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Messages - Catsup

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361
DF Dwarf Mode Discussion / Re: I back and I'm making a death pit.
« on: April 19, 2013, 06:07:21 pm »


Have you considered using the water to keep pushing them down the trap hall?
water pressure is very weak if its only 1 Z level, goblin's would rather drown than move down the maze, they arent pushed by it at all.

362
DF Dwarf Mode Discussion / Re: Goal of the Fortress
« on: April 19, 2013, 06:02:42 pm »
I'm guessing "Violence" is equivalent to Fun in this case, xarit.
no, challenge is equivalent to fun, violence means you run your fort in a violent manner. Having a military does not necessarily make a fort violent, but overkilling or extending enemy's suffering usually means you have a violent fortress. Other things such as if you have dwarven daycares/child smashers also determine if you run your fort violently. A standard example is my old-fort's map-wall-in system (that is not yet built in my current fort due to delays caused by huskifying fog). A system consisting of raising bridges surrounding the whole map that can completely cut off escape should goblins try to run away. A less violent fort might instead simply have walls and fortifications with marksdwarves that shoot goblins, who promptly retreat after taking some casualties.

363
DF Dwarf Mode Discussion / Re: I back and I'm making a death pit.
« on: April 19, 2013, 05:54:20 pm »
i used to dig pits like you, then i took a rutherer mount to the bridge...which caused the bridge to malfunction and not work...which caused the goblins to walk past the bridge and into my fort...which resulted in some fun as i gave in to death and released the forgotten beasts...yea.

now i make mazes full of traps that i can flood with water if goblins decide to stubbornly idle where their dead squad leader is, they die/get caged if they advance down the maze (obviously).

364
DF Gameplay Questions / Re: Question about the Monarch
« on: April 19, 2013, 03:24:10 pm »
i think the purpose of the monarch is to purposely incite rebellion from the player and make the player think of ways to get him killed, before carrying out his execution. There is a reason menacing spikes have such high value, its to force players to place it in the monarch's room to increase the value of the room to the monarch's liking. Mechanisms are also worth quite alot and would make fine additions to the monarchs room as well, particularly if attached to the spikes in the room and to a repeater.

5 mandates is just crazy, heck i find dealing with the mayor's one mandate to be alot of fun because i tend to leave mandates to the last minute to limit the amount of mandates they make (if you complete it, they'll just make a new one). And sometimes i forget about it and my dwarves end up beaten by my unquestionable weak captain of the guard with his featherwood training swords. Very flimsy dwarves may still get hurt occasionally so its annoying.

On the plus side it'll be like a dwarfy version of the french revolution, hopefully there is not a negative consequence of killing the monarch.

365
thing is though, the rate of sand collection is slower than the rate my glass maker produces items. My glass maker literally has to take 1 step away from the furnace, grab 1 sand bag from the quantum stockpile, walk back 1 step, and its finished, and then repeat. My sand collection zone is 2x2 grated cavern floor also very close to the previous mentioned quantum stockpile (cavern plants yield the biome's soil type in caverns when cleared, and im in a desert). But even so, my collectors still need to take several steps, collect, then several steps back and store it in the normal stockpile, and then the quantum stockpile; at which time my glass maker would have finished 4-5 items if he'd been working non-stop.

366
my god, my fort is never like this, what a horrifying story. My captain of the guard is in his lone squad, he is the weakest dwarf, and dual wields wooden training swords so he cant even use his fists. There are also no jails at all in my fort, no hammerer either, and i am ultimately the one who decides actual punishment should any laws be broken. The mayor's mandates are broken at will, he has his royal throne room/dining room/bedroom to offset his minor happiness loss.

my fort is also designed around security and safety, so dwarves almost never engage any hostiles. This goes for the military too, who are only marksdwarves. Mining, wood cutting, and plant gathering in the caverns are stopped as soon as any hostile creature is dangerously close to the working area, before any potential encounters. I think the food in this story is portrayed too negatively too. I mean typical food in my fort usually is 256 (stack) masterwork forgotten beast roast with masterfully minced cheese and valley herbs and dwarven syrup.

my fort however, has other horrifying aspects like liberally atom-smashing and slabbing children/popular dwarves that are otherwise useless. They are slabbed though so no ghost appears, and my dwarves just accept this as a regular normal occurrence of being spirited away.

this is a interesting story though, i hope to see asen going insane/being zombified and dumat tearfully putting him down. I want to see all her innocence get washed away in blood and tears and see her become a hardened soldier, her emotions and values a husk of what she used to be.

367
Catsup, how many glass workshops do you have? How many collect sand jobs can be active at any given point? Fewer workshops would mean fewer active jobs at any time, which would save you some traffic jams (but slow down the collection).

Likewise kilns.
unfortunately, im running a bit low on stone, and am not planning to farm obsidian because messing with liquids tend to kill fps in my fort. So im having my glass maker make all the cabinets, chests, and doors for my fort and have about 10 normal glass furnances giving collect sand jobs. I cant afford to limit collection because it usually takes at least 5 active collectors to keep up with my +5 legendary glassmaker. Im also trying to keep only masterworks and exporting everything else, so i need to have a very high production.

368
DF Dwarf Mode Discussion / Re: Post flooding quantum items
« on: April 19, 2013, 12:37:17 pm »
well in my biome the dead rise so i need to smash the corpses, which results in un-slabbable caravan guard ghosts (some of which are violent). I guess if you want it all for free then just flood the depot room with water or something and drown everyone, then you can just claim the area and have dwarves haul it in.

i tend to avoid hydro-transport of items because working with water costs your fort in fps.

Honestly though, i dont think its worth the trouble, you can duplicate steel by making and melting chain legs and i had enough masterwork silver serrated discs by the end of my second year to buy the entire caravan anyway.

369
DF Dwarf Mode Discussion / Re: Goal of the Fortress
« on: April 19, 2013, 12:29:57 pm »
I don't think my typical selection is on this list, that being security. I make my fortresses just that, fortresses. I spend a long time overdesigning aspects of my fortress that are insignifcant and ultimately boring in the long run. I will say that I have never had my security fail, ever. I also have boring forts by comparison.
I'm also in the security camp, but chose military since it is my #2.
Efficiency, happiness, wealth ... all are impacted by the efforts to make the fortress a military stronghold.
The time planning this is where I get my enjoyment, excitement comes when trying to get the caravans inside alive.
this too, i almost forgot.

i plan to have hatches for every stairway and doors for every hall leading away from a stairway. My stairs are 2x2 and hallways are 2 tiles wide so i can always lock down any section of my fort should the need arise. This is essential to help me survive against in-fort animation of undead from the evil biome and also slows down forgotten beasts that manage to get in by alot.

All entrances to my fort are connected by hatches in the current design, including caverns so i can simply forbid hatches instantly should a threat arise instead of needing to pull any levers. My trade depot is in a sealed air lock that i only connect to my fort once im sure its secure. I have various forgotten beast traps ready, most of them being a air-lock to store beasts as fresh food for when my fort is hungry, or if its awaiting weaponization. Beasts deemed too dangerous to live, or just a hassle to kill, but not so strong that it could be weaponized, are caved-in by the trap design in my sig.

370
DF Adventure Mode Discussion / Re: Anyone else have times like this?
« on: April 19, 2013, 11:10:18 am »
i threw a bolt at a dragon, which chipped their toe. The dragon proceeded to give into pain after walking a few steps, i went up and stabbed it's brain.

371
DF Dwarf Mode Discussion / Re: Goal of the Fortress
« on: April 19, 2013, 10:52:32 am »
This is totally awesome, the rotting chamber is definitely my favorite! :D

Some questions: what do you mean when you say "slowly cook"? Curiously, how do you do that?
And what about huskified monsters? Did you chained them up before turned them undead?
normally if you submerge a living creature in magma it quickly burns and dies to bleeding, my slow cooker doesnt submerge the goblin in magma, it just lets a bit of magma fall on the goblin very briefly before the magma falls through a grate below the goblin; burning them horribly but letting them survive.

and yes, i chained the monsters outside during parts of the season when im not expecting sieges/ambushes and un-chain them during the later parts of the season when sieges and ambushes come. Once you have something around in a cage, you can play around with it indefinitely, unless somehow your hauler gets incapacitated, then fun ensues.

372
DF Dwarf Mode Discussion / Re: Regarding cavern wildlife
« on: April 19, 2013, 09:54:04 am »
apparently if you dont capture all the spawned animals in 1 cluster, and allow 1 of them to escape, then there is always the chance that a new cluster with a full squad of the animals respawn. This doesnt work for some creatures like giant cave spiders with only 1 per cluster, but i tend to let my spiders revert to wild and then release them after i hatch some spiderlings.
so conservation attempt might work after all for some species atleast who arrive in groups, HEY wait a minute GCS don't reproduce!
modded them to lay a low number of eggs so i cant mass them, but most creatures in my modded worlds can reproduce. Dragons also grow up in 30 years or so, which is 3 times the lifespan of my typical fort.

373
DF Dwarf Mode Discussion / Re: Post flooding quantum items
« on: April 19, 2013, 09:49:05 am »
why not just view the inventory of the guards and manually dump everything? no need to kill them, that results in unwanted ghosts sometimes.

374
DF Dwarf Mode Discussion / Re: Regarding cavern wildlife
« on: April 19, 2013, 09:47:46 am »
apparently if you dont capture all the spawned animals in 1 cluster, and allow 1 of them to escape, then there is always the chance that a new cluster with a full squad of the animals respawn. This doesnt work for some creatures like giant cave spiders with only 1 per cluster, but i tend to let my spiders revert to wild and then release them after i hatch some spiderlings.

375
DF Dwarf Mode Discussion / Re: Goal of the Fortress
« on: April 19, 2013, 09:13:51 am »
evenly split between efficiency and violence. My fort is one where children, expendable dwarves with many friends, and pets are smashed under a bridge (and slabbed) without a second thought to eliminate all possibilities of a tantrum. Torturing of goblin weapon masters and keeping those that survive, bearing horrifying scars, are also quite common, though very few survive the poking process (i have poking chambers since torture isnt implemented...yet). Most wild animals are pitted in a similar spiking chamber and poked to death to butcher them instead of taming and slaughtering.

I also have many other torture devices including a magma slow cooker that burns the victim only briefly and lets them suffer, a forgotten beast rotting chamber where deadly dust causing necrosis rots the victim, a rat pit where disarmed goblins are fed to many large/giant rats/mole dogs, a cave crocodile swimming pool (for goblins), and finally various pits with untameable megabeasts/semi-megabeasts/forgotten beasts chained inside (these are purposely huskified so they serve as immortal weapons).

I also have corpse grinders that can produce useable bones from sentients that dwarves refuse to butcher. My military's armor menances with spikes of these bones to show invaders what became of their brethren from the last incursion upon my fortress.

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