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Messages - ShadowHammer

Pages: 1 ... 140 141 [142] 143 144 ... 159
2116
DF Dwarf Mode Discussion / Re: Killed My First Elven Caravan....
« on: November 05, 2013, 09:41:10 pm »
It effects relations negatively, but the Elves never do anything about it, except take less crap with them next year. Humans might actually siege you if you seize enough goods.
However, since you offered them a wooden bin before killing them, it's much worse, because they actually care more about their trees than their kin. I'm not sure exactly how bad the relations have to be to start a siege, but doing that a couple times ought to cause one.

2117
You can infect other dorfs with vampirism by having them drink water laced with vamp blood, right? So you could make all your dorfs vampires, and then do all the aforementioned zombie fortress ideas, and your civilians wouldn't be scared of them. Work speed goes down a bit, but that's ok.

2118
DF Dwarf Mode Discussion / Re: Is This a Good Idea?
« on: November 03, 2013, 11:24:24 pm »
Making the bolts can also double as mood manipulation fodder, to get all those fishery workers up to novice in weaponsmithng, if your ok with semi cheaty stuff like that.

2119
DF Dwarf Mode Discussion / Re: Famous dwarven last words
« on: November 03, 2013, 11:19:39 pm »
"Yaks aren't that dangerous are they? I can train my unarmed wrestling skills on this wild herd of them. I don't even need to waste time going to get a helmet."

2120
DF Dwarf Mode Discussion / Re: The day when...
« on: November 01, 2013, 11:06:45 pm »
The day when dwarves actually try to commit crimes, instead of just getting smacked around by a hammerer for taking the wrong craft to the depot, will be a very bad day.

2121
SHADOWHAMMER

SO I'VE NOTICED THAT YOU PUT THE FORGES OUTSIDE IN THE DEADLY COLD, OPEN TO ALL MANNER OF FOUL BEASTIES AND UNDEAD FLYING POLAR BEARS.


I was going to build a big bridge over it, but I ran out of time.

2122
DF Community Games & Stories / Re: To Draw Blood From a Stone
« on: November 01, 2013, 10:25:45 pm »
Don't even have to seize it, you could, ya know, legit trade for it, or something equally crazy like that.

2123
DF Dwarf Mode Discussion / Re: The "intended" way to deal with vampires
« on: October 29, 2013, 09:20:53 pm »
1. Booze does not explode.  Id does burn, however.
It doesn't? Oh. I always thought it did.

2124
DF Dwarf Mode Discussion / Re: So any way to attack goblin strongholds?
« on: October 28, 2013, 10:30:39 pm »
Well....that sucks. Throattomes has been standing for nearly twenty years, and it still hasn't earned a single legendary warrior......seriously, what's it take to train these guys?
Live training on captured goblins is the least exploity way I can think of to get quick legendaries, although I have gotten a few axelords just by squads of three/minimum two training all day every day for about four or five years.

On the topic of your numbers being insignificant, compared to goblin hordes, the seigers are randomly generated (at least the rank and file are) so they aren't really accurate of the numbers a fortress would actually contain. Also, legendary warriors are capable of fighting off entire goblin seiges by themself, so a squad or two of them could easily take the 500 or so gobbos that are usually found in legends mode defending a fortress.

2125
DF Dwarf Mode Discussion / Re: The "intended" way to deal with vampires
« on: October 28, 2013, 10:14:21 pm »
Identifying vampires is simple: throw anyone who is accused of any murder into a river. If they survive, they're a vamp. If they don't, they're a corpse.
Dealing with them is a bit harder. I personally like the caged super warrior idea, but you can do anything from burning them with magma or fire to feeding them cheesemakers.

2126
Keep in mind, even if your in range of a tower, other enemies will still attack you. Even more so if the undead maul the traders. You can't make your defenses solely for the undead, 'cause then the trap avoiding mega beasts that can fling poison at your marksdwarves who aren't hiding behind fortifications because you didn't think you needed them will slaughter you. Then, when you kill it, a necromancer will raise it from the dead.

I speak from personal experience.

2127
DF Gameplay Questions / Re: Multi-weapon
« on: October 28, 2013, 08:59:35 pm »
beware the minotaur with the rope reed sock. Serious. You'd think it's filled with lead pellets the way the guy keeps swinging it
So true. One time, I had a dwarf beaten to death with a pair of pants that became lodged firmly in his skull. Like, what?

2128
DF Gameplay Questions / Re: How do i change the starting party number?
« on: October 28, 2013, 08:56:52 pm »
If you have dfhack installed (say, as part of the LNP), you want the "Startdwarf.rb" script, though it looks like it only increases the number, rather than allowing you to start with less than 7.

Also, I'm not actually sure *how* to use it, I just know it's there.
Of course, having too many dwarves is easily remedied, especially if your embarking near a volcano.

2129
Unless someone else would want it, no aquifer please. Too many complications, not enough striking the earth.

Stream is up to you. Preferably no, because then we'd actually have to THINK about our water sources. Again, up to you though  ;D
Once again, I agree with Artemis. Good luck, and strike the earth!

2130
I VOLUNTEER AS TRIBUTE!

Sorry, I had to do that at least once in this forum.

If possible could we keep this vanilla? I like vanilla DF.

As for starting location, I'd like somewhere that challenges and limits our resourcess, but isn't trying to kill us at every turn. A savage biome desert would be nice, for example. Or Savage Ocean, anything Savage would be fun!

I'd like to keep raw changes to a minimum also, I'm fine with minute details but please don't overhaul creatures. No changes if possible.

I agree with all of this. Could I be dorfed as ShadowHammer (a weaponsmith or hammerdwarf) and overseer'd as well?

Savage embarks are the funnest, especially when there is a giant wolverine tearing the throats out of all your migrants.

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