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Author Topic: Screamtortures - Bunkering down like Germans, hopefully with less leader suicide  (Read 29950 times)

darkflagrance

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Re: Screamtortures - Get ready for Dwarf Siege 2: Electric Boogaloo!
« Reply #135 on: November 19, 2009, 09:14:33 am »

It's okay, start the turn. With the pillboxes and killing grounds done, my contribution is complete. The magma forges aren't operational yet, because the magma hasn't filled them high enough, so there'd be little for me to do but wait for more immigrants to get into the military or shuffle the nerve-damaged veterans back into the work force.

It looks like my engineering wasn't 100% successful. I recommend someone close off the extraneous northern forges in favor of letting the central ones fill up.

You can probably get away with building a tiny room with a hatch between it and the magma, and then filling up the room from above as a pond until say, 3/7, and then opening the hatch to obsidian off the extra plumbing.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

sir labreck

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Re: Screamtortures - Get ready for Dwarf Siege 2: Electric Boogaloo!
« Reply #136 on: November 19, 2009, 11:28:54 am »

Interesting, for the German like fort, probably ^^ But with cat :) Don't forget that one day or another we will have to go at the surface and construct a town, they are cat, not dammed dwarf
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If you have to choose between war and dishonour, don't choose dishonour because you'll have war.

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sir labreck, how you manage to mangle English so much yet still manage to keep your posts comprehensible is beyond me. Well done.

Frogwarrior

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Re: Screamtortures - Get ready for Dwarf Siege 2: Electric Boogaloo!
« Reply #137 on: November 19, 2009, 12:16:24 pm »

Tell you what, I'll finish off the last season. Won't do much other than move the siege engines and shuffle the military. And try to figure out what the heck everything does.

Incidentally, nerve-damaged wrestlers can still be trained to some degree by setting them on caged invaders. Just remember to strip their weapons, as even though caged invaders are trying to flee, any time a cat gets a latchon they'll fight back. If you don't strip their armor, though, they'll last longer and give more XP.




EDIT:
Alright, I've started moving the catapults, and I rearranged the military somewhat. Also, I began something I like to call Operation Screw You, Elves. No Seriously, Like, With A Tree. I.e., the complete and utter clear-cutting of the forest. I figure all that wood, we can probably use it for something (like charcoal for steel and pearlash for clear glass), and this way it won't block our catapults. Plus, it pisses off the elves, and screw those guys, seriously. All whining about "bleh bleh tell the TRUTH."
And then a goblin siege showed up. Just one swordsman squad, so nothing bad - but I wanna test out this fancy hallway of death.
Shortly thereafter, the Foodmaster gave birth to a boy. Darn, only one kid. :-\

Well, I completely forgot about the traps. Half of the squad got stuck or incapacitated by stone traps, the rest started running. So I sent the entire military close on their heels. There were no survivors on their side and no casualties on ours. I took a video of the pwnage, so now I have to figure out how to upload a video to the DFMA.

HERE is the save. Good luck, Japa, good job ACP.
Catapults are almost finished; there's one pillbox in the upper left and three leftover catapult parts, but the pillbox has a tree in it right now.
Also, we have just over 600 available logs. Not enough to built a full above-ground fort, but other than that you can pretty much go crazy. (Building above-ground is not required, but it is catlike. However, with the current setup, saying "Cats stay indoors" will restrict all areas but the fort proper, so I find it useful the way it is. Your call, though.
« Last Edit: November 19, 2009, 07:23:14 pm by Frogwarrior »
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Hortun

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Re: Screamtortures - Get ready for Dwarf Siege 2: Electric Boogaloo!
« Reply #138 on: November 19, 2009, 09:56:26 pm »

Wait, so you did store all those logs indoors, right? It would really suck to cut the whole forest down and have them all decay before getting used.
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Frogwarrior

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Re: Screamtortures - Get ready for Dwarf Siege 2: Electric Boogaloo!
« Reply #139 on: November 19, 2009, 11:03:05 pm »

Wait, logs decay if left outdoors? News to me! Japa, you should probably prepare storage for several hundred logs, pronto.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

100killer9

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Re: Screamtortures - Get ready for Dwarf Siege 2: Electric Boogaloo!
« Reply #140 on: November 20, 2009, 07:18:19 am »

Store it in a tower of wood.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
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Servu

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Re: Screamtortures - Get ready for Dwarf Siege 2: Electric Boogaloo!
« Reply #141 on: November 20, 2009, 08:23:56 am »

Is this fort going to end up looking like a tiny WW2 German Firebase?
- Achtung! Ze Führer demands a ball of ze yarn immediately! Durchsetzen!
- Jawohl!
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sir labreck

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Re: Screamtortures - Get ready for Dwarf Siege 2: Electric Boogaloo!
« Reply #142 on: November 20, 2009, 10:04:29 am »

A German, artillery trike at my command! (Poor Jerry ^^).

Log decay?
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If you have to choose between war and dishonour, don't choose dishonour because you'll have war.

Quote from: Oglokoog
sir labreck, how you manage to mangle English so much yet still manage to keep your posts comprehensible is beyond me. Well done.

Frogwarrior

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Re: Screamtortures - Get ready for Dwarf Siege 2: Electric Boogaloo!
« Reply #143 on: November 20, 2009, 12:32:16 pm »

Can someone confirm that logs actually decay? I've never heard of this before...
And yeah, constructions are the most badass way to store things ever. In my "alternate history" Screamtortures, I eventually set up an alchemist's lab and started turning all my tallow into soap, and building a massive soap storage unit. Putting each bar in the grid according to the order they wre created. I feel so awesome ^^

Also, seriously you guys, this mod is awesome in adventure mode. Being a cat wrestler is totally fun, and you get 10 XP for each time you shake someone by a latchon. Best of all, if you tear a chunk free your mouth is still free to bite, so you can build up a couple dozen body parts stored in your cheeks to use as ammunition for throwing.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

sir labreck

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I love your mod ^^ But for the moment I rest on the DF vanilla to kill some elf with human adventurer :) You should try to set the Cat so they will enter in war with elf every time  8) And with Dwarf, and with everything living except goblin, (they are our friend now, right?). I think just setting the thing, eat enemy in battle as a personal matter shoudl suffice to make disorder between cat and elf. Golbin kill elf?

For the wood, the wiki is negative. And DF always been a somewhat realistic game, as far as natural thing is concerned, like rotten thing, ore, etc. A log in real life could take decade before being rotten... And I never lost a single log, so...  Except if you make them lying around for 10 year or so, we will be ok.

PS: Frog, check in SG VII, I think Alienchickenpie decide to resign is turn, so rest of Friday and Saturday is up to you I think, just check and read what Architect saids, or you'll have half the fortress being kill for a stupid dumb order.
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If you have to choose between war and dishonour, don't choose dishonour because you'll have war.

Quote from: Oglokoog
sir labreck, how you manage to mangle English so much yet still manage to keep your posts comprehensible is beyond me. Well done.

Frogwarrior

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As far as I have seen, cats frequently go to war with elves during worldgen because cats aren't "truthful" enough. This is even more so in the under-development version, in which I made lying ACCEPTABLE (I think).

More than that, though, I gave cats [BABYSNATCHER] which means in Fortress mode they will automatically be enemies with everyone except goblins. (I.e., humans, elves, and dwarves show up with the red dashed line that normally shows up next to goblins, in the "nearby civs" screen on embark. Cats have the dashed line if you play as dwarves.) Goblins will start as friendly, and will send caravans most seasons, carrying loads of meat and fish. I usually seize it, hoping eventually to provoke them into war :P
Sadly, giving them [BABYSNATCHER] often makes it so that after a few hundred years, cat civilizations have no cats left. So in the world I'm using, the civ leader and most other worldgen units are elves, with a few humans and a spattering of dwarves thrown in the mix. It's annoying visiting a cat town and seeing no cats there. So, I'll probably make a point to stop worldgen after only a hundred years or so.

In the version that Screamtortures uses, however, cats do not have [BABYSNATCHER] so they don't automatically make war with humans, elves, or dwarves, and have to deal with goblins just like everyone else. Since we recently hit 80 pop, my finishing of ACP's turn had our first goblin siege.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

sir labreck

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Hum? They actually become overwhelm, don't really understand that... Cat reproduce so fast they should get something like 80% cat and 20% of captured invader...

For the fort, an interesting thing I think (lol). Goblin, did we have a drowning machine with magma to kill them or do we are retarded and need to capture them, put them in arena and let's or military kill them in an old fashion?
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If you have to choose between war and dishonour, don't choose dishonour because you'll have war.

Quote from: Oglokoog
sir labreck, how you manage to mangle English so much yet still manage to keep your posts comprehensible is beyond me. Well done.

Frogwarrior

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So far, we have no kitten urine drowners since it's flowing slowly. Only way to get rid of the invaders is to put them with the military, or use water. But if you strip their weapons before throwing them in the arena it shouldn't be a problem.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Salabasama

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You're not thinking like a cat!  We strip them naked and then use the rough side of our tongues to scrape off every inch of their skin!  Then we put them in the arena!
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I keep thinking glacier fortress would be fun, but it always ends up as cave layer fortress.

Salabasama

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So, um, how's whoever's turn going?
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I keep thinking glacier fortress would be fun, but it always ends up as cave layer fortress.
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