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Messages - BoredVirulence

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496
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 25, 2013, 11:13:27 am »
back on (or is it off?) topic:
for testing purposes you may want to make a modded reaction that produces uristian shit tons of your contact venom, and assign it to the screw press. run the reaction and deconstruct building for contaminant explosion 3-4 tiles around the center.
Yeah, I planned on making some sort of custom contaminant. It needs to be on contact, and it needs to have noticeable results. I was thinking something along the lines of melting skin instantly. And adding a custom reaction to a workshop is a good idea. I also planned on using autodump to move it from a barrel to where ever I put it. I used that trick testing the "flamability" of alcohol (not at all, boils if barrel catches on fire, does nothing interesting).

497
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 25, 2013, 10:24:04 am »
Thats intriguing. I'll see if I can build it, although I wouldn't be surprised if this takes a while.

498
DF Dwarf Mode Discussion / Re: I Need Dwarf Names!
« on: June 24, 2013, 09:43:39 pm »
Should there be any sort of Virulence (he be bored or not), I highly suggest a military position. Survive-ability need not apply. If the death is interesting, a small note would be nice, but if not, oh well.

499
So exposing the firing range to the outside in a cold weather biome might create a freeze ray then?

Yes, although it would quickly create a wall of ice and jam.  Good against small numbers of targets, anyway.

Not if you have a magma channel heating the floor between the freeze ray and firing range.
So, would the tile freeze, and then melt, or not freeze at all?

500
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 24, 2013, 03:28:55 pm »
Future versions.....

Oh, and no, pumps automagically remove salt, stagnation and contaminants.
Oh yeah, forgot about that with pumps. I don't often deal with saltwater, so I've never built a desalination project.
Too bad. I hope to one day weaponize mist or steam. I imagine a goblin gas chamber.

501
DF Dwarf Mode Discussion / Re: island embarks?
« on: June 24, 2013, 02:42:00 pm »
Two first migration waves are hardcoded, they will always come. So it's more like ~20 adilt dwarves and their babies.
Well, what happens to those 2 migrant waves when they have nowhere to spawn?
Or would they just spawn on top of the water and drown amuse the overseer?

502
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 24, 2013, 02:32:50 pm »
I, for one, welcome our new venom mist generating overlords!
That won't work. Only magma and water are true "liquids." Everything else are contaminants. So right now, you can't have a pools of blood, just pools of water contaminated with blood.

Now, mist of water coming from a contaminated pool of water, yes. I do wonder though, is the contaminant carried in the mist too. Would an on-contact syndrome contaminant in water-mist affect dwarves?...

503
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 24, 2013, 02:05:49 pm »
I should do Science and see if coating an upright spike or weapon trap with venom allows it to transmit.
I hear (from Loud Whispers) that it works as long as the weapon penetrates skin, and remains contaminated. He also says that having the item on the floor, with a venomous creature injecting it into another creature very close, will cause the venom to occasionally spray on the walls and flood (apparently, they are messy). Although dumping barrels of venom onto a weaponstockpile might be easier.

504
I was merely pointing out that using a hatch as described will make it effectively impenetrable to building destroyers, making them an alternative to bridges. I also had a minor rant where I described what I use doors for, but that was mostly unrelated.

Even then your dodge trap has plenty of drawbacks as well. Trap avoid (unless using cave-ins), fliers, jams(unless cave-in), and as you said forgotten beasts. So, they have all of the same drawbacks, unless you are using cave-ins. And then, cave-in dodge traps require manual activation making them useless against undetected ambushes.

505
Except: Building destroyers, trapavoid creatures, flyiers (if you don't build a ceiling), forgotten beasts (since they come from below) or if the trap jams. Which it will. Rather quickly.
Well, not quite. Ramps leading to a hatch or door (more tricky) are effectively impenetrable from below if locked. They make for a very good first line of defense. Although it can be bypassed, its pretty effectjve and makes for a quick "indestructible" entrance early on. And doors / hatches have the advantage of being lockable by the player rather than the dwarves, I like to use them to hold out invaders until my bridge's lever gets pulled (well, when I do seal up).

Although, in my opinion, making it a goblin grinder negates the "quick response" that I use mine for. It has advantages, it has negatives, but its pretty effective.

506
DF Dwarf Mode Discussion / Re: Danger Room Question
« on: June 14, 2013, 03:27:59 pm »
I'm fairly certain armor should not take damage. It sounds like you have modded armor. I don't remember the details, but I recall a modification so that armor was clothing to deal with some equipping bugs, the downside being that they take damage.

I could be wrong, and I'll check the wiki.

Edit: Armor with the armorlevel token set to 0 will take damage. With that token set to 0 dwarves will also wear armor like clothes.

Or you could have let your armor sit in refuse stockpile.

507
DF Dwarf Mode Discussion / Re: I dream of Chicken and Glass
« on: June 14, 2013, 11:29:47 am »
I don't mind a handful of cage traps (1-7) in my entrance (I usually start with 1, but I may add up too 7 when things are bad). My focus on cage traps isn't to get rid of enemies, but to capture "training partners."

If I remember correctly, you have to designate the cage for dumping with the area dump (d-b-d). That kind of dumping desgination will mark everything in the area, the cage, and all of the goblins items. You then look at the cage and un-mark it for dumping. With minecarts you can look inside its contents, then select individual items for dumping, but I don't think you can access the inventory of a goblin the same way.

Animals aren't very good at combat, even in grossly large numbers, unless they are large (cave crocodiles). Of course, I've heard the puppy bomb can be quite fun.

508
DF Dwarf Mode Discussion / Re: I dream of Chicken and Glass
« on: June 14, 2013, 10:50:46 am »
I'm a firm believer in conscripting large portions of migrants. The ones that survive several battles, those become your militia. 5 dwarves training nonstop, even for a year or 2, in my experience, isn't that great.

Eventually a 5 man militia can stop a siege (until the next update), but they have to be well armed as well as extremely skilled. 5 dwarves with little or no experience, sitting in a room pretending to try and kill each other for a year won't produce those results.

If you insist on having small squads training constantly, don't go out and meet them. Make them come to you. Have some weapon traps to weaken them, or better yet have some marksdwarves cripple them. Marksdwarves do wonders at maiming, usually takes a while for them to kill though, so using them to maim a siege and then using your melee troops to clean up works quite well.

509
To make dwarves embark in mountainous regions and not in river valleys, of course. Only humans and elves live near rivers that aren't next to mountains. And the added difficulty, and it disrupts / adds-an-organic-flow-to fortress design.

Me personally, I don't run into aquifers often. I also avoid rivers and always embark with part of my site on a mountain.

510
DF Dwarf Mode Discussion / Re: Dwarven detonation
« on: June 09, 2013, 04:35:55 pm »
Well, after a quick test run of droping magma in my drink stockpile, barrels can "explode." You get a small plume of boiling dwarven rum! But if you use rock pots, alas, they don't seem to explode. So my drink stockpile just melted dwarves, only had 1 small explosion from a wooden barrel that was left over.

I'll test again to see if I can get something better.

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