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Messages - Lich180

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706
Long story short: hammerdwarf lost a hand, had it reanimate and was forced to kill it again and again. Threw a fit, killed 2 kids and a marksdwarf, got drug into her room, where she died and reanimated, killing the rest of the kids and a few babies and their mothers.

Queue tantrum spiral that has wiped out a fort, in quite a fun area. Husking clouds, roaming undead, you name it.

Ah well, time to rebuild!

707
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 15, 2012, 11:37:19 pm »
No pictures for now, busy dealing with 4 hammerdwarves who are constantly throwing tantrums and punches, usually resulting in caved in skulls.

Legendary warriors FTW

EDIT: Oh, one of the hammerdwarves lost her hand somehow, and has been beating her own hand to death for the last month or so.

708
Riding and other forms of advanced pathing is still a far-off dream for fortress-bound dwarves. Toady will get to it, but it may be a long wait. Adventure mode riding will also be a pretty long wait.

Having your military train dragons form birth... Not the brightest idea, in my opinion. When they go to battle, their dragons will follow. When in combat, dragons will be dragons, dwarves will be dwarves, and the AI will do everything in it's power to piss you off. Be prepared for many, many ‼dwarfs‼ and a handful of stray dragons.

Actually, letting dragons roam around your fort is almost always a terrible idea. I mean, if the goblins are already inside, the furniture wrecked and most of your population is already dead, then by all means pull the lever and watch the ‼fireworks‼, but do you really want them starting fires for every little technically-not-friendly creature that comes within a quarter mile of them? Maybe chain them at the entrance, behind a drawbridge, and lower the bridge during sieges (chain them in such a way the bridge doesn't squash them)

Pretty much this, plus having to edit the RAWs to make dragons breedable and hatch their eggs before your fort dies.

I'm working on a fort that captures, trains, and breeds hydras, dragons, and rocs, and had to do some editing before even embarking. Of course the area I'm in probably isn't the best idea (!!Zombies!! and !!Husks!! everywhere) but I figure the added challenge will be worth it.

Not to mention the threat of one of my beasts dying or being husked, and thus destroying me totally. But hey, wheres the fun in something tame?

709
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 14, 2012, 07:57:23 pm »
I believe he means rising from the muck and soil. Where they can activly attack dwarves.

This, I have materials for slabs, and an engraver standing by.

710
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 14, 2012, 07:22:01 pm »
Busy year... little time for writing in the journal, been very busy keeping things calm in our own personal hell. At least we adjusting to our vegan diet.

First, a planter was possessed. Claiming a craftdwarf shop, she wanted bones, which we had none of, and promptly went berserk.
Spoiler (click to show/hide)

She killed her infant, and attacked her next oldest child before the hammerdwarves caught up to her.
Spoiler (click to show/hide)

The bodies were dumped into the blood of Armok, to prevent them from rising from the dead.

Some human merchants came over the summer, and were almost caught in the evil clouds. They escaped, only to be eaten by the husks and zombies.
Spoiler (click to show/hide)

Progress on the zombie-disposal / defense trap system goes in leaps and bounds. After many different designs of varying magnitudes of dwarfiness (room with steel traps, floodable by magma, obsidianizing chamber, etc) we decided on a simple atom smasher design.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Anyone who tries to enter the smasher hall from the fort will be denied access by a pressure plate linked to a hatch over a pit. Zombies entering the trap will be kept in the trap by the same system, on the side facing the surface level. The bridges are linked to a lever, and we will take turns operating it until the undead have been thoroughly smashed to bits. The wall blocking the tunnel will be removed when preparations are complete.

A weregecko showed up, attacked a zombie, turned into a dwarf, and was killed.
Spoiler (click to show/hide)

Now, to watch the husband of the recently-deceased possessed dwarf. He is completely depressed, and after losing his wife and infant son I can't blame him. He has lost himself in his work as a furnace operator, and spends what free time he does have drinking in his room, lost in thought.
Spoiler (click to show/hide)

PS. The atom-smasher works flawlessly. Except for a few zombies that get to the one safe spot... but at least this thins their numbers.
Spoiler (click to show/hide)

711
DF Dwarf Mode Discussion / Re: lava pit bug?
« on: October 14, 2012, 05:45:31 pm »
Well, my hammerdwarves seem to not have issues with bashing zombies of all sorts into submission. The only undead hammer- and macedwarves have problems with are husks or thralls, since they require decapitation or bisection to be destroyed...

712
DF Dwarf Mode Discussion / Re: lava pit bug?
« on: October 14, 2012, 04:44:06 pm »
Zombies have a hit point based system, instead of going by their wounds, like the above poster said. Best method for disposal is an atom smasher, or dumping them after they have been killed

713
DF Dwarf Mode Discussion / Re: Making the ocean flood into caverns!
« on: October 14, 2012, 02:05:24 pm »
I like to think that on the other side of the world a human is walking on the beach, notices the water level suddenly drop twenty feet, and whispers "fucking dwarves."

that is an awesome mental image

714
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 12, 2012, 08:04:41 pm »
Spoiler (click to show/hide)

Great. A whole herd of boar zombies got caught in the ferocious mist, just as we managed to clear most of the surface.

Spoiler (click to show/hide)

At least this worked.... Gonna need to redesign it though, make a path that will sort out and contain these things... time to make a few blueprints ((gotta do something to stay awake at work :P))

715
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 12, 2012, 05:35:01 pm »




You probably used a graphical tileset in the past, right? As far as I know, they all modify the raws to change the tiles used by things like walls, which once you convert back to normal ASCII (and fail to change the raws themselves back to their default states) looks stupid because it now uses mostly letters for walls and the like.

Ah ok, I never really noticed anything was off. I changed from Phoebus to ASCII a month or two ago, and then used Mr. Frog's tileset for a while, then moved back to default ASCII. What exactly in the RAWs got changed, so I can fix it? Doesn't bother me any, but I figure I could change it to prevent any confusion on the forums. :P

716
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 11, 2012, 09:16:39 pm »
What's wrong with those tiles?

I'm using the 16x16 default, so they are square. The rectangular look bothers me, I like symmetry in my fort, and everything being squashed on the x-axis looks funny.
No, the ì walls.
I want to know this too.
I apply for thirdness. Tell us.

Oh. That is a black sand wall, if I remember right. At work right now, or I would check to be sure.

717
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 11, 2012, 07:55:12 pm »
What's wrong with those tiles?

I'm using the 16x16 default, so they are square. The rectangular look bothers me, I like symmetry in my fort, and everything being squashed on the x-axis looks funny.

718
Don't think its dead, its only been a week.

719
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 11, 2012, 07:44:29 pm »
Traders have finally made it into our depot! Finally, different food besides plump helmets!
Spoiler (click to show/hide)

Unfortunately, the surface is still covered in zombies, husks, and zombie husks. Our cage-a-zombie system has been finished, and has had a repeating spike system attached, to help thin the numbers of wandering undead.

Spoiler (click to show/hide)

Yay.

720
DF Dwarf Mode Discussion / Re: Searching for Fun (Spoilers inside)
« on: October 11, 2012, 06:57:31 am »
If you have DfHack, the command "reveal hell" will show you the location of all the tubes and what hell looks like. Even the command "reveal" shows you where the tubes are, it leaves blank black boxes where the candy canes are.

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