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Messages - Em3rgency

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61
DF General Discussion / Re: What Would Urist Do?
« on: April 16, 2013, 05:13:36 pm »
Get bored with DF because the challenge fun is gone.

WWUD if Toady died tomorrow? (Meaning no more updates)

62
DF Dwarf Mode Discussion / Re: Champion advice
« on: April 16, 2013, 03:54:15 pm »
This probably needs SCIENCE to be done, but I honestly doubt weather "does the dwarf have the body parts required to use that skill" come into question when teaching.

Also, it would probably be either he couldn't do it at all or no effect. So try it, if he CAN do it, you're good to go.

63
DF Dwarf Mode Discussion / Re: Zombies do not have souls!
« on: April 16, 2013, 03:35:04 pm »
And if the Z level immediately UNDER the Zombie contains the Grand Dining Hall,  FUN!!!!

Exactly what I meant! I have a dwarfs room right below that crypt, then below that there are the workshops... Anyway, as I said before, the zombie is dead, did it the old fashioned way with dwarfs and swords and whatnot.

64
DF Dwarf Mode Discussion / Re: I need segments for DFBT
« on: April 16, 2013, 01:33:40 pm »
Yeah, handpick things from the forums, people post tons of stories and problems every day. Also, as said in your original podcast thread, do tip segments, both for new and advanced players.

"You can designate a dump over magma to get rid of unwanted junk!" and the like.

Additionally, you need a co-host(s) to talk and comment and give their oppinions about everything. A podcast should not be just things you rattle off like the news.

65
DF Gameplay Questions / Re: Clothing is too much of a chore !HALP!
« on: April 16, 2013, 11:57:15 am »
Huh... I've never EVER had to worry about clothes. My dwarfs usually either get new clothes from the waves of dead goblins. The military also always wears only their armor, so once someone gets drafted, yay more hand-me-downs! And then there is the odd death by dwarfism (the suicidal disease all dwarfs have).

I've run fortresses with over 300 dwarfs for over 20 years and never had a bad thought from lack of clothing... (Minus that one mishap where I accidentally forgot to make grieves so all my military ran around with suits of armor, minus the crotch area. Must have been... enlightening.)

66
DF Dwarf Mode Discussion / Re: Zombies do not have souls!
« on: April 16, 2013, 11:48:00 am »
About the cave in remark: Assuming you have at least an extra z-level to work with, you can use the fact that floors don't stop cave ins:

Code: [Select]
(side view)

  _       <- floor (or rock) that is only supported by the support S
  _S    <- floor above zombie and support
 #Z#    <- zombie in tomb


I'm not a cave in guru and I haven;t tested this, but I think the above setup should create a perfectly safe cave-in from the top floor which will fall through the bottom floor and land on the zombie.

If true, wouldn't that make it fall through the crypt to anything below I have too? That would not be good.

67
DF Dwarf Mode Discussion / Re: Zombies do not have souls!
« on: April 16, 2013, 10:33:49 am »
I have all my coffins placed in 2x 1 nooks and made into tombs. When a dwarf dies, their tomb is sealed with a statue to block line of sight for necros and look cooler.

I'd do that too if the statues were either generic, or if you could make them be a specific dwarf, like the memorial slabs. But now you get statues pretty much like engravings, so waiting for a statue of THAT dwarf to be made would be tedious, and I'd hate to have a random statue of just any other dwarf/event in front of a tomb :P

68
DF Dwarf Mode Discussion / Re: Zombies do not have souls!
« on: April 16, 2013, 07:50:54 am »
Created a rag-tag 10 dwarf military from the gear dead caravan guards had left, unlocked the door and ordered the zombie killed. Found the culprit inside. There was a serpent man necromancer hiding there as well. Only one casualty, a dwarf suffocated from a collapsed lung. Locking up all the dead bodies from now on.

69
DF Dwarf Mode Discussion / Zombies do not have souls!
« on: April 16, 2013, 05:18:51 am »
Semi related to Fresh fort besieged by the local necros. Ideas?.

So the undead scourge has passed, the few remaining undead got taken care of by the eagerly awaited caravans, so naturally I burried my dead and moved on. A few months later, one of the corpses rose up in his crypt! So I just lock the door, no biggie. Something to scare the children with. Fast forward two more years... A ghost of the same person is battering one of my masons! Uh-oh. So now I have two undead entities from the same dead dwarf! That is god damn efficient!

Will try dropping a ceiling on the crypt, as I (still) don't have a military capable dealing with undead.
EDIT: Crap. I cant. The level up above from the crypt is solid rock. If I mine out the exact crypt shape above, I'd have to channel the sides to detach the floor/roof. But channeling would make ramps for the zombie down below. God doughnut, why cant things be easy.

70
DF Dwarf Mode Discussion / Re: Honest evaluation of fortress
« on: April 15, 2013, 05:37:53 am »
well, you would need a necromancer to get in there to wake up the dead first. So maybe a bridge with a pressure plate attached? Necro walks into the tombs past the bridge, steps on a plate, the bridge raises/retracts behind him. He resurrects friends to play with for all eternity.

71
In adventure mode bonking them on the head works, though they just turn into a corpse that can be resurrected again. I suppose you need to kill the necromancers first.

72
DF Dwarf Mode Discussion / Re: Honest evaluation of fortress
« on: April 15, 2013, 04:11:38 am »
Love the design. I have a problem with the living quarters though. It seems like the majority of your dwarves would have to go to their room through other peoples rooms. That just bugs me. Your burial chambers on the other hand have corridor access to each tomb. I think the dead would enjoy visitors through their tombs (even if just on their way to another tomb) more than the living in their quarters. So, in my opinion, the layouts should have been flipped :)

73
They pick locks? Holy crap, i need to do something about that. Currently the two necromancers just built themselves some campfires and are chilling outside. And I can't go on top of my bunker, because I made a staircase to it from the outside to build the roof. Woops.

74
So the siege WILL go away eventually? I've never really resorted to trying to outlast my opponents before. The cage trap maze sounds promising.

75
Sooo yeah. The regular goblin sieges weren't cutting it for me, decided to settle my next fort not too far away from a necromancer tower. But now it seems I am overwhelmed with fun. Bastards sieged me just before winter, when I was supposed to get my first caravan. I expected a siege fast, but not THAT fast. I'm only 20 dwarves strong, with no military to speak of. The sieging army is some 40+ zombies/corpses and two necromancers. The terrain is completely flat, next to a river and lake, both currently frozen at winter. I had the foresight to construct a "bunker", which is essentially a 3x3 enclosed box around my staircase, with locked doors leading to the outside. I have a considerable stockpile of wood inside, so I can pretty much stay hunkered down for years... Though I'd like to get rid of the rotting horde a bit faster than that.

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