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Messages - Urist McKiwi

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631
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 20, 2012, 07:24:23 pm »
I got myself a major river embark with no lag. Unfortunately, the aquifer is slowing progress...but I plan to breach it from the surface in winter, then seal it away so I can get through and get some stone/metal/whatever. Deep soil isn't so bad....I can grow a LOT of food in this place.

Of course, the fort does not at present have a door or drawbridge. Should have a hatch soon....getting enough wood for the walls was fun.

The woodworker has thus far, instead of making the hatch that will finally give us some safety:

-ignored orders not to haul things and gone to haul stuff out of the wagon
-Dismantled the wagon, instead of the other dwarves who had the right labours enabled
-ignored the pile of logs to claim that there is no wood supply
-Gone for a drink
-Gone to sleep
-Decided he'd like to eat something
-Stood around gazing into space.

Hopefully soon he'll get on with it.

632
DF Dwarf Mode Discussion / Re: My miner stepped on a bee?
« on: January 20, 2012, 06:06:48 pm »
....We could probably mod evil-biome bees that cause necrosis when they sting things. That, or paralysis and extreme pain (hooo.....that's a sucky combination for Urist McTestSubject....trapped, paralysed next to the hive as they sting him into deeper and deeper agony. hey! That's weaponisable!).

633
A function Hellcannon would be a one-shot weapon, Mego.  You'd need an isolated passage down from the surface to one of the adamantine spires, right down to the fatal digging point (Or suspend a block over it controlled by a lever).  Pop the seal and out fly the demons to attack things on the surface.  Preferably with the fortress sealed tight.

....Unless you separated the demons into little clumps somehow. Then you might get....4-10 shots. Maybe more....depends how many demons you get and how well they could be split up....maybe use cave-ins to seal them into small rooms, and sacrifice a dwarf with each shot to let them into the "barrel"?

634
"What's with this 'Ancientcouncil' nonsense? We only started this secret conspiracy last-*mmmmmf!*"

"....mmmf! MMF-mmf! MMMMMMMMMF!!!!"

Urist glares at the hand over his mouth until it goes away. He takes a moment to recover his decorum.

"Fine, be that way......but still....let's go for something that won't stand out. Not too pretentious, not too assuming. If we name the place something that screams 'shadow conspiracy', then THEY might find out.....and we've always got to think about......THEM. *twitch*"

Urist scratches his beard. He recently had it reshaped by a man with a strange look in his eyes claiming to have had the best idea for a beard, EVER, and the menacing spikes of dwarf beard are uncomfortably clean. However, it IS a knee-length goatee, so he's rather chuffed with it....if suspicious that it is considerably longer than it used to be.

"Grandpick......not bad. But there's something a little lacking. Still. I find it rather more suitable for staying out of view for a while. Which we'll need, if we're to get.....started......."

OOC: Yup. I'm not sure we've got a good enough name, but "Grandpick" is the sort of thing a genre-savvy mad scientist goes for. It's a fairly common sort of name, so doesn't stand out, it has a hidden reference to the hidden decision makers [A grand pick= a good choice, which is humerously ironic given we're probably going to be making Fun choices].....and it doesn't tempt fate. Much. Of course, if the good Doctor/Professor/Whatever the heck his title is McKiwi were to say that, it would be tempting fate and thus cancel everything out. He'll probably say something he shouldn't anyway, regardless of the name......since he isn't the one who'll be eaten by voracious cave crawlers.


Plus, of course, the names of the geographic features of this landscape do not tempt fate at all. "Dangerous Hill" is in no way suggestive of anything bad happening, and I am sure that the stream of Hushbattle will be *extremely* peaceful. Yes. Nothing can possibly go wrong here.

635
"Just make sure we get me my wildlife for the minions to work on.....there's Science we can do! And there's nothing quite as crunchy as good science!"


OOC: Great gods. This place is going to end up looking like M C Escher designed it.

I'm also good with either neutral or "good" surroundings....evil...eh, there's plenty of community games going for the most godforsaken hellhole they can find, then making a godforsaken hellhole there. Let's see if we can take....a normal bit of land, or the sort of place you'd expect to find singing fairies living in mushrooms and handing free and delicious cake to strangers out of the goodwill in their little hearts.....and turn it into....well...Let's See!

Plus I want to see what a mad scientist can do with unicorns. Muahahaha.

636
DF Dwarf Mode Discussion / Re: Ummm, yeah, thats a river......
« on: January 19, 2012, 11:25:01 pm »
Make a serious dam (digging out the sides to make a small/large/dwarvenly lake) with several sets of mechanisms and levers for floodgates so you have several options:

- "Minimum Natural Flow": Stores a lake for you, but still lets the river flow. Adds some (not much) realism.
- "Screw Elves": No water for those damnable forests! MUAHAHAHAHA!
- "Screw nobles": Opens the Emergency Overrun channel that drains dangerously high water levels into the caverns. Via your nobles quarters. Make sure you can drain them afterwards, and that you don't flood the the fort by doing this. That's a different levers job.
- "Screw Goblins": Opens every floodgate on the dam that leads into the old riverbed. Should be combined with a fiendish entrance to your fort that probably doesn't alllow it to flood, designed to channel invaders into the path of the deluge.
- "Screw you Mister Baitykins!": Links to Kitten Storage Area.
- "Emergency Self Destruct": Why do we need a lever that routes several million litres of water through EVERY BIT OF THE FORT?* Um...it looks cool when we kill everyone?
- "FTW": Powers as many pump stacks as you can fit into your magma sources, to power an unspeakable engine of doom. Probably involves lava. Definitely involves Fun.

Things to keep in mind:

If building a fortress above/attached to the dam, it'll need some sort of overflow control that shuts doors and floodgates to protect anything important (and kill anyone caught outside, but that's not important)....which shouldn't be hard. And for maximum power generation and Dwarvenly Complexity, the dam's probably got to be quite thick. That way you can fit in comple machinery that no one really understands.

Actually, with your very own massive Dam of Doom, there's nothing you CAN'T do**. Waterfalls in every single bedroom, dining room, statue garden and graveyard full of the dwarves who drowned installing the waterfalls? Sure. Killing sieges with water? Sure. Magma? Sure. Obsidian? Yup.






*Yes, including the stuff above the dam. Route the parts going underground through waterwheels to power the pump stacks that flood the surface stuff.
**Except going to space. But if that ever becomes possible, a dam probably won't hurt.

637
I would like to be on the council, as Unib Trendyforks, the dyslexic insomniac paranoid obsessive-compulsive engraver.


Glancing sideways, "Lots of pretty, smooth stone, yes, yes, good.... Pictures, too... yes...."

With most of the council out at the fort getting killed, we're going to have much fun in meetings.
"That was my slate archive! All my designs! Gone! All of them! WHO ENGRAVED ALL MY SLATES?!! IMBECILES!!!! I AM SURROUNDED BY THEM!!!!"
"Um, hello your geniusness....you ordered a Large Ham?"
"I'LL KILL EVERY-oh...uh....just put it by the pile of lampshades, I'll deal with it later."

638
DF Dwarf Mode Discussion / Re: Outdoor dodge-me trap
« on: January 18, 2012, 11:17:23 pm »
Indeed. You could make the towers a lot higher, with the path zig-zagging between them on bridges, each one with fun and interesting weapons traps. After bridge number 5 or so, most things should be dead. Then you can set up an atom smasher or something to take care of the rest.

639
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: January 18, 2012, 09:51:41 pm »
I never get good artifacts.... It's all alder amulets and glass whatevers. And it is ALWAYS a possession.

640
DF Dwarf Mode Discussion / Re: Hand of Armok scenarios
« on: January 18, 2012, 09:35:22 pm »
if you wanna finish it, and REALLY make sure its dead mix the doomsday device with this

-open path for sieges, disable traps.
-reduce the value of the rooms, deface things
-make sure the dwarves WILL be angry, destroy their bedrooms, their everything
-loyalty cascade, to make sure even more!
-PULL THE DOOMSDAY LEVER!

enjoy armok's fury/raeg

Armok's joy. BLOOD FOR THE BLOOD GOD!

641
DF Dwarf Mode Discussion / Re: Hand of Armok scenarios
« on: January 18, 2012, 08:48:01 pm »
While this approach works best with dwarves, I believe you are wanting a little thing called "The Lever".

The Lever must always be referred to as The Lever. The capital letters are non-optional.

The Lever will, when pulled:

- send a signal to every floodgate, machine, drawbridge and repeating spike trap in the fort (with one pull, no setting The Lever to repeat. If you are respectful to The Lever, only one pull is needed.
- collapse the ceilings of all food and booze stockpile areas, but NOT destroy the fort.
- destroy every coffin in the fort
- release all caged badgers, untamed dragons, elephants, zombie carp/sturgeons/whales, fully equipped goblins and megabeasts/FB's
- set any flammable parts of the fort on fire
- set the area around the fort on fire
- fire a yak at a noble
- set the world on fire
- collapse a vast pit from surface to HFS across the map from the fort, thus dooming the ENTIRE WORLD to a terrible end. Bonus points if a caravan of elves gets dropped into Clownland this way.
- nearly or completely seal off the fort about a third of the way down the inhabited levels.
- spread gnomeblight and/or FB extract and/or kitten limbs across the valley/whatever.

Instructions:
1. Set up The Lever
2. Pull The Lever.
3. Keep the fun going as long as possible, with barricades, temporary walls and last stands.
4. Tell us how it went. Include screenshots.

642
DF Dwarf Mode Discussion / Re: Any ideas to do with what toady said?
« on: January 18, 2012, 06:34:31 pm »
Are octopus-people going to be able to squeeze through small gaps (like in grates/bars/pipes), and can we distract them with hapless chained crab-people?

643
Woohoo! It lives!

644
Other Games / Re: Planehacked Minecraft Revival: The last vanilla server
« on: January 17, 2012, 11:54:45 pm »
I'm playing on another survival server right now, but I might turn up once the current megaproject is done there. My username is The_Guide. And I have a snazzy jacket.

645
DF Gameplay Questions / Re: The average spike pit
« on: January 17, 2012, 10:44:27 pm »
Using low quality wooden training spears.....could you danger-room train a forgotten beast?

Anyway.....in terms of spikes, I am planning the siege entrance (where the gobbos are routed) in my next fort to have a crudload of them. Attached to a lever and a pressure plate. The lever will be between the dining rooms and the stairwells, and the pressure plate will be just outside the seige entrance corridor. Thus, every new goblin/whatever entering the hall of death shall unleash pointy enemas on the guy in front.

Any surviving invaders will then face the combined weapon trap and ballistae hall. Muahahaha.

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