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Messages - Elifre

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DF Dwarf Mode Discussion / Re: Dwarven test of dwarfiness?
« on: February 09, 2012, 12:24:22 pm »
Happy Dwarves means rather unhappy nobles. :D

Besides, this is based off of my chambers for two year olds. It's a combination play pen / death pit. You could give them equipment and wait until they berserk from unhappiness, though. They'd become a useful weapon, albeit an unpredictable one.

17
DF Dwarf Mode Discussion / Re: Dwarven test of dwarfiness?
« on: February 09, 2012, 10:15:54 am »
Thanks. ^^

I'm actually planning on setting up a system like this soon-ish. It'll take maybe forty-fifty chambers, which will require the following resources (assuming fifty chambers and three years per dwarf, based on my current setup):

Food:
Lavish prepared meals, preferably four or five types. Higher quality is better. 24 per chamber, 1200 total.
Whatever booze the dwarf prefers if possible, otherwise four types is ideal. 48 per chamber, 2400 total.
Barrels / Large Rock Pots: At least 100. More being better.

Nest boxes / turkeys:
A few gobblers outside the chambers.
2-3 Hens per chamber. Poults from unused chambers can be tossed in from above to ensure fighting. 100-150 hens total.
At least 50 nest boxes, 1 for each chamber. More if you want a higher rate of poult production.

Furniture (make the size cover the entire chamber before statues are added, and assign it to the dwarf):
1 bed per chamber, higher quality being better. 50 total.
1 chair per chamber, higher quality being better. 50 total. Make this a study.
1 table per chamber, blah blah blah. 50 total. Private dining room.
5-20 statues per chamber, preferably gold. Enough to make sure the dwarves are ecstatic while in said chambers. Assign one as a private statue garden.

To cover supply issues, you'll need to assign a garbage zone over the chamber surrounding an open space. Dwarves will toss in food and booze when ordered to dump them. Make sure you unforbid said supplies after they're tossed in, and have the area under the pit designated as a food stockpile to prevent rotting. It's best to only have one chamber supplied at a time. You'll also need a -massive- farm setup, with dedicated farmers, cooks, and brewers.

I hope that helps you out! :D

18
DF Dwarf Mode Discussion / Re: Dwarven test of dwarfiness?
« on: February 09, 2012, 09:49:59 am »
Lock them in a Project SPARTAN chamber for a few years, or until they don't care about anything anymore.

The survivors will become horribly scarred killing machines who don't give a damn if everyone they know dies and remains unburied.

19
DF Dwarf Mode Discussion / Re: the molten titan and other titan FUN
« on: February 08, 2012, 09:01:01 pm »
Whenever you're faced with impossible odds, remember this:

Dwarves can weaponize ANYTHING.

20
DF Dwarf Mode Discussion / Re: Least favorite types of stone.
« on: February 08, 2012, 08:44:21 pm »
Why do people hate chalk? It's a flux stone, which means it can be used for steel.

Dolomite, chalk, limestone, marble, and calcite = flux.

21
All non-pets that I get are egg-laying birds, dogs, and the occasional male cat.

Female cats are processed by magma. The birds supply me with eggs for food, bones for bolts, skulls for totems, and horribly scarred warrior children. The dogs are dropped into a large holding area to be trained by the survivors of Project SPARTAN, and never gain access to the outside world, and they manage their own population with fighting if the density of puppies grows too high.

Everything else is butchered immediately. No 'splosions here!

22
DF Dwarf Mode Discussion / Re: I just got a candy FB.
« on: February 08, 2012, 06:22:41 pm »
Human sees a forgotten beast approaching him:
"Omigodomigod!!! I'M GOING TO GET EATEN!!! NO NOOOOO!!! It just ate my CHILDREN!!! Wait, maybe if I...I...Ia Ia Cthulu Ftghan Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!!!"
*Gouges eyes out and gets eaten by FB*

Dwarf sees a forgotten beast approaching him.
"Omigodomigod!!! SO MUCH BISCUITS!!!!" *Runs and gets military*
"FOOOOOOD!!! SOOOOOOOOOOOOAP!!! SOOOOOOOOOCKSSS!!!"
*FB shits itself in terror and tries to scramble away, only to have chunks of flesh removed by hungry mouths/sheets of flesh removed to make socks/and fat removed to make soap*

This makes so much sense...

:D

23
DF Dwarf Mode Discussion / Re: I'm doing something wrong with my duchess...
« on: February 08, 2012, 04:43:56 pm »
A sufficient amount of happy thoughts can allow them to live with being traumatized by the pretentious arrangements of others, in case you don't want to off your duchess. So as long as there's plenty of stuff around to keep her happy, you shouldn't have to worry.
Maybe stick her in a Project SPARTAN chamber?

My test subject has a happiness level of about 260 right now. >.>

24
DF Dwarf Mode Discussion / Re: Does Dwarf Fortress have a moral/aesop?
« on: February 08, 2012, 06:46:37 am »
I see your Neogi and raise you a burer.

Spoiler (click to show/hide)

It has a black leather jacket. And cool shoes.
So -that's- where my test subject for Project SPARTAN wandered off to...

GET BACK IN THE PIT!  >:(

25
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: February 08, 2012, 06:38:24 am »
I recently had a dwarf make a granite grate. It's not worth much, and it's not very fancy, but it does have two things going for it.

1. There's an engraving of an elf killing a dwarf.
2. It's called "The Windy Violator".

I'll leave the rest to your imagination. :P

26
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: February 07, 2012, 08:37:47 pm »
On the plus side, I've yet to run into a human or elven caravan with said world. I've been using it as a test site for about four in-game years now, and only seen dwarven caravans. I -did- see a FB, so at least they're around.

Still, no sieges. :(

27
DF Dwarf Mode Discussion / Re: Challenge: Soviet Fortress!
« on: February 07, 2012, 08:03:10 pm »
Yeah, I rather like the Mosin. A good friend of mine bought his for about a hundred dollars (one used during WWII, even), and we shot it at an old desk, some cinder blocks, and a steel drum. The desk, cinder blocks, and drum weren't looking too good after that. >.>

Maintenance for it just requires removing the bolt and cleaning the barrel after firing (right away if possible, since corrosive ammo, while cheap, is a bad idea without immediate cleaning).

So yeah, I suggest no weapon restrictions. Except maybe have a standardization thing be mandatory.

28
DF Dwarf Mode Discussion / Re: Challenge: Soviet Fortress!
« on: February 07, 2012, 07:37:01 pm »
I'm thinking 1939-45 Soviets, when they'd throw countless numbers of 'soldiers' towards the enemy, armed only with whatever they could find. They'd then loot the corpses, and take weapons and other useful items.

Need I mention the 80,000 T-34 tanks that were manufactured? Even if the Soviets got weapons aid from the Allies (which Finland could have ended, just didn't want to piss the Allies off) the Soviets still did produce a large amount of equipment on their own, east of the Ural mountains, with evacuated factory equipment.

Is this going to be an eastern front version of "Rommel would have been proud"? IS-2 FTW

Comparison to the 80,000 T-34s: the Germans manufactured something around 30,000 tanks during WWII, and that is with some extreme rounding up.

Yes, yes, the USSR only made around 30,000 tanks during WWII as well, but still...

Don't forget the Russian infantry service rifle, the Mosin-Nagant. It's a rather simple, yet effective, bolt-action rifle, and it's also incredibly cheap to make. It's not quite as fast as the M1 Garand, but it certainly can kill people (7.62x54mmR rounds, which imparts 3.6 kJ of energy compared to the .30-06 Springfield at 3.0kJ).

During World War II, 17.4 million of these rifles were made.

Edit: Damn ninjas. :P

29
DF Dwarf Mode Discussion / Re: Dwarven... "Child Care"
« on: February 07, 2012, 07:11:46 pm »
That's what I'm going to try. I'm setting up one of these now.

Actually what I'm going to try to do in order to let them sleep is set up a 4x1 room with a dog at the far end, a food stockpile next to him, and have the dog chained up. That section will be a 2x1 room that hopefully the dog will feel confined in. Then there will be a door and a 1x1 room with a bed so the child can sleep.

I'm also going to try a communal area where there's two meeting areas and a group of children with a small hallway that has a chained dog in a tiny room between the areas. Ideally the children will move back and forth between those and get attacked by the dog. I have a ton of kids but only half as many dogs so I wanted to try some group child care out.

I'll probably make one room that's just a 2x1 with the dog and try the original idea. However I'm not sure how well this will all go as this game is a succession game and I'm one season in. After I get it set up, I'm not sure how much my fellow rulers will follow this initial plan. I'll report back with any findings though at the end of my year.

Dogs are good for short term plans with chambers like these, but you'll need more than that. I think previous tests have shown that you need 3-5 of them for them to start fighting, and that's with a 1x1 room.

Anyway, make sure you have a plan for hospitalization for the subject. Dogs can cause a lot of damage pretty easily (i.e. missing limbs and / or death).

Turkeys are better for long term chambers as they have a hard time causing anything worse than bruises, even to other turkeys. However, they require nest boxes and it takes a little while to reach a high enough density of turkeys per tile to cause fighting. A good hospital plan is still a good idea for infections, but there's far less risk. Skill gain using turkeys is slower, unfortunately.

30
DF Dwarf Mode Discussion / Re: Dwarven Rulebook
« on: February 07, 2012, 06:51:04 pm »
Dwarf rule #8.
Not only is mining for ore the same as combat training, but after years of doing literally nothing else, you'll be able to knock crossbow bolts out of the air with your pick.
I apply this rule all the time. ^^

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