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Messages - Victor6

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1
DF Suggestions / Re: Terrible Suggestions Thread
« on: March 28, 2019, 06:36:38 pm »
Dwarves can become serial killers instead of going stark raving mad, melancholy or berserk.

Any visitor or migrant to your fort could already be a serial killer. Rather than just start random fights, Dwarvern serial killers pick an obsession ( race, hair color, anyone named Urist etc ), then quietly go looking for a target in the fort before disposing of them in a variety of fun ways;

1. Murdering the target in their sleep - DSKs will first seek out a murder weapon, then kill the target without an announcement.
* option; stash the bloody murder weapon in another dwarfs room to frame them when the captain of the guard starts investigating.
** cunning option; hide the bloodstained clothes ( and swipe another dwarfs clean socks ) to throw off the scent.
*** Fridge option; Hide the body in nearby containers so that it's only noticed when it stinks up the place.

2. Murders of convenience - Pushing other dwarves down wells, into magma, pits, spike traps, or just locking them in their rooms until they starve to death. Dwarves could also murder hospital patients, but this might be hard to spot given the normal state of dwarvern healthcare.

3. Poisoning food with various syndromes ( or Armok forbid, booze ). Preferably the targets favorite food. DSKs can either poison the raw ingredients ( and risk discovery ), or the food itself if preparing meals. As there's a fair chance the wrong dwarf will eat the poisoned food there's potential for much fun.

Once a murder is discovered, it's up to that drunk and lazy captain of the guard and the negligent chief medical dwarf to investigate and find the culprit ( or more likely a huge list of potential Urists without a good alibi ).

If not caught, DSK's will then go back to normal for a season or two before selecting another target, waiting for another migrant wave, or sneaking out of the fort to assume a new identity.

2
DF Gameplay Questions / Re: Fighting Theives
« on: June 09, 2014, 06:16:12 pm »
I'm not 100% sure that this works (having never tried it personally), but I can remember someone applying the 'loony tunes' principle to combat thieves.

Basically it boils down to dumping anvils onto the top of forbidden doors that lead to a bait artifact. Kobold thieves make a beeline for expensive treasure, open the door, and get an anvil to the head.

3
DF Gameplay Questions / Re: Prisonners
« on: May 31, 2014, 02:53:26 pm »
The main reason the creatures you buy from merchants die is that they're grazers - They need to be outside on grass or assigned to a dwarf in order to survive. Non-grazers (hippos, fish, big cats etc) can sit in the stockpile for years until old age gets them.
Unless your hearts set on firing rabid pandas or elephants at people, it's probably easier just to stick to non-grazers.

If you must, the best way to keep them alive is create an pasture activity zone over grassy terrain and assign the grazers to it (if they're tame), or you can assign them to a dwarf, then use v (select dwarf) p (profession section), e work animals option. You'll need to make them available on the status screen (press) z.

4
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 31, 2014, 10:00:52 am »
Fisher berries are the way to go then. Rat weed and prickle berries make poor value booze - Whip vines are only found in savage regions, but they make the 2nd best booze type and you can normally get them from the beardless traders.


5
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 31, 2014, 09:10:39 am »
How many types of booze do you need to avoid getting the is tired of drinking the same old booze lately. I currently have 3 different types but I am not sure I do have more than 3 types of plants and I am not sure if 3 is too few or if I simply didn't notice the thought until it was on it's way out as I used to only have one.

4 seems to be fine. You may be suffering from overproduction of one particular type if you have mixed stockpiles (normally dwarven wine due to excessive plump helmet production.) There's 4 types of indoor booze (ale, wine, rum, and beer) from 4 indoor plant types (pig tail, plump helmets, sweet pods, cave wheat), if you have access to a cavern layer the gather plants order should net you some seeds\plants to start producing what you need.

Personally, I'd try the surface first to see if you can get some whip vine.

6
DF Gameplay Questions / Re: Clay-festation
« on: May 31, 2014, 08:59:29 am »
It happens way before for me. The only new thing those cavern add is the tunnel tubes. Or maybe something wierd and I'm too dumb to notice. Thanks though. I'll do that next time, great to know that roads eradicates them.

Normally this shouldn't happen if you've never breached the caverns. you may have a cave on the map, however there was some bug back in 2011 that caused a similar issue. Like most DFbugs it's either weaponized or worked around.

Dfhack has an extirpate command to remove trees and grass - You can certainly use this clear areas that you need for planting \ building. the ' feature ' Command lists the various cavern layers and marks them as discovered\undiscovered, so it may help explain the issue.

7
DF Gameplay Questions / Re: not as missing as they think
« on: May 30, 2014, 09:17:06 pm »
Vamps can go mad from depression. My current fort has an immortal foaming at the pointy toothed mouth loony walled up in what used to be a prison cell.

Personally, I say just lock him up somewhere and wait to see what happens. At the very worst you lose a suicidal Urist who'll be replaced with the next migrant wave.

8
DF Gameplay Questions / Re: not as missing as they think
« on: May 30, 2014, 06:32:41 pm »
There are couple of things you can check to sort out the mystery, if you haven't done so already.
If it's a murder (despite all its horrors, dwarf healthcare does not count), it should appear as a crime in the justice screen.
If the dwarf got wounded via a fight with an inanimate object, it should still appear in the combat logs - chances are if your fort is busy early on he may have fallen victim to neglect \ infection - The chief medical dwarf is about as reliable as the broker in a crisis.

9
DF Dwarf Mode Discussion / Re: Military Accident
« on: May 30, 2014, 12:51:55 pm »
A pump room \ dwarf gym (a room of screw pumps that pump nothing) is helpful for this kind of thing - Assign the separatists the pump labor and turn on manual pumping - They'll keep working on the spot until exhausted, giving you plenty of time to wall them in and starve them to death.

10
DF Gameplay Questions / Re: Clay-festation
« on: May 30, 2014, 04:15:42 am »
Build your farms \ setup stockpiles before you breach the caverns - Cave moss and spore trees only start to grow when you've breached the underground caves, once this happens the cats out of the bag and you can't stop the growth on empty tiles.

Building and destroying a road on the tiles returns them to an useable dirt state. Dirt roads work fine, paved roads are better for wet passages that need to remain open.

Edit:- You could alternatively build your farms and stockples further down - flood an area and build the farms on muddy stone before the cave moss starts to grow, or create a giant light tunnel leading to the surface and grow surface plants 20 z-levels underground (cave moss can't grow in sunlight).

11
DF Gameplay Questions / Re: What to embark with?
« on: May 29, 2014, 04:24:40 pm »
The point of 2+ miners is that you can dig out your initial fortress layout quickly, create your first stockpile and build workshops before the migrant waves \ goblins arrive. A single miner works too slowly, so everyone else ends up standing around waiting for him\her to carve out rooms.

You could build workshops on the surface, but ultimately you'll just end up wasting time hauling everything downstairs later unless you plan on living topside like an elf.

12
DF Gameplay Questions / Re: What to embark with?
« on: May 29, 2014, 11:36:47 am »
The best things to take on embark are items\skills that useful long term and are harder to obtain\train naturally. You can always skip the novice skill and just turn on the labours for unskilled dwarves at the start (craft skills, cooks, brewers, planters, engravers, fishing, etc).

Weaponsmith\armorsmith has already been mentioned - Depending on your embark setup speed you may suffer some rust. However, militia are a major pain for beginners and dwarves suck at base defence in comparison to traps, so you might just want to take a good mechanic and spam cage traps 

A Doctor is optional, but I've always found that if I skip a medical skill on embark, particularly diagnosis, no migrants will turn up to fill the gap. Dwarf medical care is a complete crap-shoot, but it's better too many medics than too few.

Teaching and specific combat skills can be tough to get from migrants - Starting with a couple of teachers pays off down the line when you start training a militia. Marksmen are easier to find due to the crossover with hunting.

You can slim down the embark points quite a lot by skimping on stuff you won't need until after the first caravan (crutches\splints etc), the put the points you save into bringing lots of booze, multiple food types, seeds, tools, and teir 1 materials for early crafting.

13
Pfft, the broker will learn to put up with the bad weather - My meeting area's on the roof at the moment to avoid cave adaption so all my dwarves have developed rain tolerance.

Once you remember that wagons will path around traps but invaders will always take the shortest route, it's pretty easy to design a fort entrance that gives you tons of warning. When I first started I went through a phase of airlocking them, but now it's just pointless unless the depot has los to the trap field (which is bad entrance design anyway).

Just build it right next to the trade junk stockpile to speed up hauling and accept that if the goblins get that far, you failed at base defence 101.


14
DF Gameplay Questions / Re: Moat building woes
« on: May 28, 2014, 05:43:14 pm »
The drawbridge problem is because you constructed the bridge before you dug the moat - Channel the whole moat, build the bridge, and then remove the ramps on the inner side and leave the ramps on the outer edge - I doesn't matter if mobs can get into the moat, they can't get out and they'll path towards the bridge anyway.


15
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: May 27, 2014, 08:39:36 pm »

Only that one had the picture of the second on it.
And the second had one of the first.


- How is that even possible? The 1st guantlet couldn't have a design showing the second because that didn't exist until 3 years later.

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