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Messages - Skuggen

Pages: 1 ... 9 10 [11] 12 13 ... 21
151
DF Dwarf Mode Discussion / Re: Very limited shiny stuff supply
« on: June 27, 2014, 02:46:23 am »
I'm sure it's perfectly safe to just dig straight down into the vein. What's the worst that could happen?

152
Just be aware that losing goods will anger the caravan civilization, regardless of whether or not it was your fault. They basically just keep track of profit. And if it's negative for too long they might become enemies.
i.e. two human caravans in a row being killed by goblins might lead to the humans attacking you.
If a wagon or pack animal has already fallen there's no reason not to take their stuff, though.

153
Every time I try to dabble in the justice system, I always end up sorely regretting it. Last time, we had traded various bone and gold crafts to the human caravan, no problem. But while the caravan was taking its usual season or two to pack up, the baroness forbid the export of rings or something. And since the humans were still there, with their recently traded crafts, the game concluded that the trade prohibition had been broken, and I lost half my fort (which included the baroness children, husband and father) to either the dungeon or the hospital. Fun times  ::)

Anyway, I tend to make my guards more ornately equipped. Any non-useful artifact equipment goes to them, along with fancy cloaks of exotic critters and such.  All hammerdwavres though, always.

Solution: Murder the carvavan before they leave the map!

154
My Hammerer/Guard Captain is decked out in full gold armor, with a gold warhammer. All he does is prance around looking shiny, giving out the occasional beatings when some noble decides that no, he wants all those dice for himself just as the caravan is leaving with several crates of the damn things.

155
Masterwork DF / Re: What's happening in your Fort.
« on: June 25, 2014, 07:08:04 am »
Ah, then it worked as expected. Guess it can just sit there in the lava, then.

I also recently started another fort, which was going nice and easy until some firebirds arrived and decided to torch the surface. Got lucky and only lost a few animals.

156
Masterwork DF / Re: What's happening in your Fort.
« on: June 25, 2014, 06:42:46 am »
I managed to kill all of them, though I took pretty heavy civilian losses after my initial "wait, interrupted by a WHAT?" reaction. There was a popup saying I need to destroy the object, but nothing has happened so far. I set up a safer refuse stockpile, in case it'll happen again every once in a while.

157
Masterwork DF / Re: What's happening in your Fort.
« on: June 25, 2014, 06:32:49 am »
Hope you have a temple. :D

Actually, I foolishly chucked it in the lava moat, thinking that would do it. It didn't destroy it, but the nastiness stopped. Bug?

158
Masterwork DF / Re: What's happening in your Fort.
« on: June 25, 2014, 06:24:50 am »
I embarked in a terrifying biome, but all it gave me was some orc blood rain. So I settled down with my normal big refuse stockpile right at the entrance, knowing I was safe from those nasty undead. Then my archaeologist uncovered a mysterious object...

159
DF Dwarf Mode Discussion / Re: Give me suggestions for a challenge
« on: June 24, 2014, 03:42:53 am »
Play the game while submerged in a tank of cold beer.

160
space bar

I initially read this as the way your fortress died out.  Which is so damn true.

One of mine sort of did. Embarked in a coldish biome with a river fork. The wagon was placed in the middle of the frozen lake at the fork. Hit space bar, and the lake thawed.

161
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 24, 2014, 03:28:46 am »
I figured I'd try to prepare a fort in advance. Sent in a team of 7 miners with just some booze and food, dug out a bunch of rooms of all types, abandoned the fort and then reclaimed it.
Worked pretty well, though my first two immigration waves consisted of those 7 miners plus 2 peasants :)

Edit: My other fort was visited by a flock of firebirds, which I didn't notice at first. Got lucky with everyone being busy below the surface, so only lost some animals and whatever flammable was lying around up top.

162
DF Dwarf Mode Discussion / Re: Random Visiter?
« on: June 24, 2014, 03:26:40 am »
Basically, because time is sped up so much for dwarf mode, there's only a very small window at a time where a werecreature will be in their beast form. So when your fort is attacked by one, they're fairly likely to appear in their humanoid form or appear in beast form and almost immediately transform and run away.

If you manage to catch one in a cage trap you can check it, since you get notices for both transformations. I keep mine in a pit, and then dump in a prisoner or two when it's that time of the month.

163
I like river junctions (t-shape), since then I usually get a nice cliff to base the fort defense on.

Either that or a scorching/freezing biome with a volcano.

164
Had this happen with the first caravan to my current fort, with them being attacked by snakes at a time when I was really desperate for booze.
Made me go "Nooooh, hey, they killed the wagon pullers. Free goodies!"

Maybe it's somehow determined by whether or not there's a living guard between the merchant and the scary thing? Though in my experience it happens if a merchant is attacked directly. I've had them scatter before, but then trade as normal.

165
That's how I do it whenever I find a vampire; seal them off in a separate area (and give them all labors), have a hole in the ceiling to drop in supplies, and a hole in the floor to drop anything they might produce.
A door to the supply room you can lock should be enough to prevent them from getting brained by a pair of trousers.

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