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Messages - Ieb

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2
Dear militia:

When the Fortress Guard decide to dispense justice to a new recruit among your ranks, and exercise unnecessary force, it is not a proper reaction to such tragedy to turn your blades towards your kin. Due to the rash decision by our militia commander, and several others, our 30-strong force of masters of their weapon are now but 10. Due to the unfortunate events earlier this year, it seems unlikely as well that we will be able to entice migrants from back home to come here to replenish our need for a strong and dependable defensive force.

Dear Fortress Guard:

Next time, just throw the fucker in jail.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 06, 2015, 07:32:28 am »
As far as I remember, no dorf of mine has given birth to more than one baby in any of my forts. And today, a militia captain of the crossbow squad gave birth to triplets. I wonder if they will survive to adulthood.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 04, 2015, 01:48:04 pm »
Earlier to the year, the loved mayor of Friendlyoiled met their untimely end when an unhappy citizen went on a rampage, pummeling several people and beating up the mayor to such condition that they succumbed to their injuries before anyone could even move them to the hospital.

As result, the Captain of the Guard found the criminal and delivered justice. The criminal did not survive. Winter arrives, and I am treated to a surprising announcement. The same dwarf who killed the mayor and was killed in return had risen from the dead as a ghost. It was odd, considering how she had been buried properly already, in fact, her detestable bones still litter the coffin she was unfit for(did I forget to mention the previous mayor was the fort's best weaponsmith?).

And that is the story of how I had to bury and memorialize a dwarf who had been quite a pain in the forts collective ass for several years due to being a ticking timebomb of stress and violent outbursts.

5
DF Dwarf Mode Discussion / Re: Human mercenary
« on: January 28, 2015, 03:23:25 am »
I'm pretty sure guards are exempt from that mechanic, actually. You could always attempt to capture a werebeast, and get all of the mercenaries infected. That way, you would have immortal shocktroops against the enemy. Of course, the shock value would come from the fact that they would probably refuse to wear clothes after the first transformation, what with not being in your fort, dfHack shenanigans excluded.

6
Tell Holt that if he really is a kobold and just hiding the fact, now would be a good time to do the disappearing trick. If he opts to leave you both to die instead, it proves his innocence and status as a dwarf, letting both of you pass on peacefully. Save for the part before passing on when you are being painfully and forcefully splattered all over the pit.

Although, he just might be THAT loyal into keeping kobold secrets...

8
I'm sure providing it with ample fertilizer for the future will make up for the arrow-wound.
Alternatively, by the time we leave the elves begin to mourn and sing about how sorry they are that they hurt the tree, and so on.

9
Take your first steps into being a hardened individual. That, or experience sudden emotional shock and become a gibbering wreck. Also, try to remember whether or not you are currently at war with the Elves.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 22, 2014, 12:35:10 am »
Finally started up on the new DF version.

The zombie apocalypse aboveground doesn't seem to bother migrants, since a few of them teamed up with a goblin zombie so they could beat the crap out of an alligator, and the undead activities up there have been random at best when it comes to opposing the living. The goblin hanged around with migrants for a few weeks while I was looking for a good moment to let them in, but only when a dorf zed ran in did the goblin corpse go postal on the migrants as well.

Meanwhile, a kid and farmer beat the stuffing out of a tantruming gem cutter chick, and the farmer followed her to the hospital where he finally strangled her to death.

I need a sheriff. And a heavy silver hammer, from the looks of it. These fucking people.

11
And here I thought in DF-realm, the cheese pierces the lower body, tearing the guts.

12
As a note to the post about wanting slower skill gain on civilian job(which can be pretty insane, then again they're dorfs, their quick rise to legendary is directly linked with their quick rush to meet an untimely death that will send your entire fort in a tantrum spiral), you can just add the SLOW_LEARNER tag to dwarves, or if you want to specific, use the SKILL_LEARN_RATES. For even MORE specific, SKILL_LEARN_RATE for picking what exactly you want to go slower.

Makes me wonder if there's a mod already for this.

Anyway, I too would like to see military train in Armor and Shield usage, they only seem to hold lessons about those so you pretty much can only receive points in 'em at actual combat. I'm not sure if sparring even gives the dorfs XP on Armor and Shield. I had plenty of near-Elite weapondorfs at my last fort, who still were at Adequate to Competent in Armor with over a decade of training, involving sparring, a few siege cleanups and mass prisoner executions.

I guess the only "legit" way to actually get points through training to Armor and Shield would be to wait for the soldiers hit legendary in their weapon of choice, and then tell them to go without weapons and enter the danger-room. Then again, that will raise their Dodging high enough to dodge a lot of the attacks fast. And is a bit too micro-intensive, especially since you need to fix up their outfit afterwards. Or if they need to fight.

Maybe we could get some changes on the invader side on sieges too. I figure that the goblins that show up to siege are always around Adequate in their weapon, maybe even on all the other military skills. Maybe we could see some more mixed up sieges, with the usual skilled soldiers and bunch of recruits who were given weapons and told that they're going to siege the dorfs.

Which may be what will happen once Toady gets to the Army arc, though. Oh well.

13
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 03, 2014, 11:04:14 am »
Today I was sieged by goblins. Normal business.


14
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 30, 2014, 03:13:24 pm »
No, they aren't. Your worst enemy is your full-armoured dwarf-husks with quality weapons.

I don't know, I guess it's situational. In that case though, all the husks up to that point had been those of caravans or ambush squads, and at LEAST the ambush squad husks tend to leave the map soon after. Can't remember if the husk caravan guards did that too. And even if they wouldn't and would rush the fort instead, traps still affect them.

But not kobold husks.

I sort of should have seen that coming, huh?

15
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 30, 2014, 08:47:11 am »
I learned things recently. First, husks that fight with hostiles long enough get pretty damn dangerous by becoming Lords of their weapon. Second, husks can name their weapons. Third, your worst enemy in husk dust areas aren't the husked wildlife, but husked kobold thieves.

Two squads of sword- and axe-dorfs were unable to put it down fast enough once it was spotted well behind the perimeter of cage traps, and once it husked a pet, it was all over. In the next few seconds, half of the militia was now husks, and also a lot of shooters.

It was a nice fort of 188 dorfs(200+ earlier but a dust-spewing FB arrived and 70% of the militia got caught in it, the dust OF COURSE was the sort that causes complete necrosis, so the few who survived after the doctors finally got their shit together ended up completely blind, quite a few died from infections because there were too many patients and not enough skilled doctors). Now that fort is inhabited by about 30 husks.

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