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Messages - omg_scout

Pages: [1] 2 3 ... 15
1
DF Dwarf Mode Discussion / Re: What is the new carp?
« on: December 19, 2014, 05:39:43 am »
So, the game got easier with new release? That is disappointing for me, as I was the "terrifying glacier one pick challenge" kind of players.

Maybe I should wait a month with starting new fort, as things will probably get refined in incoming short releases.

Thanks for answers!

2
DF Dwarf Mode Discussion / What is the new carp?
« on: December 17, 2014, 04:46:34 pm »
Haven't played for a (big) while and wanna start new fort, what animal is the elephant/carp/badger konga of current version? Some advice for returning player?

3
Fill bug report to mantis please, looks like the there is a missing check for integrity.

5
DF Dwarf Mode Discussion / Re: Best way to give nobles accidents
« on: April 10, 2013, 04:06:25 pm »
He is a true visionary.

Equip him with a pickaxe and send him to circus to bring some slade.

6
Consider it is not "community fortresses" subforum. Also, I've read (almost) entire thread and generally agree with you.

7
I think that he hits the nail and you guys have massively derailed:P

8
DF Dwarf Mode Discussion / Re: "DF polishing arc" forthcoming soon?
« on: April 09, 2013, 07:06:17 am »
I agree with original poster. Game could use some minor improvements before implementing new big features, just to make it more playable. 

9
DF Adventure Mode Discussion / Re: Cannot even comprehend
« on: March 25, 2013, 04:32:52 pm »
If you happen to have a copy of the save before the incident, report it to mantis bug report tool so Toady can see into it.

http://www.bay12games.com/dwarves/mantisbt/my_view_page.php

10
Huzzah! Did we buy the elven pets? (...)
Dwarves having BDSM elven slaves is for sure somebody's fetish. :o

11
Terrifying glacier single pick challenge. It was exciting to establish food and booze production and generally secure the living for the first time.

12
DF Dwarf Mode Discussion / Re: The giant kea have gone too far.
« on: March 24, 2013, 11:36:25 am »
Quote from: NonconsensualSurgery
They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Just change 'buzzard' to 'kea' and you will imagine my anti-kea facilities.

13
DF Dwarf Mode Discussion / Re: Silverchanted - A Lead Chain Leggings
« on: March 24, 2013, 07:53:47 am »
It might be better than expected, DF promotes dense materials currently. Unfortunately, its weight might be of disadvantage here...

14
DF Dwarf Mode Discussion / Re: House Rules/Personal Challenges
« on: March 24, 2013, 05:57:20 am »
1)No walling off by bridging/moats.  Doors are acceptable.  Building destroyers coming?  Better hope you have archers.  Or traps.  Which leads into
2)Weapon traps are allowed precisely one weapon in them.  Ten steel serrated discs cause delightful amounts of carnage, one does significantly less.  More realistic, in my opinion.
3)Farming is ok, with the single caveat that all farms must be placed outside the "safe zone" of your fortress.  Food supplies can run low during a siege which can lead to some hard decisions being made.  As an extension to this, non-grazers are allowed inside but egg-layers must have their nests outside.
4)Feel free to cook lavish roasts, stews, and biscuits to your heart's content.  However, prepared meals are NOT allowed to be traded, their value multiplier is too high.  Makes for a far more interesting decision: make roasts to save space, but have the increased wealth draw attention without having any actual value? A ponder, for sure!
5)No random, exploity-type things (danger rooms, I'm looking at you).  Complicated machinery designed to trick the foe into their demise is perfectly acceptable.

I always follow 1,4,5

I do not follow 2 because I have a rule "no traps".

ad. 3: I would never think about such challenge, but it definitely is interesting.

15
DF Dwarf Mode Discussion / Re: goblins are smart enough to retreat??
« on: March 19, 2013, 10:10:39 am »
Sometimes they flee when their leader is dead.

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