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Messages - ImagoDeo

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511
DF Dwarf Mode Discussion / Re: Personal Bedrooms v. Dormitories
« on: December 23, 2013, 12:46:21 am »
Dorms are a good substitute until you can do individual bedrooms. Start with bedrooms for nobles and those who need them; then go to personalized bedrooms for the entire fort to raise happiness. Make sure the rooms aren't as good as your nobles' quarters, or they'll get bad thoughts. I had an issue once with a bedroom that had a native platinum wall. Made a 2x2 bedroom of equivalent value to my count's 5x5 room.

Or you can go on with dorms. But individual bedrooms have other advantages, too, such as: locking dwarves in when they go berserk in their own rooms; locking other stuff out to keep some survivors in the event of a catastrophe; keeping your dwarves a tad happier; etc.

512
DF Dwarf Mode Discussion / Re: benefits of evil biomes
« on: December 22, 2013, 10:59:54 pm »
Yes and no.

If you embark to a location with deadly gas clouds, they form a very very very effective defense against all thieves, ambushes, and sieges, so long as you're willing to stay almost completely underground and either a) let caravans die or b) exploit map edge properties to restrict caravan entry points. On my longest running fort, I've been totally safe from goblin sieges for the last twenty-five years.

On the flipside, you can't be guaranteed any particular feature until you've been to the area once. You could get syndrome rain, thralling clouds, or a reanimating biome, any of which exist only to screw you over and mercilessly slaughter your dwarves, driving you underground and restricting all of your activities to a very small secure portion of the map and likely preventing any immigrants.

I got lucky with Valefortress. And I used exploits.

513
DF Dwarf Mode Discussion / Re: Undead FBs
« on: December 22, 2013, 07:47:04 pm »
Clothes wear out.

Steel does not.

Miners and woodcutters cannot wear steel and still be miners/woodcutters.

TOADY WHYYYYYYYY

514
DF Dwarf Mode Discussion / Re: Undead FBs
« on: December 22, 2013, 06:50:51 pm »
That's what I'm doing. But it seems like dwarves cannot have woodcutting or mining labors active and wear a uniform at the same time.

That's my problem. If I activate the labors, they drop the uniform immediately. If I want them to wear the uniform, I can't have them actually mining or chopping wood.

515
DF Dwarf Mode Discussion / Re: Undead FBs
« on: December 22, 2013, 06:38:46 pm »
My problem is that I want all of my dwarves to wear the steel gear I've made so I never have to make more clothes. That industry is relatively annoying to sustain for the fifteen or twenty years before I'll be able to re-secure the caverns. I don't want to have to deal with xclothingx! It's enough of a pain in my 25-year-old fortress - I won't let it take root here if I can help it.

And yet it seems completely impossible to have miners and woodcutters wearing uniforms and still mining/woodcutting. This is so stupid.

516
DF Dwarf Mode Discussion / Re: Undead FBs
« on: December 22, 2013, 06:16:37 pm »
And now a second problem. I can't seem to get my #*@$&*#&%@#*&^%&*@#^%*&^#@% miner and woodcutter to wear a uniform and use their axe/pickaxe at the same time. I even assigned those items as their weapons in the position uniform, but as soon as I turn on the labors they strip off everything!

#@*%&(*&#@$*^&@*#$^...

Someone had better tell me there's a #*%&@*#$&ing DFHack fix for this #*$&*@#^%&.

517
DF Dwarf Mode Discussion / Re: Undead FBs
« on: December 22, 2013, 05:52:11 pm »
The problem has grown. I have around 400 corpses of various kinds. Half overground, half underground. I should never have killed the blind cave ogres I had trapped; their presence was keeping other creatures from showing up down here, and now that they're dead, the underground undead population has skyrocketed. There are cave ogres, a voracious cave crawler, many crundles, many creeping eye parts, even a cave dragon. All of it has died and risen. I may never be able to retake the caves at this rate...

Anyone have any brilliant ideas for dealing with hundreds of corpses? My FPS is suffering and it'll be a good fifteen years before I have any chance at a good military.

518
dear urist mcstrangemood make something useful like a sword next time

Dear *sob* Overseer,

I can't believe *tears* that you don't *gasp* like the toy boat I made. *whimper* *tearful voice* I MADE IT ESPECIALLY FOR YOU! *crying* IT MENACES WITH SPIKES OF CAVE SPIDER SILK! DON'T YOU LOVE ME? DON'T YOU CARE ABOUT MY BEAUTIFUL CREATION?

Sincerely *sniff*, Urist McStrangeMood

P.S. See if I ever make another artifact for YOU again, you... you... *sob* barbarian!

519
DF Dwarf Mode Discussion / Re: Undead FBs
« on: December 22, 2013, 03:02:01 pm »
arm the entire ceiling for dropping

Hmmmmmmmmmmmmmmmmmmm.

Since that would annihilate the bodies, maybe...

520
DF Dwarf Mode Discussion / Re: Undead FBs
« on: December 22, 2013, 12:26:27 pm »
On the topic:
Yes they keep most tags, undead kobolds can still unlock doors, birds can still fly. They don't retain their breath attacks, zombie GCS don't shoot webs.
Upon resurrection everything has it's strength multiplied.

What about [TRAPAVOID]?

521
DF Dwarf Mode Discussion / Re: Undead FBs
« on: December 22, 2013, 03:33:00 am »
The second forgotten beast is a flyer.

Won't a cave in kill them only temporarily? I'll still have to deal with their bodies somehow.

522
DF Dwarf Mode Discussion / Undead FBs
« on: December 22, 2013, 02:51:16 am »
Thread title. TL;DR: How do I deal with them?

In more detail:

I'm playing in a terrifying biome that vjek so kindly offered me when I asked him to give me one of the most horrifying worlds he's ever created with advanced worldgen. Only a glacier with an aquifer could make this place any less hospitable. Anyway, I managed to secure myself against the surface undead down here in the caverns, and I have kept underground undead populations down by carefully butchering and pitting. However, I was unable to do anything about a population of rodent men before the first forgotten beat showed up. He promptly slaughtered them all... then slaughtered them again... and again... and again. He would eventually have died to the hands and heads and arms that he'd created, but another forgotten beast happened along to help him out. It had a deadly dust that caused numbness and drowsiness, and it died within a couple of months. Then its corpse rose and killed the first beast.

Now there are several dozen body parts and two forgotten beast corpses chasing naked mole dogs around outside of the safe zone I've kept secure with drawbridges and hatches.

I want to know:
  • Do FBs retain tags into undeath? If so, which ones? The ones that make the most difference are, obviously, [TRAPAVOID] and [BUILDINGDESTROYER:2].
  • Are the beasts weaker now that they're undead, or stronger?
  • Should I try to regain control of the caves or would it be impossible?


Since I haven't gotten any migrant waves (alive) since the second one, my fortress population is going to climb very very slowly for the next twenty or thirty years. I probably won't be able to sustain a military until at least that far down the road.

Any help would be appreciated.

523
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 21, 2013, 11:40:25 pm »
Tombcoasts, Year 3

There are two normal reanimated corpses strangling a heinous gloom zombie cat outside while dozens of other corpses and zombies chase around all the migrants who show up. We have abandoned the upper world and now dwell solely in the caverns.

And there's a forgotten beast fighting the continuously reanimating corpses and skeletons of a bunch of rodent men that I was ignoring. Maybe some day we'll have a military capable of beating it and the corpses long enough to get them all atom smashed, but for now we'll just have to stay safe in our own little airlocked section of caves. Most of the first year was spent securing enough land for farming.

We also have two blind cave ogres in a pit fighting all the reanimating skins and hair of the various cave creatures and migrant animals we butchered. Unfortunately, their continued presence prevents other cave creatures from appearing around the edges of the map, so sooner or later I'll have to kill them... somehow. I'll ponder various solutions to that particular problem.

My first child, a beautiful daughter, was born last winter. It's had me pondering the strange circumstances of life and death in this Armok-forsaken wasteland to which the king has banished me. Despite all the desolation beleaguering our tiny outpost, despite the continual flood of migrants who die and rise again in undeath, despite the clouds of gloom that invigorate both live and dead alike and transform them into ravening monsters opposed to all life, still new life is born and new love blossoms. Tragedy compels us to write records in stone for those who come behind us to this place, whose lives we cannot save. Ghosts of dwarves we do not know haunt our dreams, both waking and sleeping. Beasts unlike anything we have seen or imagined or dreamt fight the living dead just outside our walls - living dead who, while living, would have slaughtered us mercilessly. Countless shrieks and groans come from the pit where the cave ogres fight their endless battle. And still we live, still we thrive, still we farm the soft cave soil and reap the plump helmets. Still we drink the wine and eat the cave crocodile egg biscuits.

Ah, perhaps I should cease these philosophical meanderings... they're what got me thrown out here in the first place.

Kivish Titthallogem, expedition leader of the outpost of Tombcoasts

524
It's still worth doing the science in order to understand the glitch as well as possible. If I understand this glitch properly, danger rooms are better for making supersoldiers, anyway, since they train more skills and create much less risk of injury.

Safer doesn't exactly mean better. And I'd wager that danger rooms can't spike a dwarf from rank 0 to rank 89 instantaneously. :P

525
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 21, 2013, 08:39:52 pm »
He died and rose. Then I think a thralling cloud made him into a Heinous Gloom Zombie. But I'm not entirely sure, he might just be a regular old undead. Regardless, his ghost has been hanging around and I know more caravan guards will show up sooner or later. Thanks for the info, I'll go looking for that command.

I managed to save a migrant wave of 5, then one of 3. Now two children have been born, so my living population is almost equal to my slabbed population. Yay!

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