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Messages - jester

Pages: 1 ... 96 97 [98]
1456
DF Suggestions / Re: Siege weapon revamp!
« on: October 23, 2007, 09:39:00 pm »
The dwarves arent dezling with a 360 seige, (unless you have a very interesting fort) at this stage it is just an attack through one heavily defended choke point.  Unless your seige weapons are able to knock down thick stone walls then mining will always be the way to go.  Lets face it Any goblin who survives the blood bath of arrows and traps that is the average front corridor is never going to want to try that again.  
Having the elves tunnel up quietly from one corner of the map, find the river and then try to flood your fortress would be a much more "enviromental" way for them to have a go at you.  The other question is how hard you want the seiges to get, im getting 2 a year at the moment and if they were getting more than 4 dwarves each it would be the start of trouble.

1457
DF Suggestions / Re: Siege weapon revamp!
« on: October 23, 2007, 11:01:00 am »
Trebs are huge, need massive headroom for their beams, take ages to unpack, require many engineers and only fire in a reasonably high arc.  They are also damn dangerous (to fling a decent size stone you need a few tonnes of counterweight in a wooden box that can survive the repeated pounding).  Smaller versions like staff slings (its a pole with a type of leather pouch at the end you put a big stone in, throw the stone by whipping the pole forward like a fishing rod, used in many pesant revolts to some success) might be good.
Giant seige onagers and towers might be nice but they are just so much work, if you wanted to send one out in the new game you would probably need oxen to pull the damn stuff, metal fittings, seige ammo, piles of wood etc. mining and countermining is more traditional anyway.

1458
DF Suggestions / Re: Siege weapon revamp!
« on: October 22, 2007, 03:07:00 pm »
having a meat shield of half naked rabble (elves please) slaves to fill moats is a time honoured tactic give them spears and wooden sheilds and have a lasher or two to drive them to the fray.  For real fun have their keepers set them on fire and drive them into your traps (the romans used to do this with pigs to scare elephants, a new use for kittens?). Having a giant seige shield that can be used to bridge moats would be good too.

1459
DF Suggestions / Re: Siege weapon revamp!
« on: October 22, 2007, 01:02:00 pm »
Why worry so much about the big stuff? a pick (or hammer) could be used to smash down doors, goblin mechanics could render traps useless and goblin shield masters could be given seige shields to soak up arrow fire.  The giant crossbow idea is good but it would have to be limited to LOS (unless the glassworks could whip something up?). just giving the goblins acess to a few creatures like harpies would make things a bit differnt.
The goblins useing kolbold POWs as trap wreckers could be a laugh as well.

1460
DF Suggestions / Re: Totems
« on: October 09, 2007, 01:16:00 pm »
A moat lined with hudreds of bone spikes and piles of lye dipped heads to hurl at the approaching foeman, (the brits apparently used to do it, and we already have lye) Being able to make skull mugs for the old soldiers drinking hall would be great. That and inlaying all your engraveings with polished bone

1461
DF Suggestions / Re: Golem Do What?
« on: October 06, 2007, 01:23:00 pm »
I think that a priest noble might be the way to go, get him into some sort of mood and then have him grab a statue and swear at it until it does what he says

1462
DF Suggestions / Re: Foreign Prisons and Prisoners
« on: October 09, 2007, 01:04:00 pm »
The basic footsoldiers that you catch would probably just need the odd beating to keep them in line, put em to work fertilizing your towercap farm with refuse and have a noble slavedriver who belts them with a log every now and then. Smashing one of your enemy prisoners hands so he cant fight you is something used to happen a bit in the middle ages and sounds like something that the dwarves would go in for

1463
DF Suggestions / Re: Foreign Prisons and Prisoners
« on: October 06, 2007, 01:36:00 pm »
Why? what do you mean why?! so the pointy eared whinging little gits in the rope reed pantaloons can be set to skull hauling, trap cleaning, blood wiping, giant Tiger cageing and hauling the kids around in a cart or even better rich dwarves could buy them to serve there prison sentances and punishments for them, thats almost sensible enough in a totaly mad way to fit in with dwarvern justice.  OR you could dump your pows into a big pit and toss them bones and refuse for them to turn into crafts to pay off their ransoms.

1464
DF General Discussion / Re: Music that fits Dwarf Fortress
« on: October 04, 2007, 11:22:00 am »
I like some thing heavy and driving when i play, a bit of rammstein or rage against the machine and dropkick murphys if im in a bit of a noble drowing mood.  Any collosus attack has to get iron man by black sabbath.
Any Dwarfs ultimate goal is always going to be heavy metal

1465
DF General Discussion / Re: new build idea - stone handling
« on: October 06, 2007, 09:27:00 am »
Im a seige dwarf at heart, I take a proficient engineer with me on any map that has enough trees, any dwarf that gets a legendy of a mood is pressed to mining, once they are double leg, they are introduced to my mobile training catapults (Quality seige parts go to defence) move the training engine to wherever you want to tidy up a bit and soon you will have a lot less stone and 3 or 4 triple legendarys, who will haul like drunken bearded fiends and toss more big lumps of unhappy at next batch of skinny green kiddy snatchers that roll over the horizion. (Yes its bugged but not totally, I killed 3 goblins including a axelord and wounded another with one shot and with 4 well made catapults at the gate the lads at least get to have a few shots at em)

1466
DF General Discussion / Re: Tantrum!!!
« on: October 06, 2007, 08:44:00 am »
Keeping a few spare coffins free seems to help, (a leg. miners rotting kitten was indirectly responsible for a chain of about 15 deaths in my last fortress) i also make all the beds in the barracks closest to the entrance are + or better so my wounded hunters dont go postal seems to help, (if you have wood)
if you can get it early and then just look at the dwarfs prefernces and give em what they like. By force.  Make a realy classy set of rooms  with plenty of food and booze, if they like tables give em 6, tie up an animal that they like in there as well and then lock em in and hope they chill out.  If not they are locked behind doors and there is always the masterwork lever of swimming lessons. I dont know what you could do about kids,

1467
DF General Discussion / Re: Twisted Elven minds...
« on: October 25, 2007, 12:06:00 am »
Killing goblins has always just been a bonus for me.  One elf skull totem warms the cockles of my heart more than 50 bins of goblin bone hats.  I figure the goblin/dwarf thing is more soccer hooligan style, get a bit liquered up get the lads togeather and go crack some heads, a good time is had by all.  
The elves on the other hand......
Unlike the humans they dont have anything I want, they dont have enough metal underpants to make me respect them and the pointy eared bastards make random demands and threats everytime I decied I want another 200 barrels of kitten.
Elves are nothing but vermin in ropereed loincloths and need to be treated as such.

1468
DF General Discussion / Re: Human Fortress
« on: October 22, 2007, 11:52:00 am »
As long as I can build walls of bone and towers of skulls Ill be happy.
A human civilization could easily be based around elephants, the herd provides defence, food and trade goods, if you could ride them and have wagons you could have a great time, Dwarf fortress 3: Dwarf Elephant Raiders

1469
DF General Discussion / Re: How would DF work as a MMO?
« on: October 24, 2007, 09:53:00 am »
If you really wanted the whole dwarf mmo experiance you would have to start of as a lone dwarf, mine/fight for a bit to build up a posse of dwarf followers whose labour you could hire out to fortresses, get rights to build a hole in the ground somewhere (with bugger all minerals) to use as a base camp, then get the rights to strike out and build a new dwarf city somewhere else.
One of the big problems is there is nothing besides wood and minerals that a fortress can do without for any amount of time.  No human player is going to be interested in your 15 tonnes of goblin skinny pants, and I dont want you piece of crap stone mugs either.  (I predict a brisk trade in kitten skull totems though)
Control a full scale fortress and you will get anything you want eventually.  The sheer amount of reasources you have availible is staggering. (crashing the dwarvern economy by dumping all your platinum coins onto the market would be fun though)
Full scale fortress control with trading just isnt an option for this reason, smaller holes in the ground/towers might work.  From there you could decide if you wanted to sell crafts, raid the traders, farm or go mercenary.  Still dwarves, just smaller.

1470
DF General Discussion / Re: fuck the police
« on: February 17, 2008, 12:58:00 pm »
its always fun to watch my refuse hauler sherrif laying a beatdown on a plate armoured legendary miner.  The sherrif is ok in my books (I try to recruit mine from among the convicts).  Its the hammerer who is a bastard.  Mine always have a habit of getting into arena fights, makes them useful. (allong with his sidekick the tax collector).

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