Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - escondida

Pages: 1 ... 15 16 [17] 18 19 ... 35
241
Dearest Urists McDepressed,

Oh, cheer up, will you? For crying out loud, I just held a triumph for you! Granted, the form the triumphal celebrations took was locking you all in the upper story of the arena while below you the military slaughtered a dozen nude and unarmed goblin-brainwashed dwarves, but nevertheless, it's just good clean fun! There's no need to be horrified after seeing a dozen dwarves die; those guys were total jerks.

...Still, maybe I'll wait a while before executing the rest of the captured soldiers.

Yours sincerely,
Genius loci

242
DF Dwarf Mode Discussion / Re: Lag-Free Power Generation
« on: July 27, 2015, 08:38:29 am »
I prefer bridges to floodgates, myself (-: .

AussieDwarf's Mechanical River of Power is a great complement to the eternal flow bug. Simply install a lever-operated hatch cover or retracting bridge over the drain. Then, get the flow going, close the hatch, wait for the River to fill all the way and voilà! a tremendous, easily-expansible power source with no lag whatsoever.

You can also modify any existing well to take advantage of this pretty easily: just add a raising bridge to block the drain (you *do* have drains for your wells, right?) and use the source and drain aqueducts to spin your water wheels.

243
DF Dwarf Mode Discussion / Re: Monarchs...?
« on: July 27, 2015, 08:32:27 am »
You can easily declaw monarchs and other nobles by simply not assigning a sheriff/captain of the guard. Obviously, having a militia commander is still fine. Generally speaking, that's the safest way to just ignore them without accidentally ennobling some useful dwarf who happened to be the heir to a hated noble.

244
The name of the most heroic dwarf I know of is lost to time, but her deeds will live on forever, gentle listeners.


245
DF Dwarf Mode Discussion / Re: Arrowrags, the fort of a megadwarf
« on: July 23, 2015, 10:07:22 am »
Well done! Truly a great accomplishment of dwarven engineering!

Now just make a swarm of cats at the feet and litter the ground with goblins, blood, vomit, and forsaken xclothesx, and then even that "short human" naysayer will be appeased.

246
Thanks!



Dear Dastot McGrieving,

I'm very sorry about the loss of your wife. She died in the line of duty, protecting the fortress by reloading the traps that catch anyone that sneaks around the militia checkpoint. Nobody could have forseen that somehow, a pack of wild boars would get that far, or that they would gore her to death before she could retreat to the fort. We all mourn her loss, and appreciate her brave sacrifice.

That said, I'd take it as a kindness if you were to stand well away from all those levers next time you're feeling upset. So far, no harm's been done, but let's face it--until you get over this, you're an accident waiting to happen. How about you go spend some time in the hilltop vomit-covered statue garden?

Sincerely,
The Genius Loci

247
DF Dwarf Mode Discussion / Re: Practical Vampire Use
« on: July 22, 2015, 08:39:20 pm »
Yes, VLAD (vampiric, lever-activated defense) systems are certainly a good way to put your local leech to work. I'm partial to having them spearhead my exploration of the caverns, personally; they're also wonderfully suited for testing out Forgotten Beast syndromes and being the first to test fiendish deathtraps for dwarves that displease you.

248
DF Adventure Mode Discussion / Re: Showing Mercy
« on: July 22, 2015, 08:34:36 pm »
I'm not really sure that maiming someone and forcing them to live with a crippling disability for your amusement can really be considered "merciful." Just sayin'.

249
Let me tell you the tale of Rith Portalbeast, the Triangular Shred of Focus. This happened in a time lost to legend, a time the poets know as "0.34.11." It all began with the founding of a fortress that would bridge the great river that ran through a desert of red sand that covered most of the continent.

Now, I see some of you at the back heading out of the tent. Do as you will of, course, but before anyone else mutters "this is the tale of a fortress, not an adventurer," give this old storyteller some credit; I know what you came to hear. True, Rith's career began in a thriving metropolis, but the wild places called to her, and after a few years in the fortress she was destined to seek out adventure, with the aid of the mighty god dfhack (who is said to have intervened exactly once in her life--and that once was simply a push to move her from the fortress into the wide world, no more).

Back to the story: among the founders were two raw recruits, Rith Portalbeast and Tosid Savagehammers. From the day their compatriots struck the earth, the two young warriors sparred together incessantly, for they knew that their training would enable them to protect the fortress from all comers.

As time passed, the pair both became legendary axelords. When the fort was still in its infancy, they managed, together, to break a siege with no other help. They each slew goblins, humans, brainwashed dwarves who believed themselves goblins, kobolds, and eventually the monstrous beasts from below the earth--yes, the beasts we all see in our nightmares and wish we could forget. The two trained newcomers to the fortress in the ways of axe, sword and hammer, until their fortress was known as the truest bastion of the dwarven people. Rith was hailed as one of the greatest tacticians of the age, and she was granted the position of Militia Commander, and Tosid, for his bravery, was called Champion of the Fortress.

Those accolades would eventually drive them apart. Whereas Rith continued to be the hardworking fighter who cared for nothing but the protection of her people, Tosid lusted after more glory. Statues of him were everywhere, and solid gold figurines of him brought top Urist from traders the world over, but even this was not enough. Now, when called to battle, Rith responded instantly, dismembering the fiercest Forgotten Beasts with her ⚙adamantium battle axe⚙…but just before she could strike the killing blow, up would saunter Tosid, who would desultorily kick at the creature, or bite it, or even half-heartedly hack at a finger. By long dwarven tradition, the last warrior to touch an enemy is granted credit for the kill, and so Tosid's name, not Rith's, was honored. Worse, if a lesser warrior than Rith was first to answer the call, Tosid would allow the beast to kill the recruit before stepping in to stop its rampage, thus garnering acclaim for wreaking vengeance on slayers of dwarves.

One day, Tosid's attention-seeking simply became too much for Rith. She donned her masterfully-crafted suit of full steel plate and adamantium chain, took up her ⚙axe⚙, gnashed her teeth (for she was a legendary biter, kicker and striker), and met Tosid before his latest statue (Tosid laboring, representing Tosid's joining the fort). Later that day, Tosid's corpse would be found, beheaded, slumped at the foot of his blood-splattered statue, but by that time Rith would be long gone.



Months later, Rith returned triumphantly to a human capital city from her latest journey, the half-rotten heads of a hydra in a bag slung over her shoulder. It had been a busy season--she had single-handedly slain rocs, dragons, cyclopes, vampires, lycanthropes, and most of the hideous titans that stalked the surface of the world. The humans declared that the Third Age of Myth had come to a close and that the First Age of Heroes had begun. It was with a light heart, knowing that she'd saved hundreds, if not thousands of lives that she came into the city, prepared to show her latest trophy to the humans' leader.

She trekked up the stairs of the tower, and just outside the room of the Law-Giver, she found it. A statue. A statue of Tosid Savagehammers.

In full view of the court, Rith Portalbeast, the Triangular Shred of Focus, slew the horrifying demon pretending to be the avatar of the humans' most beloved god and their loving leader. The court descended upon her like a pack of dogs, but she fought free and fled the tower. The last time anyone saw Rith Portalbeast, she stood at the foot of the palace of the greatest human civilization in the world, with every man, woman, child and animal in the city converging on her location in a frenzied bloodlust.

Most say that she died at the hands of the mob, but there are those who believe she made it out of the city alive, and lived in the wilderness for many a year to come, helping lost travelers and protecting them against the evils of the land. I, of course, am but a humble storyteller--who am I to tell you which version of the tale is true?

250
If your world has titans left, better add "deadly dust" to the unblockables. A wooden shield can block dragonfire, but not titansneeze.

251
Those *are* cool features. One of the big fps culprits in 2014 is fallen leaves and fruits--thousands of items lying there on the ground. Running the "clean" dfhack command, which has an "item" argument to clean up these messes, helps.

252
You don't have to dig your fort into the filthy dirt layers like some human cellar. As long as you have at least one layer of some between you and the aquifer, you're golden. If you design your fort to take advantage of multiple z-levels, too, you don't have to worry about unexpected outcrops of aquifer further down than the rest.

Tapping an aquifer from below can be done safely by simply having a pressure limiter (see the wiki on pressure) at any spot you want the water to stop falling and start moving on that z (for instance, at the top of your cistern).

253
Dear Tokda Gethdazilid, Human Diplomat:

Greetings to you on behalf of the dwarves of Lanterngroove, and in the name of Her Majesty Urdim Konosssoloz, queen of the Mountainhomes of the Obscure Spears, Protectress Extraordinaire of the Cantons of the Deep, may her rule be eternal and wise, &c., &c.

[Editor's note: it appears that Mayor Keskalesmul sent several letters to a visiting human diplomat. The preamble and closing were more or less identical between them, so they will each be included only once]

[First Missive, dated 5th Hematite 253:]

I was greatly pleased to hear of your mission to visit our humble fort. I have looked forward to our meeting for some time now. When you arrive at the fort, any of the citizenry you encounter will be happy to point you to my office, where I shall have a banquet laid out in your honor.

[Second Missive, dated 23rd Timber 253:]

I received your reply to my letter. I absolutely understand that among your people, it is customary to visit the local aristocracy before meeting with lowly civil servants, but alas Duchess Endok is currently indisposed. I shan't bore you with the details, but it seems that the Duchess is the sole witness to a rather grisly murder---an exsanguination, in fact---in one of the poorer quarters of the fort. She was able to give me a detailed description of a figure she says she saw running from the scene, but I happen to know that the suspect so named was busily at work on our curtain wall at the time. Because we have yet to apprehend the true culprit, and because I fear there may be reprisals from the killer, I have taken the liberty of confining the Duchess to her quarters indefinitely---for her own protection, of course. Fortunately for the fort, but unfortunately for the Duchess, who doubtless must continue to live in fear, the killer has not struck again since I took this step. I hope you understand my reasons for not allowing you in to see her; we cannot be too careful.

My offer of a meeting still stands, of course; I think you'll find that, in the Duchess's absence, I have somehow managed to struggle by and keep the fort running.

[Third Missive, dated 1st Hematite 254:]

You have been camping on the outskirts of Lanterngroove for very nearly a year now, awaiting word from the Duchess. I've been generous--I even had her office restructured for you, fortifications carved through which she could speak with you without leaving the safety of her desk. This was at great risk to the fort the Duchess, I might add, since the door had to be unlocked to allow workers into her office. Somehow, though, this wasn't good enough for you, and still you waited out in the rain. Perhaps you think that this is no way for a noble to be protected? I assure you, Her Grace is ever...sanguine. If you'll at least tell me what this visit is regarding, I can pass on word to her and we can resolve your business and you can go home.

Yours,
Iden Keskalesmul,
Mayor and Protectress of Lanterngroove by the grace of her people and in the name of Her Majesty Urdim Konossoloz, may her name be sung forever and her wine be ever bountiful, &c., &c.

[Fourth Missive, dated 1st Granite 255:]

Dear Kumil Partnergates, Militia Commander,

I think that human diplomat waiting on the other side of the dry moat is in league with Duchess Endok. Your revenge on Endok for murdering your father still has to wait until we can make it look like an accident, but if you'll take care of her tall lackey for me I'd be very appreciative.

Yours,
Iden

254
DF Dwarf Mode Discussion / Re: jewelers....
« on: July 20, 2015, 08:25:46 am »
Linked stockpiles are exactly what you want. You can be very specific about what you want them to encrust. For instance, my master jeweler's workshop takes from a gem stockpile (obviously) and a stockpile that accepts only masterpiece furniture and finished goods, whereas my apprentice jeweler's takes instead from a stockpile that accepts only sub-masterpiece bone crafts and bone bolts.

255
DF Dwarf Mode Discussion / Re: Why animals die in cages
« on: July 20, 2015, 08:19:42 am »
I've found that if I stuff a lot (6+) of dogs in a cage they'll attack and eventually kill each other. Maybe that's true with other animals as well.

I don't have direct evidence of this happening, i.e. combat logs, but the dogs in the cage inexplicably gain titles and that's the only reason I can think that that happens.

Animals in cages can't do anything at all; a cage is basically a dwarf-manipulable portal to a barren, infinitely large pocket dimension where the captives just lie around all day.

The dogs could get names if you have them available for adoption, or if a named creature they were fighting previously died of its injuries after they were caged. Also, animals don't get names for nipping at each other, and every single nip they give one another is recorded in the combat log.

Pages: 1 ... 15 16 [17] 18 19 ... 35