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Messages - ReverseWill

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DF Dwarf Mode Discussion / Re: Songs that relate to dwarf fortress
« on: August 01, 2010, 10:59:01 pm »
Am I the only one who doesn't listen to metal while I play dorf fort?

I mostly throw on the jazz or '40s stations on my XM radio. It works for me.

2
DF Dwarf Mode Discussion / Re: Posessed dwarf interrupted
« on: August 01, 2010, 10:43:07 pm »
I imagine it went something like this- Urist McWeaponsmith gets possessed, grabs his forge, everything's good until

Urist McWeaponsmith cancels strange mood: interrupted by Dwarven Priest

3
They become haulers, official testers for any fort-defense system I'm trying, crack squads of miners, military, or an army of engravers. Some of the really gifted ones [you know, the ones who arrive with nothing but Dabbling levels in social skills] wind up as my Cave Missionaries. Completely unarmed, these brave souls trek through the subterranean unknown, trusting in Armok to protect them as they bring his gospel to the cave blobs, forgotten beasts, and giant olms.

4
K, now I have guys holding a shield and also dual weilding battle axes in the main hand. That works? ok.

Obviously, it's a glitch.

He's actually holding the shield in his teeth while he swings an axe with each hand. After all, with the shield in front of his face, he doesn't have to worry about Jabberers gouging his eyes out, or a beak dog tearing his nose off, or any of that stuff.

Now, if we can just get him to wear five mail shirts, you'll have an indestructible slaughterdwarf.

5
DF Dwarf Mode Discussion / Re: Strangest Embark Sites?
« on: June 21, 2010, 10:48:53 am »
Excluding my experiments with world-gen temperatures, I think the weirdest site I've had was one back in 40D. There was a sheer, completely vertical cliff face in a rough box shape extending halfway across the map, while everything else was dead flat. Naturally, I made the boxy cliffs my home.

6
DF Dwarf Mode Discussion / Re: Best migrant
« on: June 21, 2010, 10:42:52 am »
I get High Master migrants quite often. I think I got a legendary Thresher once  :'(

Same here. Though many of them aren't that useful, High Master Weaponsmiths, Masons, and Craftsdwarves aren't that uncommon, it seems.

In my last fort, I had a legendary Miller show up. I nicknamed him "Master McDonnell."

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DF Dwarf Mode Discussion / Re: a day in the life of a dorf
« on: June 21, 2010, 10:38:40 am »
Usually, when it finally sinks in that they can't get in, they'll just walk off the map. It may take months, but as I also subscribe to the containment method, I've seen a handful of siegers just up and leave.

As far as the troll skill levels, no clue. I know civilian gobbos have skills [you can see all sorts of them starting near a goblin fort], but trolls with civ skills are new to me.

8
DF Dwarf Mode Discussion / Re: Traps and Defense Systems
« on: June 18, 2010, 01:12:47 am »

You And What Army?: First, one channels out the floor of the tunnel save for a single tile-width at the very end, and covers the pit with as many retracting bridges as necessary. The solid ground at the very end should contain a single pressure plate set to retract the bridges when stepped on, but to extend them again when the pressure is released. What you do with the pit is limited only by your imagination and your desire to recover weapons, armour and slightly used silk underwear.

If you could post up some schematics, I'd be happy to test that for you. It sounds like a great idea, but I'm having a little trouble visualizing how it would work. I mean, it feeds so well into my already-in-use labyrinth that it's just too cool not to test.

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Of course there's also the color-coding. A bright red dwarf will be a mechanic, siege op, or a pump op, so it's a quick way to guage what your dwarves are skillwise

What you're forgetting is that migrants often come with odd skill combinations. I had a Furnace Operator arrive a bit ago, but as he wasn't "High Master" in it, I went to turn the labor off. Then I saw "Accomplished Bone Doctor" under his skills, and he's been a doctor ever since. He wasn't labeled as one, so unless I had been using Therapist, I never would have seen that he was better for the Hospital than the refineries.

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DF Dwarf Mode Discussion / Re: Wonder how most forts fall?
« on: June 16, 2010, 09:47:22 pm »
Usually, it's the gobbos for me. However, that's only because I'm missing something with the new military system and my soldiers die in nothing flat, no matter what they're equipped with and how long they've trained.

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DF Dwarf Mode Discussion / Re: Vermin work-around
« on: May 26, 2010, 10:37:12 am »

As usual, an unlimited supply of incredibly dangerous molten rock is the answer to our biggest all of our problems.

I'm sure that's what you meant, right?

12
DF Dwarf Mode Discussion / Re: Dealing with Glaciers?
« on: May 25, 2010, 11:23:02 am »
I would be forced to name all of my dwarves after characters in "The Thing". You know, Expedition Leader Garry, Militia Commander MacReady, Chief Med. Dwarf Blair, etc.

Of course, there's no monster that can imitate a dwarf... yet.

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DF Dwarf Mode Discussion / Re: Let's Talk Carp.
« on: May 17, 2010, 05:36:22 am »
For myself: while I enjoy the nostalgic memories of DF bugs and unintended features, I think it is very important to recognize that you should want the game to change, and these problems to be fixed. We should all want a better, improving DF, not one that remains static so that we can indulge in pointless nostalgia.

I recognize that things must move forward, and that there are enough dangerous things in other areas to keep us occupied [Jabberer, I'm looking at you]. I was intending more to state that the water seems a little too safe. While there are beasts in the oceans, they're few and far between, while there's no real threat lurking in freshwater areas anymore. Yes, carp are definitely not the monsters of legend they turned into due to bugs, but it added a challenge to obtaining/moving water. Or course, now that farms must be irrigated to be viable, it's definitely a good thing that I don't have to worry about killer fish grabbing the dwarf or dwarves carrying out that job.

I guess I just want a little more danger in the non-subterranean waters now that the scaly threat is gone. Maybe Giant Toads and the like could have a small chance to spawn in murky pools aboveground.

However lets not let the carp's History die!

A good solution. Engravings all around. Maybe someone could make a sort of insert like they did with Cacame Awemedinade for old-school carp.

14
DF Dwarf Mode Discussion / Re: Your favorite god.
« on: May 17, 2010, 05:08:49 am »
ZUGLAR, "THE SOAKED SPLASH"
He is often depicted as a male dwarf and is associated with coats.

I don't have a screencap of him any more, but he's still my favorite.
ReverseWill cancels scroll down: dumbfounded.

Coats? That's it? This god is just some [dwarven] guy in a coat? I really hope the dwarf who worships him works in the clothing industry.

15
DF Dwarf Mode Discussion / Let's Talk Carp.
« on: May 17, 2010, 05:04:24 am »
Carp.

If you've been playing DF for over a month and a half, you knew carp. You feared carp. If you weren't incredibly careful, you'd have an aquatic massacre on your hands. Carp could;
-Survive on land for a disproportionately long time.
-Deal three times the damage of an unarmed dwarf.
-Flat-out haul your thirsty dwarves into the depths to drown them.

Carp were the worst kind of vicious animal, because where there was one, there were another twenty. I don't care to count how many fledgling fortresses I had crumble on me due to forgetting to do everything in my power to make my dwarves not go near the water. However, as we all know, Toady scaled back their damage, made them less populous, and most importantly removed that incredible tendency for violent aggression they had. Now, carp are mostly docile creatures who, it seems, only really attack in self-defense, preferring instead to swim away. They're now just another type of wildlife.

Be all this as it may, I sort of miss our old aquatic foe. It's great that what might have been a great bastion of dwarven civilization isn't being undone in its infancy by a school of overgrown tuna, but without carp as a threat, I feel like there's no reason to avoid freshwater rivers and lakes anymore. It removed some of the arbitrary, almost superstitious sense of danger I got when mucking about redirecting rivers and draining lakes to suit my whims needs.

Am I the only one who thinks like this?

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