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Messages - Wastedlabor

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1
My prison is designated as a no specific deity prayer zone so prisoners can spend some time reflecting about their crimes. It's a very nice prison, with beds, tables, a barrel of food in each cell, and even a grate with access to water.

Normally it stays empty, but every now and then a tantruming dwarf ends there after punching someone, like Thickut the Potash Maker. While trying to figure out what could we do about his unhappiness, we noticed he was somewhat embarrassed about drinking water through the floor grate. Figured it was about time to upgrade all cells with their own well.

Now, from time to time good citizens also walk in to pray along the prisoners. This was the case of one of the fort's many diagnosers. In fact, he was so enraptured, he didn't even notice a worker removing the grate under his knees.

Unnecessary to say, the poor dunked pious dwarf had little familiarity with deep water.

2
DF Dwarf Mode Discussion / Re: Bizarre kidnapping report
« on: December 23, 2015, 10:50:45 am »
Or a professional ransom scammer

3
DF Dwarf Mode Discussion / Re: Trying to design an efficient fortress.
« on: December 20, 2015, 11:11:35 am »
My current fort is a FPS black hole and I'm ok with it, but when I wanted FPS I went for a shallow volcano embark and built a goblin melter at the entrance. The biggest FPS killer is having to pause to hunt for all those XX(troll fur shock)XX to get rid of them.

4
Tilesets and Graphics / Re: Ironhand's Graphics Set (on Hiatus)
« on: December 13, 2015, 01:04:16 pm »
Thanks a lot!

5
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 15, 2015, 06:04:34 am »
Arrived to the first town as a female human spearman, worshipper of wealth. Everything is abandoned. The town suvivors (lots of goblin administrators, elves and a few human guards) are all hiding in the castle's keep. Went around the place with my dwarf axeman and a lousy human pikeman.

The only shop left was General Imports, three goblin priests hiding in the outskirts from the lizardmen and ratmen that roam the town. They had nothing except a bunch of coins. We scattered the harassers, killed a couple of them (mostly the dwarf cutting heads left and right while the pikeman was pummeled), and claimed the goblin shop. Made the goblin priests stock the chopped bits from one fallen fellow.

Now we are chasing around the rest of beastmen and stocking the shop to exploit our current monopoly in the area.

6
PTW  :P

7
Mod Releases / Re: Procedural Decoration Legends
« on: September 25, 2014, 03:27:28 pm »
Sorry, the thread title was kind of misleading.

8
Mod Releases / Re: Procedural Legends
« on: September 22, 2014, 11:59:52 am »
Updated. They are now a separate file and they are sorted by type.

Quote
   [ADJ:legend about beardy dwarf peasants crafting with chunks of skeletons in a huge room full of skulls and bones]
   [ADJ:horrific depiction of a yelling dwarf father protecting booze barrels from trolls from the other side of a palisade]
   [ADJ:fisherman tale about feasting dwarf diplomats trying to speak with zombie elephants near a river]
   [ADJ:bad omen involving a bad gremlin queen washing children surrounded by glowing mushrooms]
   [ADJ:comical depiction of beardless mercenary mayors wondering how to defeat sheep in the middle of a busy market]
   [ADJ:children tale about scorched elf wanderers warning about an impending threat from magma crabs while escorting a caravan]
   [ADJ:prediction regarding a wondrous goblin crafter catapulting dingoes while chasing bandits]

9
Mod Releases / Re: Procedural Decorations
« on: September 22, 2014, 09:28:54 am »
Ah, it does indeed work. I will upload a new file soon.

10
Mod Releases / Re: Procedural Decorations
« on: September 22, 2014, 04:03:02 am »
But would dwarves and items just start using the new shapes?

(And I'll be happy enough if I can chuck a new descriptor_shapes in the raws, gen a new world and see the shapes in game)

11
Mod Releases / Re: Procedural Decorations
« on: September 21, 2014, 06:58:17 am »
Ya know, you could have added them to an entirely new descriptor_shape file...

I failed to find good docs on how to add custom descriptor shape files -- plus I kinda wanted to just have them in current saves. :P

12
Mod Releases / Procedural Decoration Legends
« on: September 20, 2014, 11:19:57 am »
http://dffd.wimbli.com/file.php?id=9771

Zip includes a few descriptor_shape_legends.txt to choose from. They are compatible with all recent versions. Just drop the file in the raws and they'll appear sporadically on engravings and items.

Grammar is a bit awkward at times, since shape descriptions aren't quite intended to contain these texts. :P


13
I'd rather skip maintaining the new thread. :P

21 months on Moltenchannels was enough.

14
There's really something funky going on when magmaflooding forts with lots of items. Ardentdikes collapsed the same way.

Definitely needs a third experiment to confirm it.  :P

15
The Ardentdikes style:

☑ Try to build a nice aboveground fortress (nevermind the maze of underground areas)
☑ Magma dikes > Magma moats (we'll count the Shroud as a dike)
☑ A device to cleanse the fortress with magma is mandatory.
☑ Automated traps that kill enemies and innocent bystanders are awesome (crab-powered forest fires, Shroud and the corpse disposal)

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