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.

Topics - Elifre

Pages: [1]
1
DF Dwarf Mode Discussion / Urrïthsedil Råsh
« on: March 31, 2016, 12:04:34 am »
A figure emerges from the mists. He has been travelling for many years, but has now finally arrived at his destination. In his hands he holds a slate, upon which has been engraved orders from the king. It is a new mandate, one unlike any seen before. A mandate for weapons. A mandate for armour. A mandate for the ultimate soldiers the like of which will once and for all end the threats against all of dwarvenkind. It is, in short, the ultimate mandate to perform !!SCIENCE!! in all of its horrendous glory, not to be ended until every elf, goblin, human, and beast from a forgotten age has been destroyed. Blood for Armok!

I've returned from a very long hiatus with a new fort, ScarredAngels of Death! :D

More or less my goal regarding this is to have !!FUN!! experimenting upon my !!Dwarves!! for !!SCIENCE!!, including testing out various builds for Project Spartan (see Dwarven Childcare). New projects will be undertaken as suggested by other !!SCIENTISTS!!, and world saves will be available upon request.

Story updates! :D

12th of Granite, 1049.
Spoiler (click to show/hide)

8th of Malachite, 1050.
Spoiler (click to show/hide)

21st of Opal, 1050.
Spoiler (click to show/hide)

1st of Granite, 1051.
Spoiler (click to show/hide)

7th of Felsite, 1051.
Spoiler (click to show/hide)

2
DF Dwarf Mode Discussion / Project A.R.M.O.K.
« on: January 27, 2012, 12:14:58 am »
Quote from: Elifre
I have decided, that the ultimate goal of my fortress is to tap into the power of the volcano to flood the entirety of the map. My plan is to eventually make four truly massive towers, put pump stacks in each of them (all linked to THE LEVER), and fill them with magma. I'll then set up a GlaDOS style lever room with a dwarf sealed inside along with enough food and booze to last ten years, made entirely of obsidian (with an obsidian hatch to resupply as needed), and wait for the eventual demise of the fortress.

With the one remaining dwarf safely sealed inside the room, I'll have exactly two jobs left.

1. PULL THE LEVER.

2. Dig down to HFS with my last remaining dwarf (decked out in as many layers of candy as possible, including candy clothes and a candy pickax, plus several candy shields) and order him to conquer it.

If he survives, then he'll have truly won Dwarf Fortress and be considered a god. If he fails, then that's still pretty damn dorfy. ^^ Either way, this, and no less, is the only fitting end for this fortress of dwarfiness.

I'd really appreciate additional ideas for this! Armok knows I'll need the help.  :D

I moved this to a separate thread to keep the ideas separate from the main thread. This is my plan for ending my fortress on The Island of Socks, and I'll definitely need the help, experience, and dorfiness of the community to pull this off.

All hail the All-Reaching Machine of Killing!

List of ideas to incorporate (so far):

#01 Project Spartan, from the Dwarven Childcare thread.
#02 Pressurized magma, from the Mechanical Erupting Volcano thread. Maybe girlinhat's version? I could use some help with this part.
#03 U.R.I.S.T. from the stupid dwarf tricks on the wiki.
#04 Fully equipped, using the notes on the wiki concerning armour stacking.
#05 Pickaxes as weapons, from a variety of sources. Mostly my own testing with this.
#06 The absolutely massive amounts of gold and silver on my map to create an insanely valuable happiness room.
#07 Temple to Sockthulu, and other sock-related ideas.
#08 Engrave the obsidian room before digging down to HFS. Credit goes to Shintaro Fago for this idea.
#09 Melt off fat? Might be tricky to do without killing the dwarf. Credit to Gamerlord for the idea, though it needs refinement for now.
#10 Massive army of wardogs following the dwarf as assistance? Urist Smith as the dwarf's name? Credit to Ivir_Baggins and Loud Whispers, respectively.
#11 Two dwarves? I'm not sure how I feel about this one. I'd like to keep it one, but I could be persuaded with a good argument for two. Credit to Loud Whispers.

3
DF Dwarf Mode Discussion / Serrated disc / giant ax trap materials
« on: January 18, 2012, 01:53:55 am »
I've been studying the raws for various metals and glass, and I'm getting some conflicting results. Glass, with its high maximum sharpness, low density, and various other features, is in theory far more deadly as an edged weapon than steel, except for its low torsion and shear strength. Given the torsion and shear strength differences, I'm now wondering how a glass serrated disc or giant ax compares to one made of steel, iron, bronze / bismuth bronze, and copper.

Can anyone help me with this?

4
DF Dwarf Mode Discussion / Magical lungfish?
« on: January 17, 2012, 07:29:56 pm »
It seems the mighty ones are having fun with a little prank. I just had lungfish appear inside my fortress in a tree farm near the river, and this was making me a little anxious about the possibilities of there being an entrance to my base there.

After careful checking, it seems that there isn't a hole in my defenses. Lungfish are just capable of magically appearing inside bases.

I guess this means I get a free supply of fishies.  :D

EDIT:

This happened on white sand next to a stream where lungfish can normally be found. However, this was underground.

5
DF Dwarf Mode Discussion / Landmines
« on: January 16, 2012, 07:25:27 pm »
I just had a neat idea for some building destroyer traps. They look rather simple, and are easy enough to make that I think you could make a large field of them.

Spoiler (click to show/hide)

For a trap that guarantees a kill, you can use this design:

Spoiler (click to show/hide)

This idea might need a little refinement, since I'm not sure how bridges interact with the z level above them, but it looks promising. With the bridges, you also have the option of choosing whether or not the trap is active.

Thoughts?

6
My last fortress was overrun by clowns, so I decided to play around with advanced world generation. Increased volcanos, much lower erosion, guaranteed massive amount of space above the magma sea (for candy and for possible forts under the third cavern), a Small Island, and so on. I found a good 8x10 embark site (wilderness, shallow / deep metals, soil, a stream, volcano, aquifers at the base of the volcano, flux, hot / warm weather, but no trees sadly), and set out to take a look...

Woah.

The volcano is 53 Urists high, and made of obsidian, gold, galena, tetrahedrite, and marble. It goes down to the magma sea (around 100 Urists below the surface), and is about two-thirds full of magma. The map itself goes down to about 190 Urists below the surface, making this a rather massive site. There's a ton of loam around for soil, some good sites for sand, and plenty of gemstones visible on the cliff faces. No sign of iron aboveground, but I'm hoping I can find some as I dig down.

I think I'll make my entrance in the hollow area of the volcano about twenty Urists above the magma with a massive obsidian bridge that retracts for nobles / goblins / migrants / insurance salesmen.



There's just one little issue...

The lovely stream at the base of the volcano is full of predatory fish, including (eep!) carp. It's also home to a couple families of hippos. Any ideas for how I can handle this in a creative and preferably dorfy (read magma) way?

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

7
DF Dwarf Mode Discussion / Reclaiming a fort overrun with clowns
« on: January 12, 2012, 02:33:05 pm »
This is the first time I've actually lost a fortress to anything, so I'm wondering if it'll even be possible for me to do this. I sent in an adventurer to try to clear it out, but he (despite his beard and iron armour) died in about five seconds.

Should I just start somewhere new, or is it worth the effort to try to reclaim?

8
DF Dwarf Mode Discussion / Please report the spambot forcheap31
« on: January 10, 2012, 10:23:42 pm »
I hate spambots.

9
Allow me to set the scene:

Goblins are invading my fort! Nearly a hundred of the foul creatures and a dozen of their hideous trolls are marching towards the gates of my outpost, as they have regularly over the past six years. I have dozens of traps set up in my entrance hall, and behind that a series of retracting bridges set up over a spike pit, which is further guarded by a masterwork ballista and the finest siege operator this dwarf has ever known. No goblin has ever made it past these defenses. And before today, the 6th of Moonstone in the year 131, no goblin ever had.

Yet one has done so today.

So here I was, confident that my traps would succeed, and this goblin, wielding a heavily decorated spear, just waltzes past my traps. The sea of blood and the hundreds of liberated goblin weapons in the traps meant nothing to her, and the ballista was something she could dodge in her sleep. So just when I thought that I would have to send in my army, the other goblins panic and run, and she gets bored and turns around. Right into the spike pit that my fellow dwarves finally pulled the lever for. Bam.

A two story fall and a nasty surprise at the bottom severely injures and stuns the goblin, so I thought, "Hey, why not send in some guys to practice beating her up?" It turns out that elite goblins don't die -that- easy. Even with a compound fracture and bleeding lungs, it takes -hours- of them hitting her with silver war hammers for the goblin to finally die. There was not a single bone -left- to break by the time she decided to die, and the remains could be more easily described as an oozing pile of broken flesh than as a goblin. And you know what was the worst part? The bitch goblin died of a damn broken ankle.

This brings back memories of the elephants.
*Drinks himself into unconsciousness*.

Pages: [1]