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Messages - newbonomicon

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1
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: December 23, 2014, 03:58:44 pm »
This game is incredibly difficult. I basically can't do anything but die. Kudos for that!

2
DF General Discussion / Re: What Would Urist Do?
« on: June 29, 2012, 11:57:14 pm »
Do ABSOLUTELY ANYTHING, because it will become a meme anyway.

WWUD if he met Dolan Duck?

3
DF General Discussion / Re: What Would Urist Do?
« on: June 20, 2012, 06:06:30 pm »
Get bored of it and listen to dubstep instead.

WWUD if he liked dubstep?

4
I'd say real water should probably still be required for medical purposes. If cleaning wounds with it is made an option, I can't really say what it would do, since the most advanced medical procedure I know is how to put a band-aid on.

5
The name "swill" came to mind when pondering the fact that it would inevitably have to be made of multiple types of booze mixed together in a large, pond-like zone. Obviously, it would be unrealistic for this to produce anything but the lowest quality swill, but if the only alternative is water, it's clearly the better choice.

And yes, assuming each barrel would fill the swill about as much as a bucket of water fills a pond, it would easily reduce the space your booze stockpile takes up.

6
Dwarf Fortress has two liquids that flow, water and magma. I am here to propose a third: Swill.

In the same way dwarves can create a pond with buckets of water, they would be able to make a swill with barrels or other containers of alcohol. It would behave like water, with the difference that dwarves who drink it wouldn't get an unhappy thought from drinking water, or at least get a less severe one. It could be gathered in buckets or used as the source for a well, and would have a lower priority than proper booze, but a higher priority than water, in terms of what thirsty dwarves would choose to drink. However, the most important feature is that it would flow, and could be pumped, as if it was water. Players could create artificial rivers of booze, or even boozefalls, in their fortresses. Ponder that concept for a moment, and try to tell me this isn't the dwarven thing to do.

Don't let me down, Toady. Give me my rivers of booze.

7
DF General Discussion / Re: What Would Urist Do?
« on: May 28, 2012, 01:22:32 pm »
Be thankful there's still plenty of wine, beer, ale, brew, mead... wait, there isn't? OH SHI-

WWUD if Aquaman?

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 21, 2012, 03:52:13 pm »
THE CHRONICLES OF FIRSTFORTUNE, Pt. II

The Crow Men returned in greater numbers. While they ignored us before, they have begun to interfere with our work. I appointed Tobul as our official Militia Commander, and he brought Cerol and Feb with him to drive them back. It was at this point we remembered the Crow Men could fly. After the three of them stood around for a while, hoping one would land so they could kill it, I gave the order for them to stand down.

On the 4th of Malachite, we got our first group of migrants. By some morbid humor, the wood-and-metal crafter was named Obok. There was also Tun, a damn fish dissector, and Sigun, who at least knew how to butcher livestock. Cilob, Cog, and Oddom were all weaponsmiths, which would be fine if we had anything to make weapons with. I suppose we might be grateful someday, but for now, they're just more mouths to feed... and apparently we'll be eating fish.

In some more somber news, Obok's memorial has been finished. It mentions her favorite color was chartreuse, and Cerol insisted on engraving an image of some dwarves in yellow spessartine. We put it in the middle of the hallway where everyone could see it, and it's actually quite nice.

--Mezbuth Swordtrammeled, expedition leader

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 20, 2012, 04:06:31 pm »
THE CHRONICLES OF FIRSTFORTUNE, Pt. I

Kulet Eribkon, queen of the Sack of Corridors, decreed in 1050 that a new settlement was to be founded. Our party of seven, dubbed "the Trade of Dominions", arrived in our new home on the first of Granite in 1051. It was a peaceful place, full of beauty, and we couldn't wait to start exploiting it. We called the place "Firstfortune", and knew it was destined for greatness.

In retrospect, that was a pretty bad call right there.

The first thing we did was take the wheels off the wagon. The second thing we noticed was that we had parked on top of the frozen river. I know, we dropped the ball there, but in our defense, there was snow everywhere. We couldn't tell at first. Happily, with a little effort, we took apart the wagon and laid everything out on solid ground with time to spare before the thaw. Cerol, Tobul, Lokum, Lor, and I took care of that while Feb took to chopping wood, and Obok went hunting. Once it was done, and the spring thaw came around, we decided to build a bridge across it. It was during the bridge's construction that we realized it had been a week since anyone had seen Obok. I don't remember who found the poor bastard, but it turns out he'd drowned in the thaw. Cerol, Feb, and Lor took it hard. I was just ticked we'd lost a perfectly good crossbow.

Cerol and Tobul are our miners, so we're relying on them to dig out our lodgings. In the meanwhile, we all hope the Crow Women leave us be. By Armok, I still can't believe I'm in charge of this hellhole.

--Mebzuth Swordtrammeled, expedition leader
   9th Felsite, 1051

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 20, 2012, 02:03:56 pm »
I'm currently plotting out my Temple of Armok... So far, from what I can see it's either going to be about 60 Z-levels high (20-odd above ground, rest below) or my madness will end and I'll remember that the very idea is preposterously ridiculous.

Don't be silly. The madness will only end when you have finished your creation.

It is the Dwarven Way.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 14, 2012, 12:25:25 am »
Having embarked on a volcano, my first order of business was putting a floor over the top and poking single-square holes in it to make magma forges, magma smelters, etc.

Confronted with kilns that needed no fuel, placed right next to a source of clay, I went a little overboard with my pottery industry.

So... now the caravan's gone, I bought up everything remotely useful they had, and still haven't made a dent in my supply of fricking earthenware scepters.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 26, 2012, 08:18:30 pm »
Bladeholds still does not live up to its name, as a consistent pattern of shoddy planning and an unprepared militia (composed of one squad of marksdwarves, meaning the only blades in this hold are at the butcher's shop) continue to kill its citizens. The excavation that took us down more than a hundred z-levels to find magma went well, and the new magma smelters are up and running.

Unfortunately, the overseer saw fit to designate that the stairs have at least one unguarded passage to each of the three caverns on the way there. So, while the single-tile stairways are already overcrowded, dwarves have had to deal with elk birds, blind cave ogres, giant toads, rutherers, and who knows what else attacking them on their absurdly-long journey to and from the magma. Apparently this isn't health and safety compliant.

We've begun building walls around every opening by the stairs, and as long as enough dwarves survive, we hope to make it safe to work over a pit of hot magma by, I dunno, next year or something?

13
DF General Discussion / Re: The use of steam within dwarf fortress
« on: April 25, 2012, 11:55:36 am »
I find magic worse than that and not dwarfy at all.

Even if magic is opposed to science, once we have useful spells, they will forever go hand in hand with !!SCIENCE!!.

14
DF General Discussion / Re: What Would Urist Do?
« on: April 25, 2012, 11:51:11 am »
go on a break (this works for everything)

what if urist was the mayor and the liason wanted to speak whit him.

Stall him by eating, drinking, sleeping, and taking breaks until next year.

WWUD... IN SPACE!?

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 20, 2012, 01:25:42 pm »
After receiving a disturbing artifact wooden barrel by the name of Spurnmetals the Pure Mines, I have begun phasing the use of wood out of as many industries as possible. Pots made of clay, rock, or metal are replacing barrels. Beds will be the only furniture made of wood, and even then reluctantly. I have begun smelting the large amounts of lignite and bituminous coal I hadn't realized I had into coke to render charcoal obsolete. That'll teach those wannabe elves not to spurn metals!

On another note, not much progress has been made on the ceiling I'm building over the area just outside of my fortress. This is likely because I am insistent that it be made completely out of dolomite, which, while abundant here, is not being mined as quickly as I'd like, particularly since I keep needing to carve out new bedrooms for my migrants.

Also, my dwarves now have a general familiarity with the training of wild boars. I still don't know why I was training them in the first place.

As I typed this, a dwarf completed an artifact leather toga called Kissskirts the Cobalt Excavation. So I guess I've gone from elf wannabes to human wannabes?

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