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Messages - kalida99

Pages: [1] 2 3 ... 47
1
Dungeon Crawl Stone Soup.

Level 15 Deep Elf Wizard, Summoned an Air Elemental for the first time.

It turned around and killed me in one hit.

2
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 25, 2011, 10:13:48 am »
Hey, quick question.


3
DF Gameplay Questions / Re: Blood everywhere!
« on: August 13, 2011, 05:43:43 pm »
'O'rders, 'r'efuse, Gather outside refuse. this should make the dwarves clean up stuff outside, and bring in dump items.

4
DF Dwarf Mode Discussion / Re: Army Uniforms
« on: July 27, 2011, 12:22:57 pm »
Shock Troops:
Equipment: Breastplate, Mail Shirt, Helmet, Greaves High Boots, Gauntlets, Shield, Warhammer
Role: Paint the ground red.

Fortress Guard:
Equipment: Breastplate, Helmet, Greaves, High Boots, Gauntlets, Shield, Spear.
Role: Look Cool, Provide Reinforcements, or to Fortify Positions

Militia:
Equipment: Leather Armor, Buckler, Personal Choice
Role: Expendable.

Infantry:
Equipment: Breastplate, Helmet, Greaves, High Boots, Gauntlets, Shield, Sword or Battle Axe
Role: General Battle-Line Infantry

Archers (Rare):
Equipment: Mail Shirt, Helmet, Leggings, High Boots, Buckler, Bow or Crossbow
Role: General Fire-support (may also double as siege operators)

I don't usually give them some fancy silk duds, But sometimes the captains will get special gear to signify their rank.
Usually scavenged things like Troll Fur Cloaks. Or if I'm particularly wealthy, Cotton Candy Cloaks.

5
DF Dwarf Mode Discussion / Re: War with Elves
« on: July 27, 2011, 11:53:55 am »
I have a question and I didn't want to create a new topic.

Are elves really tough? How should I fight them? What kind of tactics they use?
I just tried to sell them a crutch by mistake >_<

They are PANSIES. Plain and simple

The Vanilla Elves fight with all wooden equipment, which won't do much of anything against a slightly trained and moderately equipped militia (The only problem might be archers).
And they fight with "Ambush sieges" basically the sneak onto the map in large numbers, which can be quite a surprise.

If you have a modded game however, they can be tough.

6
It is entirely normal, caravans, diplomats, liaisons, etc, will leave through whatever map edge is available, even the caverns. This is probably a bug that will be fixed in a later update.

And please use Search at the top right of the forum page, this subject has cropped up multiple times in the last few days.

7
It OBVIOUSLY just wanted to pet the kitty and name him ted. Ted could be a traveling magician, and they would perform at towns and cities far and wide. Then they could get married and produce many bronze kitties and their legacy would last forever.

And then Ted bit him and he got mad.

8
DF Dwarf Mode Discussion / Re: You're largest Dwarf colony?
« on: July 26, 2011, 04:56:57 am »
150 some back in 40d. Big forts aren't very fun. Everything can be automated with just a handful of dorfs making it really boring. So i play with less than 30. Much more interesting trying to balance military with getting jobs done.

9
DF Dwarf Mode Discussion / Re: Shallow world?
« on: July 25, 2011, 06:14:30 pm »
It's probably more a site thing.  I don't think the world generator would let you gen something without mountains. Or with stubby ones for that matter.

You could try messing around with elevation parameters in advanced settings.

10
Sure thing.

Spoiler (click to show/hide)
I have no idea where the walrus came from...

Goo goo gajoob

11
DF Dwarf Mode Discussion / Re: (very minor) CONTAMINATION
« on: July 25, 2011, 11:49:33 am »
lucky!

i have to deal with all my docs getting rusty and functioning as novices.

If i had a bigger fort, it'd be a godsend. Right now I'm lucky if a migrant lasts more than a year with all the dang FB attacks. 99% of the time the doctor is some random peasant that gets picked to do the job because the CMD just died and someone needs patched up.

They usually do decent jobs. 12 years and only 1 person has died in the hospital.
The other 50 some have died to on-site poisoning and flame related FB's. 

12
DF Dwarf Mode Discussion / Re: (very minor) CONTAMINATION
« on: July 25, 2011, 11:38:43 am »
I did manage to find some clothes with FB blood, but found more with "Forgotten Beast Extract". Don't know if they were the cause. They were heaped in random piles around the fort, and have been disposed of.

Fun Fact. The Engraver permanently hospitalized? He needs immobilization on his right foot. And he's missing his entire right leg. Resulting in endless re-diagnosis, and re-immobilization.

13
I think I'll go with the harbor thing, as a normal hill cliff is too boring and carving a gargantuan cave takes too much time.

Also I likedkalida99's Clan idea. I think I could do the harbor city where everyone resides at first, but upon marriage the married dwarves + bunch of their friends build another "outpost" nearby. This could be controlled via burrows, right?

Yeah, burrows would be the easiest method.

14
You could build "Clan Forts". Basically when dorfs get married they get their own little fort, then it expands and creates it's own personal economy as the clan (Family) grows.

Then you could have many little forts encompassing all these idea's.
Although it would take A LOOOOOOOOONG time.

15
DF Dwarf Mode Discussion / Re: (very minor) CONTAMINATION
« on: July 25, 2011, 04:42:14 am »
What ever was happening, it seemed to only happen while those pus dorfs were alive. 3 seasons after i killed them, Around the time when everyone started dying the first time. Everything is going normally, no new infections, no new "Perma-cripples" with pus on their feet. And it freed up 4 splints.

Although i do have an engraver with pus on his feet bedridden in the hospital. He's an excellent training dummy for my doctors. He somehow just keeps getting surgery, then set bones, then sutured. Over and over again.

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