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Messages - kenright

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DF Dwarf Mode Discussion / Re: The smartest stupid dwarf
« on: August 23, 2012, 03:39:42 am »
Use ropes instead of cages. Justice be a harsh mistress to a starving dwarf in a cage.

Pick a CoG with the lowest strength you can find. We're talking unquestionably weak to very weak here. Give the CoG a wooden xbow and no ammo to try and slightly minimize the damage done. Cotton Candy war hammer preferred.

Actually, give them ammo, because there is zero chance that the CoG will use the Crossbow as a ranged weapon in administration of great justice.

Also, the only person who "executes" a dwarf is the Hammerer, and this is "unintentional" as Dwarves aren't fond of the Death Penalty. That being said, dwarves seem to have not yet figured out that Dwarf skull + hammer + high velocity = dwarf skull in dwarf brain.

The Captain of the Guard and lawdwarfs merely administer beatings to wayward dwarves. These beatings are done either with their hands, or whatever weapon they have equipped. Don't think they use the edge of edged weapons (not sure of this) but they use the crossbow as a club regardless of whether they have ammo or not. In fact, its good to make your lawdwarfs your Marksdwarf squad because being equipped with lightweight wooden crossbows (and good metal bolts) will not decrease their ability to mine goblinite.

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Strange (maybe vanilla?) bug I encountered:
The wagons passed my trading site, they said it was inaccessible. I built a 3 wide road right to the edge of the map, so that shouldn't happen I think. I have a row of cage traps right in front of the depot (for thieves), and a bridge (retractable, but accessible when the traders came).
I have ANOTHER drawbridge that connects the depot to the rest of the fort, that was retracted - by my logic, that shouldn't stop the wagons from accessing the depot itself.

What could cause this? The traps? The bridge? The other bridge? I've never seen anything like this, the problem baffles me especially since this is not a new setup for me, I've built things like this countless times.

The Traps. Look at the DF wiki, its a bug in .34

It should be fixed relatively soon, but until then, Wagons cannot pass over traps.

Well damn I'm late to the party.

3
Oh, also, not sure if working as intended or a hardcoded DF bug, but when I was building my Great Magma Forge, I used one obsidian pipe section and three wooden pipe sections... Which all seemed fine and the Magma Forge is functioning quite happily off of its wood encased magma supply lines.

4
Your temple did explode ? ... What ?  Shouldnt happen. ^^

Yep. Had it in a 5x5 Box, an open tile underneath it that lead to a 7/7 magma tile, and was enclosed save for the entryway.

After three offerings to the Blood God of Iridium wafers, BOOM! No more Magma Temple :'(

5
Also peculiar, is that after the explosion about 12 dwarfs congregated in the area around the priest, and would not move even after getting hungry, thirsty, and tired. I used dfhack and turned the stone floors into stone floors and that seemed to wake them up from their stupor...

6
Well that was interesting...

I was all happy with mah Magma Temple Of Armok, offering a few iridium wafers to Armok for the hope of getting a Golem Heart (Thus ensuring a worthy life for the many worthless peasants in my fortress) when it exploded.

It just went POOF in a puff of what I presume was boiling smoke, nothing intact save for the priest-dwarf that was giving the offering.

7
Fantastic work on the mod (even if I despise warlocks with a passionate undying fury, despite it being absolutely hilarious watching a necromancer come along in a siege and inadvertently end the siege by raising a few misplaced skeletons o' doom).

I do have a question though: Where and how does one acquire Golem Hearts? I bought a Cobalt Golem Heart from a Drow caravan, in a vain attempt to build a magma Golem forge, but alas, I still cannot build the Golem Forge...

It'd be nice to have golems too, what with the new zombie menace I found myself with.

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