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Messages - BoredVirulence

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481
DF Dwarf Mode Discussion / Re: Ambusher skill for military
« on: June 27, 2013, 05:44:52 pm »
How do you want your military to hunt? I assume you mean the time honored tradition of having your troops storm around the surface killing anything they can catch. If thats the case, no don't bother with ambusher. If you want your marksdwarves to hunt in their time off, then maybe. I don't think ambusher is used for miltary units under any circumstance other than off-duty hunting.

482
DF Dwarf Mode Discussion / Re: What causes FPS death?
« on: June 27, 2013, 04:00:53 pm »
For me, open spaces with lots of pathing creatures. 1-2fps on a 16x16 embark with 500 dwarves. 500 dwarves on a 4x4 embark gives me about 80.

483
DF Dwarf Mode Discussion / Re: Domesticating sharks?
« on: June 27, 2013, 03:56:12 pm »
Don't we need vampire animal trainers? Won't vampires path through water normally?

484
I assume if they had real weapons they would kill the giant armadillo? Try training weapons, and see if they still get gains?

My best guess would be that dwarves do learn by example. Or maybe they normally gain some experience in armor user when fighting (in armor) but the gains were overshadowed by other skills? I'm really out of my element here though, so I've got no idea.

485
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 26, 2013, 05:59:52 pm »
Interesting fact: if you leave out the SYN_AFFECTED_CLASS line, it will affect EVERY SINGLE CREATURE.

You could add [SYN_IMMUNE_CREATURE:DWARF] and make dwarves immune, but that would be dumb.
In my experience, which isn't very much, removing the affected class makes it do nothing.
I had a perfectly deadly syndrome, then after some tweaking accidently left that out. Suddenly its harmless. I add it back, and its suddenly deadly again.

I agree, dwarves shouldn't be immune. It makes it less dangerous. When you flood the lower chamber with magma, you do it knowing any dwarf still inside is a lost cause.

Future mods would include adding plants required to produce posions, and adding more. I planned to modify GCS extract to be a potential posion for it.

486
I envision weapon traps more like this:

Goblin steps on the pressure plate, and then some of the wall's masonry is revealed to be a false front. Spears harpoon out of the walls with great force, then retract and the wall panels slide back into place, defying anyone to consider it any but an ordinary stone wall. (Same for floors.)  Variants include the ever popular swung sword whiplash mechanism, the giant axe blades falling from the cieling, or the giant circular saw mainstay.

In all cases, I imagine them retreating back into innocuous looking "defects" in the walls and floors, and appearing quite banal when not activated.

The one I have difficulty contemplating is the cage trap.  How does one NOT notice the enormous cages decoratively swaying overhead?
False ceiling. The pressure plate causes the false ceiling to slide out of the way, and a cage falls down ontop of the intruder. The false ceiling slides back into position, awaiting a new cage to be inserted into it. The cage clearly defies the laws of physics as they can stretch as much as needed to capture anything, so its feasable to assume they can shrink into a tiny storage space.

487
DF Dwarf Mode Discussion / Re: This seems a bit TOO calm...
« on: June 25, 2013, 06:39:47 pm »
I don't know if my fortress should normally be this calm, but I've never been attacked by any siege, ambush, or megabeast yet.  The worst I've had were thieves.

It is the winter of my fortress' 5th year.
My created wealth is 1,319,571.
My city is labelled as a Mountainhome and houses a Queen and a Baroness.
The population is 271 dwarves.  I had 275 earlier, but some were drained by my queen, who is a vampiress.  (All hail our vampire overlord!)
The fortress is located on a main continent.  No island civ here!
There are elves and goblins nearby, but neither have ever attacked.
I haven't yet breached the first cavern layer, but I might soon.
The fortress was built in "Wilderness" savagery.

Do I just live in pacifist world central?  I have five militias, but I've never needed them.  They just train all the time.  I've expected attacks from ANYTHING a long time ago... but nothing ever comes to hurt me.  It's almost a joke, haha!  I don't even get dingos to shoot at anymore since I killed all of them.
I once embarked right next to a dark fortress. They were peaceful with my civ...

488
DF Dwarf Mode Discussion / Re: My first seige (with a sad ending :( )
« on: June 25, 2013, 06:04:06 pm »
silver is a horrible weapon material btw. and you did not mention what armor your dwarves were wearing
Isn't silver on the same level as steel when it comes to warhammers? It's what the wiki says...
=Silver Battleax=
Not so good with battle axes. I assume he meant specifically for edged weapons.

489
DF Dwarf Mode Discussion / Re: My first seige (with a sad ending :( )
« on: June 25, 2013, 05:42:41 pm »
Make shields out of wood. Its cheap, and light. It won't break either. It won't bash as much, but thats not the point of shields. And lighter dwarves are faster dwarves.

490
Easy and cheap defense, 10 wooden spike balls. Put them in 1 trap, in 10, whatever. Few goblins get past it (in the begining), and you can have it done extremely quickly. It should buy you time to get a real defense.

491
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 25, 2013, 05:36:23 pm »
Ok, the results are in.
Its pretty awesome, with the right modded syndrome.

I have a syndrome that prettymuch disolves all tissue, causing anyone caught in the vapor to become a fissure of blood.
I also have a hallway with a few custom buildings that produce and hold the fluid.
Spoiler: Schematics (click to show/hide)

The custom buildings have one job, they produce "liquid death." They do not put it in a barrel, the workshop is stores it.
Liquid death has a custom bleeding syndrome. If you touch it, breath it in, get it in your blood, or eat it (pretty much look at it the wrong way), you bleed out quickly. It boils at 10020 urists, just above the temperature of a cave. If you put this stuff outside, you will die. If you track it on your shoe, you will die. If trolls break your workshop, they will die.
When you have enemies in that hallway, you pump magma onto Z-level 1, onto the bridge. The magma will warm the floor, and the liquid death will boil, leaving its workshop and melting anyone nearby. You retract the bridge, the magma falls down. And you can queue up new jobs to produce more liquid death.

Spoiler: Reaction (click to show/hide)
Spoiler: Syndrome (click to show/hide)
Note: You'll have to make your own custom building. I actually used a still, but thats dumb. Make a small 1 tile custom building, and change the reaction. I also recommend modding a plant to produce the "liquid death."

492
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 25, 2013, 04:17:24 pm »
Well this has been very disappointing.
I tried inhaled syndromes, and when my liquid boiled nothing happened. I even replaced my liquid with iron man gas, and nothing. I then figured contact would work, previously dwarves could walk through it but be ok because of shoes. After making it contact, the boiling gas still does nothing. Even animals sitting in the pool cause nothing (which is odd because it used to kill turkeys). Interestingly enough, I set the boil temperature to 10017, which is just 2 urists above the temperature of a cave. Whats interesting is the dwares will walk through it, it will coat their shoes, then a few steps later their body temperature warms it and it boils.

I think my syndrome might have gotten broken with all of the dabbling. So I'll work on fixing that.
EDIT:
I messed up the affected class. Should see some fun results now.

493
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 25, 2013, 03:07:36 pm »
Well, so far the answer is no. Instead, I've created a mist generator for goblins, and if you were to step on the floorgrate above, you'd bleed to death in seconds. It seems, contaminants are not affected by falling water. The "liquid death" spread from a nearby spot, onto a floorgrate. The water flowed into the floorgrate, then fell below. Even when there were pools of water in the entry room, there were no contaminants in those pools. It seems as if the falling water filtered the water. I can try removing the floodgrate and hoping some of the floors nearby are contaminated, but I doubt it will make a difference.

However, we could coat the floor of an entry way with a "liquid" inhalation syndrome, then pump magma underneath the floor to cause it to boil. The gas could then cause some damage.

494
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 25, 2013, 02:26:24 pm »
Well, my previous idea to pour the "contaminant" isn't working. Deconstructing the workshop when its made without a barrel works, but I don't particularly like it. I am now trying to see if a burning barrel (when it eventually breaks) will leave a pool behind, changed it so that it won't boil easily.

Any other ideas? I might end up going with your solution, but it feels tedious. Of course, I think all of the solutions will be tedious.

495
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 25, 2013, 12:34:34 pm »
dont need to dump it if you make the custom reaction not produce to a container. Deconstructing the building just drops the contaminant on the ground. build it where you want the contaminant (easy since the screw press only takes up one tile), run reaction and deconstruct. You may want to have naked dwarves/animals for testing purposes. clothes stop like 90% of contact contaminants or something.
I prefer the accuracy I can get with this method. However, if it becomes a problem, its easy to mod out.
On that note, dropping a non-flying forgotten beast into a pit enclosed within a bridge next to a place you want to lure goblins to would make a better Auschwitz if the beast has [Deadly Dust]

This is more controllable. Imagine using it with gnome blight and having gnome disolving mist rooms. Of course to make it useful you need to either mod in the appropriate contaminants (like I am) or hope to somehow aquire FB contaminants in a controllable way. Personally, I feel like we need to find a use for extracts, even if few would really be useful for it by default.

And off topic:
Spoiler (click to show/hide)
TLDR: Yes tragedy, might offend some, but (my opinion) objectivity of history is (most of the time) more important that appeasing the memories of some. Also, its also kind of more humane to kill goblins this way that trap corridors.

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