Perhaps a bodypart with a bit more mass then? Say... an arm or a leg?

Specifically, your own leg. Beat the world to death with your own leg.

Rules:

Any bodypart that was formerly attached to you is allowed.

Crutches are allowed, if you can find one.

Throwing is considered an advanced form of beating, and is allowed.


387
tying a small furry animal behind the magma proof cages with the magma proof mechanisms when you let the magma in will result in magma roast puppy

Glass is inexplicably magmaproof and creatures still react if they see eachother through glass windows. Some desirable magma-dwellers will react positively to the window itself.

In fact, most of them react so positively to buildings and puppies that they will crawl up out of the magma to reach them with little or no prodding! I can't work out an efficient way to capture magma crabs, but everything else is aggressive and conveniently amphibious.

388
DF General Discussion / Re: Lessons Politicians could Learn from DF
« on: January 25, 2012, 05:57:11 pm »
-You should acquire several large dogs and keep them with you at all times to reduce your risk of being assassinated.

-If you never do anything useful and spend all your time adding pork to the budget then your voters will start plotting to kill you.

-If, having violated 2, you find yourself with a task that involves standing in a specific spot for too long or pulling a lever then DO NOT DO IT.

-You need crisis management techniques beyond tearing off all your clothes and shouting incoherently until you die of thirst.


389
DF Dwarf Mode Discussion / Re: Cirque Du ‼SCIENCE‼
« on: January 25, 2012, 05:27:17 pm »
What about falling creatures?  Park a cow on a single square pen, on top of a drawbridge or hatch. Connect to an intruder pressureplate below.

I doubt gobbo goblinson will expect a cow falling 8 zlevels down a chute onto his pointy green head.

Falling animals just stun anything caught in the drop zone. Things that are not being used as weapons do not have realistic inertia.

Still waiting to see if it's possible to craft legendary slade swords, because damn.

390
DF Gameplay Questions / Re: Useless military demonstrations
« on: January 25, 2012, 04:44:07 pm »

NonconsensualSurgery bites OP in the head, tearing the skin.
NonconsensualSurgery latches on firmly!
NonconsensualSurgery shakes OP around by the head, tearing the fat.
NonconsensualSurgery shakes OP around by the head, tearing the fat.
NonconsensualSurgery shakes OP around by the head, tearing the fat.
NonconsensualSurgery shakes OP around by the head, tearing the fat.
NonconsensualSurgery shakes OP around by the head and the severed part remains in his grip!
OP has been struck down.


(seriously, biting is the best skill in any game ever, don't stop them)

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