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Messages - Ancalagon

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1
DF Dwarf Mode Discussion / Re: Fey Engineering
« on: September 07, 2012, 12:47:00 am »
Why are these valuable children being wasted?  Kill them in front of your military units to harden them, instead of wasting valuable dogs!

The reason why I didn't go that route was due to an error in my child cap. I set it incorrectly, resulting in nearly every migration wave being two happy parents and 2-6 children*. Rather than restart, I decided to practice some less than ideal ways to maintain happiness and see how far I could push my dwarves.

(* I could have set it up so that the parents with killed children, kill the children of the new migrant parents. Didn't occur to me at the time though.)


2
DF Dwarf Mode Discussion / Re: Stoping/dealing with a Tantrum spiral
« on: September 06, 2012, 12:34:44 pm »
1. Pause the game

2. Damage control
 a. Decide who can not be saved
 b. from A, make B or "Those who might be saved"
 c. Station all from C or "Those who eat puppies and strangle kittens in an attempt to kindle emotion" in a secure part of the fortress.

3. Seal off the fortress and, if possible, wall off/make inaccessible all sensitive levers. You don't want rampaging goblins stabbing Urist McMelancholy in the gut half a dozen times. (Or do you?)

4. From group B, attempt to locate said group in a secure separate location from C.

5. Ensure both B and C are fed/watered. They merely need to survive.

6. Watch group A. The joy of pure rage, despair, and fear embodied are now before you in little tileset/ASCII dwarfs. If during the mass melee of bloodtearssweetteethfistrandommeleeweapon some become numb to everything, try to sequester them in a hole somewhere safe. Numb dwarves have their own value in post fort reconstruction, as some of B may lose it during the burial/cleanup.

Good luck! The above is my standard for spirals when I don't want them to destroy my fort.

3
DF Dwarf Mode Discussion / Re: Fey Engineering
« on: September 06, 2012, 12:25:19 pm »
Funny thing about doing that is, all parents dropped to between 40-0 happiness as soon as their child died. The more damaging happiness drops when multiple children were involved. At no point did the parents have contact, visually or otherwise, with their children as said children underwent the dehydration process.

So I had to bury the remains (not a problem, done to eliminate "rotten body" unhappy thoughts) and stretch out the deaths in the bigger families by a season (not a problem either).

Out of 72 dwarf children killed, only two parents were lost. Those being the first two parents that brought five of the little ones with them. The combination of meager surroundings and the rapid deaths was too much for me to combat.

So let this be a lesson! Never forget an integer when setting the child cap... >.>

4
DF Dwarf Mode Discussion / Re: Fey Engineering
« on: September 06, 2012, 02:36:06 am »
The goal was merely to get rid of useless mouths. Being that I've never tried this before, merely was curious as to what would happen/what to expect.

All five children died of thirst fairly quickly (about a season), after a few tantrums. The poor horse and camel died far sooner. Had I looked closer at the children, I would have realized one was near adulthood. Bit disappointing. The parents, as I feared, did not handle it well. They are both lost, one mad and the other melancholy. The overall outpost level of happiness and order remain unaffected by 7 rapid deaths.

Another wave (3) gave me one child with it's parents. I repeated the process with some small tweaks and it seems as though the parents will handle to death, albeit somewhat unhappy.

5
DF Dwarf Mode Discussion / Fey Engineering
« on: September 06, 2012, 01:11:56 am »
So...starting a new fort. First migrant wave...5 out of 7 are children.

Will this setup work? How long till they succumb? Should I prepare the same for the parents?

Spoiler (click to show/hide)

6
DF Dwarf Mode Discussion / Re: Fighting undead
« on: April 19, 2012, 06:35:12 pm »
Also, be prepared early. Set up your defenses, get your burrows assigned, double check that you don't have dead things in tucked away parts of your fortress, ext.

Just lost my last one due to the last bit. I had dead things coming from my mines. I could only stare in horror as they made their way through my lower warehouses...my foundry...my craftshops...then the tombs...bedrooms. One kitten did manage to bite the eyeball out of one particular fellow, however the swarm was too great.

Oh, one last thing. CONNECT THE BRIDGE TO A LEVER!

7
I like it! Though for some reason I figured get hammered = get laid....

As for dwarfing*:

Name: Ancalagon
Profession: Miner
Not much else to add.  :P

8
DF Community Games & Stories / Re: A .21 succession game! (community)
« on: March 18, 2011, 06:31:23 am »
Not too bad of a spot, if you have experience breaking through aquifers! Got a volcano though, so the obsidian method could work...




9
DF Community Games & Stories / Re: Dalechannel (Community)
« on: March 16, 2011, 07:03:53 pm »
Oooh, I'll take the Stonecrafter! Rename him Ancalagon, if you can. :D

Such a lovely personality! Would you welcome other forumites writing in their own journals, reflecting off of your updates?

10
Who made the anvil?

An artifact anvil sounds awesome. Something for genuine Dwarven legend!

11
Just interested in dorfing! Not the greatest player.  :P

Name: Ancalagon
Profession: Either whatever you may need at the time of the first immigration wave or a smith, doesn't matter between the various smith duties, when you get that industry going.

12
DF Community Games & Stories / Re: Abbeyace-Community Fortress!
« on: February 27, 2011, 03:19:48 pm »
No neighbors?

Also, I'll assume you already embarked so you've got a predetermined setup of dwarves. What did you go with?

13
During the next immigrant wave... ;D

Name: Ancalagon
Profession: Armorsmith/Metalsmith
Skills: Even though he is a smith, he still found time to learn how to use the items he's created in the forges. Therefore, if needed, he can pick up a weapon and not injure himself with it!
Personality: Quite and reserved, he speaks rarely. When he does though, it is with care to make his point clear. He likes the outdoors nearly as much as the insides the earth, finding the difference between the two extremes fascinating.
Anything else: Likes to live near his forges, as that has been the only constant in his life and provides some comfort.


This looks good so far. Read your previous Fortress and decided this one, even if it lasts a short while (hopefully not!), would be well worth the time.

14
Maybe they'll be some wee beasties to feast on, if it's the Forest start.

15
Ah, my first community game!

Weapon Smith named Ancalagon Guiscard, if you please. A full five points in that field, if possible. Of course, you can use him how you see fit if there is no need to make weapons. Multiple professions are fun!

As for character...

Ancalagon is a silent guy, but quick to make a decision. He tries to make decisions that result in the least amount of risk. Is prone to losing his temper after being tested, but does have a decent well of patience for a dwarf.

I concur with Dermonster, forest sounds really good.

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