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Messages - kefkakrazy

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706
DF Dwarf Mode Discussion / Re: Metal Goblins? I'm going to die.
« on: March 17, 2009, 02:17:41 pm »
I think FIREIMMUNE does make them magma proof. The way the wiki words it, FIREIMMUNE_SUPER lets them ignore dragonbreath and makes them behave as if they had regular FIREIMMUNE, and FIREIMMUNE lets them ignore everything except dragonbreath. Hmm.

707
DF Dwarf Mode Discussion / Re: Tame undead?
« on: March 16, 2009, 08:59:40 pm »
You CAN cage them, I believe? If so, then you should totally leave the cages in the trade depot and wait for the treehuggers to show up.

Elfy mcElfinton: Why has that cage containing a large pile of elephant bones suddenly opened-OH DEAR LEAFY GODS SAVE ME

708
I don't think that building provides ANY experience, nor does tearing down a wall. I believe I remember untrained masons failing to become dabbling after doing a little construction. It's fine-I believe walls may have quality modifiers (not sure) but if they do it's probably still not worth it to bother doing major construction using only highly skilled masons.

709
DF Dwarf Mode Discussion / Re: Metal Goblins? I'm going to die.
« on: March 16, 2009, 08:42:08 pm »
Giving them FIREIMMUNE and DRAGONBREATH is certainly an option if they aren't Fun enough.

710
DF Dwarf Mode Discussion / Re: Metal Goblins? I'm going to die.
« on: March 16, 2009, 01:23:39 pm »
I was going to say, "Well, you could knock them out to capture some with cage traps and use them for nefarious purposes," but then I realized-at least one of the tags (probably NOSTUN?) almost certainly makes them immune to being knocked out by cavein dust. Cripes. That's pretty bad.

You know, if I had to deal with trapavoid orcs, one of my methods would be "field of cage traps or super weapon traps + cavein dust"

711
DF Modding / Re: Ravagers (New race from the Metal Goblins thread)
« on: March 16, 2009, 02:17:13 am »
I based it off of goblins. They have babysnatcher, so they're hostile anyway, and having them hold off like goblins normally do doesn't strike me as a bad thing, considering five or six of these could probably take almost any military.

The material bit is correct, though, because I buggered up and only changed the material of their statue corpses.

712
DF Dwarf Mode Discussion / Re: Metal Goblins? I'm going to die.
« on: March 15, 2009, 11:18:03 pm »
Check the Modding section, I've slapped something together. Ravagers use the Goblin settings for entities, but they are much like bronze colossi. Except their material is iron, which SHOULD mean that they're meltproof. Possibly.

713
DF Modding / Ravagers (New race from the Metal Goblins thread)
« on: March 15, 2009, 10:31:17 pm »
First off, the raw entries (these are meant to replace goblins, but you can add them straight in)

Entity raw:
Spoiler (click to show/hide)
Creature_standard raw:
Spoiler (click to show/hide)

I envision these as some dark god deciding to replace goblins with something much, much more dangerous in order to wipe out all life. The entity raw is not changed very much-these are basically goblins with the size and damblock to match a bronze colossus and bodies made out of iron. If the iron bodies does not give them the ability to resist magma, then I will need to give them fire immunity as well. They drop masterwork iron statues when they die, as well as the equipment they were wearing.

I haven't managed to test them yet, so if you decide to try them out and encounter any bugs or have any suggestions, fire away. They're not TRAPAVOID, but you suck if you beat them using stacked cage traps!

714
DF Dwarf Mode Discussion / Re: show us your embarks!
« on: March 15, 2009, 12:39:25 pm »
Miner (My miner has enough to do that I generally DON'T give him subjobs. When I need him to have something else to do I give him Masonry and set him to building constructions.

Mason (Mason/Engraver) The busiest dwarf of all, because I have a LOT of construction going on most of the time.

Carpenter (Carpenter/Woodcutter) Also fairly busy. Later on he gives up woodcutting in exchange for bowmaking and does mostly full-time wood labor.

Crafter (Stone/Wood/Bonecarver) My main source of income for the first year or so. Once I get things moved indoors, I build him a shop and let him go.

Planter (Grower/Brewer) I need booze and plants. Until I get farming going, he generally does Plant Gathering and odd jobs.

Clerk (A tiny bit of organizing and bookkeeping skill, as well as Appraiser) Tends to do a lot of hauling. I also hand him a spare pick to help tunnel out the fort. I like to try to keep the Bookie/Manager/Broker seperate from the Leader/Mayor slot, though.)

Mechanic (Building Designer/Mechanic) Very important man. I don't generally have enough dwarves to divert any to military duty until a couple of immigration waves come in, so strategically-placed traps are my major form of fortress defense from the incidental attacks and ambushes that come up before then.



715
DF Dwarf Mode Discussion / Re: Metal Goblins? I'm going to die.
« on: March 15, 2009, 12:31:32 pm »
I'm fully aware that these supergobbos would most certainly make fortress defense an interesting exercise. Stacked weapon traps would probably still deal with them, but the point is that these things would be HARD CORE.

I'm going to work on the metalgobbo race later, and I'll try to post the raws on the Modding board. In case anyone else wants to have a go.

716
DF Dwarf Mode Discussion / Re: This place is a nightmare!
« on: March 14, 2009, 08:27:56 pm »
Note that it IS still possible to be cut off from other civs or annihilated during worldgen. I once modded orcs to be superpowerful, and by the end of worldgen I believe that every race except dwarves, elves, and orcs had been utterly obliterated. Sucks to be a human or a gobbo, I guess.

717
I think stonefall traps are a lot more "fair" for dealing with sieges than other types of traps. In this, of course, I include little white ^ traps and gigantic trick ceiling falling down and splattering an entire horde traps. The former is useless against hordes unless you make an obscene number, I suppose, and the latter takes enough time and energy to set up to balance things out quite nicely.

718
DF Dwarf Mode Discussion / Re: Metal Goblins? I'm going to die.
« on: March 14, 2009, 04:26:56 pm »
The trick is, these supergoblins would have building destroying ability, as well as nofear/noexert/nopain/all of the other immunities bronze colossi get, plus they'd have a size of like 20 (I understand that size DOES matter for combat purposes). All in all, the damblock doesn't strike me as being that big of a deal compared to the fact that they don't breathe, eat, sleep, feel pain, get tired, or anything else. It'd be like getting sieged by an army of Terminators. Bronze colossi are pretty badass as it is-I once saw one fight an entire dwarven caravan for several minutes before it finally keeled over. Picture eight of those. Oh, and machine traps are harder to do because they don't drown and can break their way free of anything other than constructed walls.

I'm getting tingles.

719
DF Dwarf Mode Discussion / Re: Abandoning a fortress with a king
« on: March 14, 2009, 03:06:53 pm »
I don't have a clue. I understand that DF doesn't do anything about succession, though, so if the king dies for some reason, he's gone for good. I don't know what happens if he's at a fortress that abandons, though. Maybe go test it by bringing him in with an adamantite vein and then abandoning?

720
DF Dwarf Mode Discussion / Metal Goblins? I'm going to die.
« on: March 14, 2009, 03:04:02 pm »
I sat down one day and decided to mod orcs to have the same stats as bronze colossi. Yes.

Anyway, I wasn't sure how well this would work, but then I went back and determined that I die to the second orc siege anyway, so the improvement was unnecessary.

My thought is this: How badass do you guys think it would be to try to run a fortress in a setting where goblins had the same stats as bronze colossi? (I think the orc version was kludgy, so I'd probably modify it further). I don't know how to make them regenerate like the megabeasts, but I did give them the ability to smash buildings.

This strikes me as a great way to lose instantly the first time I get an ambush going on, but if I could get enough Champions going on to beat down bronze colossus-level goblins, I think it could be hellishly fun. And of course, lots of fun would probably occur in the process.


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