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Messages - weenog

Pages: 1 ... 39 40 [41] 42 43 ... 134
601
Forum Games and Roleplaying / Re: You are Patient Zero
« on: March 31, 2013, 12:50:30 am »
We don't have the resources to directly stimulate Whisper's reward centers with chemicals or electricity.  We need to do it indirectly if we're going to overwrite her conditioning with new conditioning.

We need to know what we can use as rewards to condition her away from loyalty to our and her own enemies.  Ask her what would give her pleasure hits naturally.  Maybe we'll be lucky and something as simple as chocolate could work.

Also, Kitten Snot, if the line explaining the itch was not cut off on purpose, could you please fix it? That's kind of confusing as it is now.

602
DF Gameplay Questions / Re: hallway width, stairway width, and traffic
« on: March 30, 2013, 12:45:23 pm »
3 wide may give better traffic flow....
but 2-wide lets you stick double doors in a bunch of places for emergency lockdowns.

You can still do this if your rooms open directly onto the corridors instead of having their own separate access paths.  That doesn't help for cutting up the corridors with doors, but drawbridges are better for emergency lockdowns if you plan those anyway, building destroyers won't wreck them.

603
DF Dwarf Mode Discussion / Re: My confession....
« on: March 30, 2013, 11:53:32 am »
I understand what you mean, that losing makes you learn from your mistakes. It just  Really, really gets to me to see days or weeks worth of work just get destroyed by one minor oversight.

I don't think you do understand this.  You're missing a step.  Where is the "Not going to ever make that mistake again" attitude and commitment, which makes those minor oversights stop happening after you get burned by them?

604
Well it makes no sense.  Maybe a set of sins or laws or doctrines or whatever from a belief system that allows for some grey area or interpretation between good and evil would be more appropriate.

605
DF Gameplay Questions / Re: Goblins not being chained?
« on: March 30, 2013, 02:27:17 am »
Are the cages the goblins are in built, or are they just sitting in the stockpile?  If they're not built, build them.

606
DF General Discussion / Re: I am not a happy bunny.
« on: March 30, 2013, 02:23:49 am »
Also in /data/init/init, turn compressed saves off.


That's a terrible experience, it shouldn't happen again.

607
A sect of seven psychologically damaged dwarves that don't really care any more, fighting for their farming rights under the volcanic mountains. After discovering a particularly tasty breed of plump helmets, they attempt to weaponize the delicious purple spade in some way, hoping to use the revolutionary weapon to defeat the vile ampersands from the very depths of hell itself.
Also cats.

Are they defeating the cats, or using the cats as a secondary weapon?

608
DF Gameplay Questions / Re: Keeping up with the drunks.
« on: March 30, 2013, 02:16:49 am »
It bears repeating: higher-level farmers produce larger stacks of plants, which in turn produce more units of booze per brew job.  To get higher-level farmers, have only a small number of dwarfs with the planting labor active (and no other labors), and change your standing orders from Dwarves All Harvest to Only Farmers Harvest.  That way the Grower experience gains from picking the plants is not diluted by being spread out among many dwarfs, and instead goes to making your handful of farmers very skilled indeed.

609
DF Dwarf Mode Discussion / Re: The peak coffin problem
« on: March 30, 2013, 02:06:25 am »
Set aside an area, build and place many coffins ahead of time.  It's only hard if you try to get it done when you need them, instead of preparing for it when things are slow.  Just mark them to be used for burial and let them be filled on a first come, first served basis, don't try to make individual tombs for everyone.

I usually make mine out of stone because it's cheap and abundant.  However, if I have a bunch of junk metal handy (usually when I'm smelting galena ore for silver, and end up with a lot of leftover lead bars), I make sarcophagi out of the junk metal instead.  This gets me easy blacksmithing training for one or more dwarfs, without using up a more valuable material.  It doesn't matter if the metal is heavy; once the sarcophagi are placed they aren't going anywhere.

610
DF Dwarf Mode Discussion / Re: List of gods
« on: March 30, 2013, 01:44:04 am »
I still think Nar Stintoral is pretty excellent.

611
dwarves should already be offending the gods enough though, with their:

-avarice: all dwarves are naturally greedy, in fact, the whole system is based on wealth with wealth triggering aggression from megabeasts and invaders; oh and have you noticed the liason's catchphrase is: "our fortunes rise and fall together".
-wrath: another prominent dwarven sin, it is best observe in times of hardship that would have simply blown over had everyone kept their cool. But NOOO because it isnt dwarven, no, dwarves must "tantrum", be it from a carelessly built child-smasher to a pet cat used for goblin bait; their rage quickly spreads to others and if not quickly controlled via burrows, smashers, and slabs, would quickly overwhelm a fortress.
-sloth: best demonstrated by tenacious infestations of nobles and in their juvenile form; children. Dwarves that just sit around all day doing nothing but making friends (see wrath), and wasting food and resources that would otherwise be used by hard-working dwarves.
-lust: the only thing that causes more tantruming and is harder to get rid of than a catsplosion, is a childsplosion. There is a reason dwarven children do not naturally have a population cap and the circumstance of players' ending up with over 50% of their population being children being common. Dwarves "breed" prolifically, without regard for the impact that a childsplosion would inevitably cause.
-pride: Most easily seen in dwarven nobles, who make mandates and demands and get mad if other dwarves have better stuff than they do. Seen in dwarves as a whole for their tendency to construct massive "projects" for no reason at all.

so the gods have plenty of reasons to want to wipe out the dwarven race, but there needs to be something that pushes them over the edge...


Why are you using Christian ethics to support a Heaven is Evil (but reskinned) suggestion?

612
Oh man, undead+disease has a lot of potential for fun, especially in Adventurer mode and after the world is brought to life.  A zombie problem that grows because zombies reproduce via infection would grow a lot differently than a zombie problem caused by a necromancer, evil weather or just plain being in the wrong area.  You could have a proper zombie outbreak that starts small and spreads from the center, slowly and inconsistently in wastes and other low density areas, and like wildfire in cities and other densely packed places.  Eventually you might wind up with an undead world, where the only survivors are in isolated pocket communities, and trade simply doesn't happen.  Or certain specific caverns which are fully infested, spewing out zombies at any point they're breached, needing to be sealed or cleansed to avoid unleashing the zombie apocalypse.

613
Forum Games and Roleplaying / Re: You are Patient Zero
« on: March 30, 2013, 12:44:44 am »
Now is the time to rest for the night, definitely. I did think that zombies are tireless, though?

We're not exactly a zombie, we're something different.  Something greater, but at the same time, we don't share the benefits of a true zombie's ultimate simplicity.


We've had some time to slow and calm down, and some time for catharsis (bear-wrestling is awesome).  Might have been more cathartic (and more effective) if we'd blown our rage on the bear, but it's too late for that now.

We should rest, and also try to find out if Whisper can be healed of her mental problem, or is a lost cause.  Maybe start by talking with her now that we've vented a bit, we can maybe talk before sleep.  First thing this voice wants to know is whether she's aware of any foreign material in her body, or could discover it if she tried.  She was part of a computer after all, a remote interface grafted onto her brain or spinal column would not be a big surprise in context.

614
DF Dwarf Mode Discussion / Re: So if you house-rule no danger rooms...
« on: March 29, 2013, 01:28:32 am »
Well yes, decimating your population is only beneficial when you have too much of it and will be getting more.  But if your population numbers are so low, why bother having a military at all?  At that point you might be better served by traps both simple and complex, war-trained or just really big animals, or just plain closing for business and letting the invaders get bored of you ignoring them until they leave.

615
DF Dwarf Mode Discussion / Re: My confession....
« on: March 29, 2013, 01:24:46 am »
I think a fitting penance would be to uninstall DFHack and play three or four forts without its help.

This.  It's not only appropriate, but it will help you to develop resourcefulness and a pair of balls.

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