Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Raikaria

Pages: 1 ... 4 5 [6] 7 8 9
76
DF Dwarf Mode Discussion / Re: My Best Dwarf Yet
« on: May 05, 2013, 10:27:26 pm »
Tulon: It's just a flesh wound.

Everyone Else: I think it's be a bit more...

77
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 05, 2013, 07:47:32 pm »
Caverns breached, and before I could set defenses, a Giant Bat made a hit-and-run killing an unimportant Urist.

Then, I make a screw-up with moving a caged troll, and release it.

However, the nearby Butcher proceeds to knock it out UNARMED, make make it constantly pass out so the military kill it in a single blow to the head.

Manliest. Butcher.

78
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 05, 2013, 12:32:55 pm »
Got the basics going of my fort, now digging down to caverns with cages ready, and stuff to make a bridge in case of FB.

79
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 04, 2013, 03:19:14 pm »
So, after WorldGen and Site Idenfification, I've moved onto 'What so I want to do in Amok's name?'

Usually, I like doing stuff with animals. In fact, I prefer to weaponize animals and traps than Military. [Because whenever I make a military they go insane from 'long duty hours' regardless of me giving them time off or not, or failing that die to a lone Crundle somehow.]

I have settled into an 'Execution Pit', which can be used for Migrants and Prisoners alike!

The idea is to capture cavern animals in cages, and tame some for 'military' purposes, and taming some others to be placed in the 'airlock', likely involving bridges, and then released into the 'Pit' when wild again, with the airlock sealed behind them. There may be three airlocks so replacements can be prepared while the wild-ification happens.

The pit itself will be a moderate sized room, with a grate, and three lanes leading into it, with no way out. Each lane will be a chute, with a retracting bridge placed over a channel a few Z levels above it, to dump the victims in. Except one lane.

The third lane is the kill switch, where water or Magma will promptly flood the room, and drown all those inside.

The only issue I see with this idea so far is the drop system, and moving caged prisoners. I've had issues before getting a bridge to 'drop' stuff down like Goblins in cages, and I don't know how to 'pit' stuff. I know retracting a bridge and burrows can be used to send Dorfs to their demise.

So, does this method of executions seem sufficiently Dorfy? A rampage can also make !!FUN!! happen with levers. [Also help with pitting Goblins]

80
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 03, 2013, 02:09:31 pm »
OK, let's generate a world.

Beasts: High
Natural Savagery: High
History: Medium

The world-gen ends up on the Second Age of Legends. Never seen that one before. I wonder if it went Myth - Legends - Myth - Legends or Myth - Legends - Heroes - Legends.

81
DF Dwarf Mode Discussion / Re: Your first vampire?
« on: December 19, 2012, 08:36:39 am »
I had one show up in my fort with bout 90 dorfs.

Never found out who it was, none of them showed the signs.

82
DF Dwarf Mode Discussion / Re: More admantine then I know what to do with
« on: November 24, 2012, 03:38:50 pm »
Unfortunately two of the sets of armor were stolen by kobolds/wildlife when 2 of my hammerdwarves fell to hordes of zombies and I had to retreat and stay locked up for a few years. Anyway, give me some good ideas for what to do with all this candy. I could potentially mine more if I really put in some effort with magma pumps.

Offer more candy to the Kobloids.

83
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 23, 2012, 11:14:29 am »
I set it to high, and used the built-in finder feature to find areas with Flux, nothing came up green.

That said, if no-one has access to Flux then it doesn't matter that much to be honest. Given my history with military [Make milita, cage some goblins, strip them, still lose 2 urists to 1 Goblin in a 5v1], I'm more likely to make deathtraps than an army.

And when I do make an army it's out of expendable animals. Like Cave Crocodiles [Which are apparently religious]

84
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 22, 2012, 12:54:39 pm »
Apparently my Large Genned world has no Flux. At all.

Weirder still is this is the 2nd in a row.

... Screw it I'm going no-steel it seems.

85
DF Dwarf Mode Discussion / Designing a Defense
« on: November 21, 2012, 03:49:28 pm »
I just lost another fort to some goblin ambushes [No ambushes for 3 years then two at once...]

I can't see to design a good trap to stop the goblins, when I do design one they either come before it's finished, it doesn't work for some reason [Gobbos too fast/Urists too lazy], or it dosen't actually *kill* them, or gets overwhelmed. Or it involves a pit and causes cave-ins constantly.

I'm thinking for my next fort to have a drowning chamber/Water flow to drop, but I need a way to 'flush' it. That involves making a pit, which will inevitably cost me about 10 miners as Urist Mc Miner decides to drop another one 12 Z levels.

The basic design idea is to have a drawbridge to close off the main path, which diverts the goblins to the chamber. Which them closes behind them, locking them in. Let the river in, and either wash them into the Caverns, or drown them and then wash the water into the Caverns.

How would I go about this without killing about 7 miners and having it ready before goblins decide 'Yeah let's murder those Dorfs'

86
DF Dwarf Mode Discussion / Re: Never Had A Siege
« on: November 21, 2012, 09:02:02 am »
In order to trigger ambushes you have to have at least one of the following:
1)Have 20 dwarves
2)Export 25000☼
3)Produce 25000☼
If you haven't done any of these goblins won't show up, and even if you have it might take them a couple of years if they are far from your fortress.

In order to trigger sieges you must have a population of at least 80 dwarves. Nothing else will trigger goblin sieges in vanilla.
What he said.
Are Werebeast sieges different, or if you can get a goblin siege you can get a werebeast one?

Werebeasts don't siege, they appear on the map randomly like Titans with no limitations. Usually they run away unless they're actually in Were-form, in which case they rampage and THEN run away.

87
DF Dwarf Mode Discussion / Re: The least epic year-long battle of all time
« on: November 21, 2012, 08:55:28 am »
Clearly Option 3, and make it an underground arena for your dorfs to watch.

That or a sacrificial pit for Amok.

88
Because they're forged on the paradoxical anvil.

 How do elves eat their victims?

The same why they butcher them with wooden sticks, hippy magic.

89
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 19, 2012, 07:59:43 am »
No. I didn't know ._.

EDIT: New fort going, and something weird is happening.

Things that were never on my units list are showing up on the kill list.

I can only guess that something is killing things underground...

90
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 19, 2012, 07:06:42 am »
'A section of the cavern has collapsed!' 'A section of the cavern has collapsed!' 'A section of the cavern has collapsed!'

I look to see Urist Mc Miners unconcious and badly hurt, with Urist Mc Mayor above them, having caused the cave-ins.

Pages: 1 ... 4 5 [6] 7 8 9