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Messages - kefkakrazy

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691
DF Dwarf Mode Discussion / Re: Avid Hunter Hammer lord
« on: March 23, 2009, 11:12:56 pm »
I always thought it was cool how units would spawn a trophy off of any of their kills. Though i didn't know it worked for dwarves.

692
DF Dwarf Mode Discussion / Re: Surplus
« on: March 23, 2009, 04:21:17 pm »
You could just build a tower to house 'em all. It'd probably drive your architectural value through the roof.

693
DF Dwarf Mode Discussion / Re: Exploratory Mining Style, What's yours?
« on: March 23, 2009, 03:39:46 pm »
Depends on where it is.

For starters, the very bottom level of any fort is going to get opened WAY out. Whenever my miners aren't busy I send them to expand it-it produces huge piles of stone, so I set mason's workshops and craftsdwarves' workshops down there to make things out of the stone. It's also a good place for catapult practice.

When it comes to exploratory mining, I go for big rooms. I prefer to just designate a 40x40 area for digging rather than designate as little of it as possible. Why? BECAUSE, why the hell should I waste my time carefully designating an area when the miners can waste THEIR time? MY time is valuable, my miners are expendable.

If I need something in a hurry, my solution is quantity over quality. If I need to find out if there's loot in that 40x40 space, I set the labor force (unskilled peasants or useless immigrants) to mining as well. Brute-force approaches to labor=profit. Though I'll tell them all to drop the picks and go home when they strike something worth digging.

694
DF Modding / Re: To go with the ravagers: Dwarf Superweapons
« on: March 19, 2009, 07:00:51 pm »
I might wind up just doing the superalloy suggestion. I wouldn't have it require adamantine, but it would take a crap ton of everything else.

695
DF General Discussion / Wiki messed up?
« on: March 19, 2009, 06:56:47 pm »
I've been getting some weird errors with the wiki. First, there's nothing on the quote bars for the frontpage except for ' marks. More importantly, there's some kind of weird breakdown-it looks like my browser or something isn't parsing wiki code correctly. For example, on all the creature pages, the info box on the right is completely screwy and the layout is messed up by it.

Spoiler (click to show/hide)

That's what I see when I look at the info box for Merperson, for example.

696
DF Dwarf Mode Discussion / Re: "D'oh!" Moments
« on: March 19, 2009, 06:45:51 pm »
I accidentally tunnelled diagonally into the brook. Wasn't NEARLY as bad as it could have been-instead of letting my entire water-device complex flood, which would have been annoying but not crippling, I figured out a way to make dwarves build walls in places that need them (channel out a spot so that water drains someplace else and isn't on the floor there). Worked good.

697
DF Gameplay Questions / Re: Burning artifacts?
« on: March 19, 2009, 03:15:56 am »
Shouldn't be too hard. Have someone make a copy of a savefile where they have a leather, wood, or plant fiber artifact, then use magma (or if magma doesn't exist, a thermonuclear catsplosion) to start a fire so that the fire washes over the lewts.

Does a booze bomb cause fire? If so, that might do it.

This has potential to be cool. Too bad you can't, for example, tell your dwarves to stick the everburning undergarments into the forge so you don't have to deal with magma.

698
DF Modding / Re: To go with the ravagers: Dwarf Superweapons
« on: March 18, 2009, 07:09:35 pm »
The Tools of Armok must require a very rare gem only found in terribly small clusters deep within the ground. These gems are called "The Heart of Armok." The tools made from these gems are just that, tools for controlling their power.

 Rename the dwarves to Dwemmer, and you owe me a pair of pants 'cuz I'll piss myself in excitement.

You know, next time I play Morrowind I'm going to make ultrastrength potions, go to the museum in Mournhold, and jack the giant hammer.

699
DF Modding / To go with the ravagers: Dwarf Superweapons
« on: March 18, 2009, 05:20:31 pm »
I'm thinking of building a mod for myself (and anyone interested) incorporating a few other things I've tinkered with. I'd refine the Ravagers, for one thing, so that they were more badass than they already are. Now, here's the laundry list, if I ever decide to DO this thing:

Replace Goblin Ravagers with Orc-based Ravagers (civ-creating, reproducing, hyper-aggressive beings which have the size, damblock, and immunities of a bronze colossus, plus some more like magma immunity and trapavoid)

Add a smelter reaction (or reactions) allowing dwarves to create adamantine (via extremely expensive alloy of MANY other metals, to the point where value is LOST in the creation of adamantine)

Add in the Tools of Armok, a set of weapons I'm thinking up that are essentially one-man superweapons. Heavy beyond reason (a champion can do little more than move at a crawl) and taking an excessive amount of resources (MANY bars/wafers), but with damage ratings that go well beyond ridiculous (the Hammer of Armok, for example, might weigh in excess of fifteen thousand units and cost six bars, but have a damage rating of eight hundred)

Thoughts? I'm seriously thinking of doing the Tools of Armok bit if I can find a reason to do it. Who cares if you move at a crawl, you can reduce a dragon to its constituent atoms with one shot!

700
DF Dwarf Mode Discussion / Re: Most badass suit of armor in existence
« on: March 18, 2009, 05:10:22 pm »
Awwwww. That sucks.
Still, with leather armor decorated with the remains of fifty different creatures and metal armor studded with every glittery bit known to dwarfkind....

701
DF Dwarf Mode Discussion / Most badass suit of armor in existence
« on: March 18, 2009, 04:19:38 pm »
I now plan to create the baddest-ass suit of dwarfy armor in existence. Here is my plan.

First, it will be made of steel. This will obviously require me to produce a legendary armorsmith, in order to ensure that all pieces are made with the highest quality.

Second, it will be decorated with every material I can possibly bring to bear. Specifically, I am going to lock a jeweler, a bonecarver, and a metalcrafter in a locked room with every gem, bone, shell, and bar in the fortress, set them to "Decorate items", and dump food through the ceiling until they successfully encrust a single suit of armor (and one weapon?) with my entire hoard.

Breaking point: Can armor even be decorated? I believe so, considering that gobbos and the like show up with decorated armor, but if it can't, I'mma cry. The leather sections of the armor will be decorated with every unique piece of leather I can produce or get from the caravans. The dwarf in question will essentially be wearing an entire stockpile's worth of treasure.

Thoughts?

702
DF Gameplay Questions / Re: Burning artifacts?
« on: March 18, 2009, 04:05:35 pm »
So magma can destroy them. The important question is, can FIRE? Because if artifacts can burn but cannot wear from the burning, an artifact thong could become a weapon of mass destruction, set into its own shrine of everburning death, where dwarves constantly bring water to quench the blazes surrounding it lest it rage out of control and turn the earth to magma.

703
DF Gameplay Questions / Burning artifacts?
« on: March 18, 2009, 01:19:06 pm »
Something I read someplace else made me curious. What happens if an artifact gets set on fire? Like, a pair of artifact britches gets dipped in magma (or just set on fire?)

Are artifacts truly indestructible? More importantly, if they get set on fire, WILL THEY BURN FOREVER? FURTHERMORE, does this lead to something like the lignite block trick (pair of artifact pants in a metal box burning until thee end of time)?

704
DF Dwarf Mode Discussion / Your most badass dwarf ever
« on: March 18, 2009, 11:55:14 am »
Alright, I'm curious. Probably a lot of sameyness coming my way, but what was the most badass dwarf you ever had in your fortress?

For me, it's kind of a low point. It was a civilian who got attacked by zombie hoary marmots because he fell asleep out doors (one of the original seven before I made beds). He spent the entire time his comrades were sleeping wrassling with a zombified marmot. He made legendary wrestling inside of a season, so I gave him a battle axe and sent him on patrol around the corner of the map where zombies were spawning. He spent all of his time on a circuit causing zombies to erupt into putrid mist. Of course, eventually he got hit with a goblin ambush and his crappy bone/shell armor was in no way up to the task, so they took him out.

Then there was the hammerdwarf who hit a goblin so hard, he flew completely over a murky pool...

How about you?

By the way, is it me or do people sparring with blunt weapons cause FAR fewer major injuries? I had a squad of hammerdwarves go all the way to champion status sparring each other, but when the axedwarves tried it, about halfway there two of the three had spinal injuries.

705
DF Modding / Re: Ammo making material
« on: March 18, 2009, 08:17:17 am »
CAN_STONE still requires a wood log, though <_<

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