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Messages - PDF urist master

Pages: 1 ... 16 17 [18] 19 20 ... 63
256
when he walks into a random room, lock it and dump something hostile onto him, then flood the chamber with water and make it your new water source.

I don't think melancholic vampires can die of hunger or thirst, so you should have plenty of time to do this.

257
artifact weapons are pretty much magical. How else can they get 10 different images made from different materials on one tiny short sword while improving lethality?

258
morningstars are more powerful than maces, so I can see where you're going with there.

259
I usually stick crappy goblin weapons in weapon traps, but I prefer to mix it up. I like to mix relatively weak weapons (silver spears, training axes) with horrifically lethal ones (steel discs, addy swords, silver whips) so that I can ensure that they die, but slowly.

260
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 10, 2014, 09:33:36 pm »
I used DF hack's slayrace feature on a bunch of bugbats and their falling corpses formed a middle finger on the ground.

261
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 10, 2014, 05:03:39 pm »
thanks to [CHILD:1], I now have 30 dragons, which makes them an expendable resource. I've also learned that they are terrible weapons against sieges as they are too dangerous to be let loose and too useless against goblins.

on the other hand, they are completely lethal against forgotten beasts. fleshy one are easily melted via dragonfire and I have not met an inorganic beast that can withstand a substained blast. I suppose they can be a last resort against a potential invasion.

262
don't start a fortress when you're drunk. Humans don't have the [ALCOHOL DEPENDENT] tag and decreased lucidity when operating a fortress can quickly bring its end.

263
once movement and attack speeds become split though, hunters might become more viable since it'll be harder to catch up to wild animals with squads.

264
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 10, 2014, 06:36:54 am »
some creatures, like earthworms, have their brain in the body.

265
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 09, 2014, 10:27:29 pm »
I dug a pit and built a constructed floor over the pit with a support underneath. then I linked a lever to the support and removed all the ramps.

266
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 09, 2014, 09:41:10 pm »
just tested a cave in made of constructed materials on a forgotten beast made of amber. 1st delibrate cave in I've ever made, and it turns out, contrary to my belief, cave ins made of constructed materials are no less lethal than that of natural stone.

I assumed that constructed floors fall apart when they hit the ground and the monster underneath would just be injured via collision with various blocks.

267
Tame Helmet Snakes, if your Civ has domesticated them. Huge clutches of eggs, which will not hatch (no Child tag) and are only useful for cooking. The snakes are also aggressive and mildly poisonous, so they will help to defend you.

if you consider localized necrosis "mild", then yes.

268
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 09, 2014, 07:29:22 pm »


I didn't know this could happen.

the water buffalo has gone berserk. when a creature goes berserk, the game automatically paused. I didn't know this happened either.

269
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 09, 2014, 06:55:56 pm »


seriously? it wasn't even made of mud or something similarly fragile.

270
I usually try to build a wall around my fort to ensure some safety from dangerous creatures.

In evil biomes, one of the first things I do is get my dwarves underground and then seal the entrance.

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