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Messages - WoobMonkey

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211
Okay, one last try.

* Where did they  get a wagon?

The Wagon held supplies for the guards/militia that were enforcing the death march upon the exiled dwarves.

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* How did they get half way across the world?

They were led.  Where there's a whip, there's a way.

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Obviously, even if heretics and exiles, they must have been given supplies to get to their destination. Sure, maybe they were measured out just right to run out by the time they got there. But if so, you should have plump helmet seeds with you, and other leftovers.

Not so obvious.  One does not supply undesirables with amenities best saved for soldiers.

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"Maybe they were waylaid by bandits at the last moment!"
Why is nobody injured then?
Why is nobody upset?
Why didn't they take the juicy draft animals and wagon wood too?
Why are there bandits living right in the middle of an evil zombie raising biome in the first place such as to have been there to waylay them?
etc.

Irrelevant.  You're the only one talking about bandits, so the onus is on you to supply the backstory.

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* Once they were out of the mountainhomes by themselves, why would they continue to the evil biome instead of just going somewhere more hospitable?
Nobody is there to enforce those decisions. So why would they still suicidally make them? Surely you would just go far enough away so that nobody can see where you went and then go settle in a nice little forest or whatever next door.

Nobody is there to enforce those decisions, right now.  The guards, having done the duty of transporting prisoners to an inhospitable place, have since gone home - taking whatever supplies with them.

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* Why would the mountainhomes send you to what they hoped was your death with no remaining supplies in a zombie world, and yet still then send you a caravan a few months later, FULL of useful lifegiving supplies, and risking the lives of half a dozen merchants and guards?

For the same reason that England trades with Australia.

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* Why would a bunch of convicts be made into nobility just because they happened to forge some stuff, and just because of a population that YOU sent them, all of whom are presumably also convicts? "Oh shit, we accidentally sent 50 convicts to the same place. I guess we have to pardon them all now and raise them to esteemed nobility."

Migrants aren't always sent, you know.  Those who are, say, dissatisfied with the harsh punishments meted out by the administration of the Mountainhome, may well have left of their own accord.  When criminals are successful, and are showing signs of economic viability, there is plenty of incentive (especially for a capricious, greedy, and resource-starved monarch) to re-negotiate trade accords.  England, once again, trades with Australia.  Is that senseless, as well?

Nobility has, historically, been granted to those who are most economically expedient to the current ruling class - regardless of criminal history.

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Ad nauseum.

Yep.



 

212
The one with blood coagulation is probably the worst. It's nothing to do with suffering, it's just a biologist putting a droplet of snake venom into a petri dish of blood and the blood turns into a solid patty. Imagination does the rest to what it would do to a person's circulatory system.
This is on the right thread. I'm so glad there are no snakes here.

I heard there was a Metal Gear around here. Is it this "Slaves to Armok: God of Blood, Chapter II: Dwarf Fortress" thing?
Did you make an account just to make that joke?
..I think he did.
There's nothing like the feeling of slamming a long, silver alt account into a well greased forum thread.

The tumorous growth of this quote pyramid is my current source of terror.

213

None of those remotely explain even 20% of the stipulations laid out by that challenge. So in other words, you can't think of any either.



The only challenge I laid out was a zero-point embark in a terrifying biome.  Exactly the sort of place you'd send convicts, heretics, or other types of exiles.

Is there anything to this thread, other than you refusing to take advantages of the challenges offered in-game, weakly justifying your own lack of imagination, and complaining that the parts of the game you will condescend to accept are too easy?

Meh.  Forget it.  Once again, UnReal World, Banished, or in fact any game that requires no imagination on the part of the player is more likely to be up your alley.

214
Banished exiles.  Hardy pioneers.  Religious heretics.

It's not my job to be your imagination for you.

215

I also pretty much never play in evil biomes, for similar reasons. I've tried it lots of times, and it is sort of challenging, sure. And I can survive, or sometimes not. But it just feels so DUMB that none of that matters to me and I don't have fun anyway. Why would any dwarves settle in an area where their friggin butchering hair products come to life and strangle them? That's ridiculous, it completely breaks atmosphere and immersion for me. Even abstract world gen dwarves have the common sense not to do that.


DF is a game that's based very much on imagination.  If yours can't come up with a reason why a party of brave pioneers, banished prisoners, or other challenge embarks may exist, then may I suggest switching to a game more like UnReal World, which is also quite challenging, but holds your hand as to the reasons why your PC is doing what s/he's doing?

216
General Discussion / Re: Things that made you sad today thread.
« on: May 13, 2014, 01:26:43 pm »
Every degree is useless

Not true.  A PolySci B.A., for example, makes great tinder on a cold winter's night.  With the right ink, the flames can be beautifully coloured, as well; with a heavy enough paper stock, it'll start a good blaze even in a mild to moderate breeze.

217
DF General Discussion / Re: What Would Urist Do?
« on: May 13, 2014, 01:23:28 pm »
Urist McNero cancels Manage Work Orders: Mountainhome lost or destroyed.

WWUD if Mountain Gnomes were trainable as pets?

218
Extreme cliffs, terrifying/reanimating woods (because they spawn more flying undead), on a no-points embark.

It's possible.  Unless the biome is scorching, that is.

For added joy, make sure the embark zone has a lair, as well.  Nothing's quite like not even being able to deconstruct your wagon, due to job cancellations from a nearby undead roc.  That is, IF your wagon isn't scuttled on the cliffs in the first place, leaving you with nothing to build with.

219
DF Dwarf Mode Discussion / Re: Fort locations
« on: May 13, 2014, 01:04:41 am »


In short, is it a good idea / semi safe to go to magma layer instant? (Yes, I know trade will be a pain until I get a track system done.)

This is DF.  The concept 'good idea' and the concept 'safe' do not belong together in the same sentence.

But yes, magma is the answer.  Always.

220
W-wh-what's that? T-t-that's slade?

Ohhhhhhhhhhhhhhhhhhhhhhhhhhhh nooooooooooooooooooooooo

Frank Slade?

Hoo-Rah!

221
DF General Discussion / Re: What Would Urist Do?
« on: May 12, 2014, 11:33:58 pm »
Start up a cat-meat sausage cart in the worst neighbourhood of Darfur.  And then go berserk when it fails due to nobody accepting masterwork obsidian mechanisms as change for their purchases.

WWUD if dragons were made of Yak's milk cheese?

222
General Discussion / Re: Things that made you sad today thread.
« on: May 12, 2014, 02:34:02 pm »
Creepy: asking an employee of a place where you don't work, when a specific person is in.  (Illegal to answer, in some places, as well.)

Not Creepy: looking at the schedule of the place where you *do* work.

Don't worry about it!

223
Try the Mod forum, maybe?

224
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 12, 2014, 01:51:37 pm »
Clearly it's terrifying due to the horrible hallucinogenic properties of the mists and the inherent creepiness of the surroundings. Also, it comes with a years-delayed contagious bleeding symptom, or something of the like.

If only.  Seriously, the creepiest thing to wander by has been a herd of elk.  Elk, ffs.  Not even particularly ill-tempered elk.  Le sigh.

225
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 12, 2014, 01:42:09 pm »
Getting back into DF after a hiatus, and decided to do a SPC.

Turns out, it's the least terrifying biome ever to bear the title terrifying.  No reanimation, haven't yet seen any undead (up to Autumn, first year), and the only weather is a fog that makes creatures... dizzy.

Disappointing, really.

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