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Play With Your Buddies / Re: SO MANY REINFORCEMENTS (Let's Play Super Robot Wars Judgement)
« on: March 31, 2012, 08:07:10 pm »
What the hell, what kind of SRW game doesn't have getters?
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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On normal internet forums, threads devolve from content into trolling. On Bay12, it's the other way around.

We could make even worse jokes if the naked man was standing next to a giant CAT.A cat is fine too.
I thought Ulm had lost the power of METAL in the late age.But gained a taste for virginal blood and evil gods, making it even moar kvlt
My spriggan assassin, I Like Tigers Stuck In Babies, has been quite successful in killing damn well everything. Not even my most powerful troll berserker is as strong in melee as he is. Does the Lair have any runes in it? If so, what should I expect in there?
The Lair itself does not, but it branches into Slime, Snake and Swamps or Shoals, each of which has a rune.
Slime - expect acid.
Snake - expect poison and constriction - lots of enemies with reach weapons, also.
Swamps - more poison, lots of water. Hydras.
Shoals - lots of water. Mer-people. Haven't actually adventured in here much. OH GOD JAVELINS AND ICE MAGIC AND WATER ELEMENTALS AND STUPID KRAKEN AND SNAPPING TURTLES EVERYWHERE JESUS CHRIST
, yet another nation I have very few experience with (I'm not used to forging a whole lot), but its pretty fun overall. We could also do another map if we don't get 2 water nations again.
Unless everything goes horribly wrong (and this being DF, it tends to do that), most ordinary threats (monsters, goblins, zombies, FBs etc) will only endanger those dwarves whose professions may take them out of the fortress. So miners, woodcutters, weavers, fisherdwarves and soldiers might expect high casualty rates, but normally you don't lose your best "inside" dwafves like weaponsmiths, farmers, cooks, brewers, strand extractors etc, unless you're unlucky or the fort is collapsing anyway.
Enter Urist McVampire.
Suddenly your legendary armoursmith winds up dead. Then you have to either put off that massive order of steel armour you were making, or accept it being of substandard quality. Either decision could lead to a disaster if your military meets something nasty in the meantime.
Or he might feed on your legendary cook. "That's OK," you say. "Quality doesn't matter too much on food anyway." You might notice when his replacement is cooking MUCH slower and you run out of food. Tantrum spiral may ensue.
In short, yes indirectly vampires can destroy a fort, though they seem fairly easy to spot most of the time. It is a bit of a shame that they don't resist arrest when the hammerer comes for them, but hopefully Toady will fix that in future. THAT could result in serious fun, especially if the vampire picks up a weapon, or was part of the fortress guard. Another reason not to draft new migrants straight into the army...
Incorrect. A vampire soldier is as good as a untrained fool. As there skills are frozen, unless they arrived as a skilled soldier.