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Author Topic: Post Quantum Artifacts  (Read 2071 times)

glopso

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Post Quantum Artifacts
« on: November 23, 2010, 12:04:54 am »

Just made this (top part of it cut off):

Afraid to sell it; goblins might decide to visit before I'm ready. Or maybe I will be ready, if I put cage traps FUCKING EVERYWHERE

It also appears that the nobles of my civilization is filled with night creatures, trolls, ogres, and other odd things...
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Zaerosz

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Re: Post Quantum Artifacts
« Reply #1 on: November 23, 2010, 12:37:49 am »

If it's an artifact, you can't sell it.
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くコ:彡

glopso

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Re: Post Quantum Artifacts
« Reply #2 on: November 23, 2010, 12:43:47 am »

If it's an artifact, you can't sell it.
Ok
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Urist McTaverish

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Re: Post Quantum Artifacts
« Reply #3 on: November 23, 2010, 01:36:18 am »

You'd better either seal off your fort and train a militia or hope to Armok you can build enough cage traps.
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Here at Bay12, we're constantly looking for ways to set the world on fire.
But at least after all the chaos, the weather cleared.

Frogwarrior

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Re: Post Quantum Artifacts
« Reply #4 on: November 23, 2010, 01:40:17 am »

start grinding THE HELL out of some dwarven wheat
(Of course, actually building that thing will DOUBLE its total value to your fort soooooo.... hope you like migrants and goblins)
« Last Edit: November 23, 2010, 01:50:52 am 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

CinnibarMan

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Re: Post Quantum Artifacts
« Reply #5 on: November 23, 2010, 08:25:40 am »

Wow, I bet it grinds stuff by just dropping the wheat onto it. As soon as it touches the fractious surface it is obliterated into the finest of flour particles.

Very dwarfy. I like it.
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Burning and raping the land is recreational. Where business is concerned, though, sustainability is the name of the game.

Nyxalinth

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Re: Post Quantum Artifacts
« Reply #6 on: November 23, 2010, 11:23:27 am »

Awesome. Beats my artifact quern by a mile!

Now, if I understand, the way to get quantums is:

Urist Mc Moody gets a mood

You forbid everything, then unforbid it?

???

Huge profit!

I'm sure I'm missing some steps here.
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Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

Fanklok

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Re: Post Quantum Artifacts
« Reply #7 on: November 23, 2010, 11:28:19 am »

Awesome. Beats my artifact quern by a mile!

Now, if I understand, the way to get quantums is:

Urist Mc Moody gets a mood

You forbid everything, then unforbid it?

???

Huge profit!

I'm sure I'm missing some steps here.

Set a burrow over your stocks and assign Urist McMood to it as long as the claimed workshop isn't in it he'll gather stuff till you run out and unassign him from the burrow.
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Nyxalinth

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Re: Post Quantum Artifacts
« Reply #8 on: November 23, 2010, 12:38:01 pm »

Awesome. Beats my artifact quern by a mile!

Now, if I understand, the way to get quantums is:

Urist Mc Moody gets a mood

You forbid everything, then unforbid it?

???

Huge profit!

I'm sure I'm missing some steps here.

Set a burrow over your stocks and assign Urist McMood to it as long as the claimed workshop isn't in it he'll gather stuff till you run out and unassign him from the burrow.

I'm still using 40d, owing to the fact that I still can't get my head around the military, even with the wiki. So what of you're using 40d?
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Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

glopso

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Re: Post Quantum Artifacts
« Reply #9 on: November 23, 2010, 01:27:41 pm »

Awesome. Beats my artifact quern by a mile!

Now, if I understand, the way to get quantums is:

Urist Mc Moody gets a mood

You forbid everything, then unforbid it?

???

Huge profit!

I'm sure I'm missing some steps here.

Set a burrow over your stocks and assign Urist McMood to it as long as the claimed workshop isn't in it he'll gather stuff till you run out and unassign him from the burrow.

I make burrows especially for this. When you dig out rocks, dump them all into one tile quantum-stockpile style. Then make a burrow called "moodstone" or whatever, and make that one tile the burrow. When a moody dwarf wants some stone, set their burrow to the stockpile and the dwarf will take stones from their indefinitely (as long as it still has stone in the pile). Stop when you decide that you are getting impatient or that you need the workshop for something else, such as constructing floodgates for your drowning traps you will need when the goblins try to siege you for your 739610 dwarfbuck-goblet (My quern was actually around 400k, not 700k).
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Hyndis

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Re: Post Quantum Artifacts
« Reply #10 on: November 23, 2010, 01:34:30 pm »

I use a burrow to do this as well, it works very well.

Assuming I don't forget about it and allow the dwarf to complete the artifact, that is. :(

One time I had forgotten about a dwarf who went moody while a siege was happening. I forgot about the dwarf. Turns out he had eventually gone berserk after hauling every single stone in the fortress into his mason workshop, about 2,000 stones, from the adjacient stone stockpile. Other dwarves kept bringing him stones, and he'd scoot them into his workshop, then grab more and more and more stones.

It turns out he had used every loose, unused stone in the fortress, but then went insane due to a lack of stone.

Poor guy. :(
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glopso

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Re: Post Quantum Artifacts
« Reply #11 on: November 23, 2010, 02:04:16 pm »

I use a burrow to do this as well, it works very well.

Assuming I don't forget about it and allow the dwarf to complete the artifact, that is. :(

One time I had forgotten about a dwarf who went moody while a siege was happening. I forgot about the dwarf. Turns out he had eventually gone berserk after hauling every single stone in the fortress into his mason workshop, about 2,000 stones, from the adjacient stone stockpile. Other dwarves kept bringing him stones, and he'd scoot them into his workshop, then grab more and more and more stones.

It turns out he had used every loose, unused stone in the fortress, but then went insane due to a lack of stone.

Poor guy. :(
Imagine the epicness of the artifact that would have resulted....
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Encased in burning magma

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Re: Post Quantum Artifacts
« Reply #12 on: November 23, 2010, 02:17:53 pm »

Last time I did this, I set 50 cage traps on the entrance corridor.

Goblins came.
But, like, a lot of goblins. That must have been pretty much their whole civ.
They scoffed at the cage traps, and then pretty much steamrolled the fort.

Lost about 150 dwarves out of 170, and all my military but one badass female.
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ISGC

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Re: Post Quantum Artifacts
« Reply #13 on: November 23, 2010, 03:06:55 pm »

Last time I did this, I set 50 cage traps on the entrance corridor.

Goblins came.
But, like, a lot of goblins. That must have been pretty much their whole civ.
They scoffed at the cage traps, and then pretty much steamrolled the fort.

Lost about 150 dwarves out of 170, and all my military but one badass female.
use weapon traps, man
I like to keep a good combination of cage and weapon traps so I capture SOME for personal use, but not ALL
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Frogwarrior

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Re: Post Quantum Artifacts
« Reply #14 on: November 23, 2010, 11:13:47 pm »

Awesome. Beats my artifact quern by a mile!

Now, if I understand, the way to get quantums is:

Urist Mc Moody gets a mood

You forbid everything, then unforbid it?

???

Huge profit!

I'm sure I'm missing some steps here.

Set a burrow over your stocks and assign Urist McMood to it as long as the claimed workshop isn't in it he'll gather stuff till you run out and unassign him from the burrow.

I'm still using 40d, owing to the fact that I still can't get my head around the military, even with the wiki. So what of you're using 40d?

Then you keep forbidding stuff right after he brings it to the workshop. When you think he has enough of one material type (say, metal bars) you stop forbidding it. When you think he has enough of everything, you unforbid everything all at once. Something like that. I worked out the rules a while ago, but it's been a while since I played 40d.

(there's a link to an old topic of mine in my sig, incidentally)
« Last Edit: November 24, 2010, 12:47:10 am 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