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Messages - Eisenritter

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1
DF Dwarf Mode Discussion / Re: Your favorite megaprojects?
« on: February 07, 2017, 06:26:18 pm »
I've continually attempted to create the Tower of Babel, but that's about it.

Turns out, dorfs don't much care for kipping outside whilst their insane overseer attempts to build a tower into the heavens.

2
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 28, 2014, 12:14:09 am »
Play the game for several years, just now realize that starting with 7 dwarves is a Snow White reference.

*Facepalm*

You mean it's not The Lord of the Rings:(

3
DF Dwarf Mode Discussion / Re: First Impressions .40.01
« on: July 08, 2014, 11:11:21 pm »
Can we build in trees, too?

4
My best friend is a huge skrub, but I consider him a successful convert, since I gotcha him to play TF2 and various other F2P games where he only played CoD before. Despite this, all my efforts to get him to play DF have fallen on deaf ears and he insists that it is shit.

My friends are all terrified of it, but I've noticed there seems to be a direct correlation between "yeah, it's kinduva good game" and "CoD is shit."  At least among my circles.

Conclusion:  Intelligent individuals are more likely to at least respect the amount of detail that goes into Dwarf Fortress, if not try playing it themselves, while recognizing that Call of Duty is, in fact, a steaming pile of crap.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 20, 2013, 02:57:39 am »
I have finally, successfully turned an embark site into a five z-levels deep lake!

Trade depot was built on a ziggurat out in the middle, currently linked to the shore by a monster floor-bridge-doohickey.  Next project will be FLOATING ISLANDS connected by bridges. @w@

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 06, 2013, 08:15:49 pm »
Kudkadol was supposed to be a sort of dwarven Venice.  The dwarves would dig down several z-levels, exhuming everything except the river passing through the area, until they had removed all of the soil and carved up most of the first stone layer.  Then, after setting up a mason's shop to make blocks, they would build great towers back up to the surface layer, at which point all entrances at the lower layers would be closed and the sides of the river would be broken open, flooding the pit and leaving the tops of the buildings dotting the site like islands.

Halfway through excavating the third z-level, game goes crashy-crashy.  :'(

7
DF Dwarf Mode Discussion / Re: Giving away idea: The !!Hell!!
« on: November 07, 2013, 05:44:31 pm »
If only there was a way to force enemies to fight each other, you could have a bog where they are forced to beat each other to death, then reanimated by a necromancer to do it again... just like Dante's "wrath" level...

Point of order, Dante's Hell didn't have a circle for wrath.  That was Purgatory.  Hell had Anger (the disgusting River Styx, where those who expressed their anger with abandon fight each other upon the surface while those who internalized it drown underneath) and Violence (those who harm others are tossed into the river of boiling blood, those who harm themselves become trees that can only speak when limbs are broken off, and those who blaspheme were made to run through a burning desert under flaming hail).

8
Well, once you get that sword, you won't have to worry about ogres and zombies anymore.

GET THAT SWORD NOW!  :P

9
DF Dwarf Mode Discussion / Re: What are you going to do with your next fort?
« on: September 10, 2013, 12:44:55 am »
My intention is to mine out entire z-levels to create a surface city underground. :D

10
DF Dwarf Mode Discussion / Re: How Did Your First Fort Die?
« on: September 09, 2013, 07:16:53 pm »
Lack of drink.  Then lack of blood, as the goblins showed up to put the unlucky survivor out of his misery. :D

11
DF Dwarf Mode Discussion / Re: It must have been the Elf...
« on: September 09, 2013, 01:39:30 pm »
It's written thoroughly mechanical, his adventures saving the princess need to be explained somehow. Perhaps from a deus ex armokina.

Wouldn't that be an Armok ex machina?

No, that would ruin the pun.  ;)

12
DF Dwarf Mode Discussion / Re: Little lucky breaks you've had
« on: September 06, 2013, 12:07:22 am »
Found a half-Terrifying embark where the raining death slime was a bit light on the "death" part.  So I built a giant mushroom for the nobles.  :D

13
DF Dwarf Mode Discussion / Re: We Need Some Way To "Ward" Off Vampires
« on: September 04, 2013, 07:30:57 pm »

Spoiler (click to show/hide)

Also, have totally not tested this at all because I can't get a single fucking vampire to come to my fortress.  I checked legends, and all that ever get genned are one or two guys who get struck down the day after they get cursed.

Good news, everyone!  Provided you change the key on the building (I used [SHIFT_X]) the building and reaction work fine!  But I haven't had a vampire show up yet, so I haven't gotten as far as the white magic...

14
DF Dwarf Mode Discussion / Re: Broker never visited trade depot
« on: August 22, 2013, 10:41:34 pm »
Use [q] to set B[r]oker Required at Depot.

But then, I prefer deconstructing the trade depot when they finish unloading.  ;D

15
DF Dwarf Mode Discussion / Re: Antivegan
« on: August 22, 2013, 09:09:54 pm »
Can we mod BONES to be usable as bed materials?

And while we're at it, can we make blood drinkable, booze-ified or otherwise?  :D

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