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Messages - Aslandus

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2761
If you're exponentially growing population keeps going, you should build more farm plots. Make several of your idlers into farmers and make sure they have field farming (I don't know if that's the actual name) enabled. If nothing else, it'll give you a supply of food to boost your dwarven cook's skills and give you some prepared meals and alcohol to trade (I'm a bit new myself, so I don't know how good prepared meals are, but I've heard they can let you easily buy out caravans)

2762
DF Dwarf Mode Discussion / Re: So im at "peace" with the goblis.
« on: November 18, 2013, 07:25:35 pm »
Well, if goblins dont come i always can throw an elf down the lava pit.
Yes, when at peace with the goblins we can focus on the true enemies: cannibalistic tree huggers

2763
DF Dwarf Mode Discussion / Re: How will sailing work?
« on: November 17, 2013, 10:39:46 pm »
Oh, almost forgot, we'll need to appropriate some sea shanties for the dwarven audience, like "What will we do with a sober dwarf?"
Sing it with me:
What will we do with a sober dwa-rf?
What will we do with a sober dwa-rf?
What will we do with a sober dwa-rf?
Up upon the surface...
Watch him vomit in the sunlight
watch him vomit in the sunlight
watch him vomit in the sunlight
Up upon the surface...

2764
DF Dwarf Mode Discussion / Re: Giving away idea: The !!Hell!!
« on: November 17, 2013, 10:36:06 pm »
From what I remember, Dante had different levels for different sins (and different areas for variants of those sins). But dwarves (or at least the overseers leading them) have different ethics than Dante did. So, what sins for what levels? And who says it only has to be 9 levels?

Some "dwarfy" sins for your consideration:
  • Leroy-impersonating marksdwarves
  • self-starving beekeepers
  • slade-demanding nobles
  • slacking doctors
  • layabout brokers
  • self-obstructing masons
  • kamikaze sock-hoarders
  • vampires (they're still dwarves too)
  • Useless immigrants
don't forget elf-sympathizers and anyone who refuses to feed injured patients to go fish...

2765
DF Dwarf Mode Discussion / Re: Sponge Combat
« on: November 16, 2013, 07:32:59 pm »
Giant sponges: powerful and nigh invincible, even the might of a dead badger cannot best it!

2766
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 16, 2013, 06:32:46 pm »
Dear diary, today I was reminded of the value of checking the neighbors screen before embarking.

I was settling into a nice, calm region to finally figure out those blasted minecarts when... zombies, zombies everywhere.

Checking a copy of the world reveals that I've embarked in range of eight towers. Ouch.
Quick! build minecart tracks all around your base and put about 5 carts running constantly around your base filled with rocks to squash anything that tries to enter! (ps: exploding zombies = fun)

2767
DF Dwarf Mode Discussion / Re: Cavern harvesting
« on: November 16, 2013, 05:13:50 pm »
The forgotten beasts are completely random, they could destroy your entire fort, die one the first hit, or injure some dwarves before becoming delicious snacks. It depends on their abilities and material, generally tough stuff like rock and metal will be nigh invincible, while stuff like water and steam will be a joke. Meaty forgotten beasts can be decent fighters, but they are also decent food caches.
As for the magma, bringing the molten rock up is better in the long run, but bringing the ore down is a hell of a lot easier.
If you want to get cool stuff from the underground, you should check the unit list and if you don't see anything you like, send military to kill the useless animals (or just hire a bunch of hunters, but be careful about the lower levels).

2768
DF Dwarf Mode Discussion / Re: How will sailing work?
« on: November 16, 2013, 04:31:35 pm »
I hope there's a fortress mode where you run a ship in the middle of the ocean... someone will find a way to pump out the entire ocean into the ocean and then build a mineshaft through it... then you get invasions on little canoes easily dispatched with catapults, which you can't build because you have no wood.... oh yes, fun indeed.... maybe eventually get harpoons and have fisherdwarves catch giant sea creatures...

2769
DF Dwarf Mode Discussion / Re: Funny story
« on: November 16, 2013, 04:27:33 pm »
Either you're obscenely lucky, or your fort is inhabited by badasses... then again, a hunter killing a puff of steam isn't as noteworthy as a kitten slaying a troll. Also, even steam monsters are a recipe for fun when they have deadly dust...

2770
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 15, 2013, 03:25:55 pm »
I've done a fair bit of mechanics tinkering, so it's become second nature for me to carefully check that levers and buildings are properly linked up and functional before trusting my fort's life on them.
After losing a fort or two because levers weren't hooked up promptly, I can verify that this is important...

2771
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2013, 03:23:33 pm »
I was browsing through some legends data, when I came across this little gem:

212: Othdoatho, "Relicsoul", town
        Owner: The Blowing Fellowship, humans
        Parent Civ: The Empire of Luck, humans
        2123 humans
        38 goblins
        80 dwarves
        522 dogs
        50 cows
        522 blue peafowls
        15 cave fish man outcasts
        3 dwarf outcasts
        5 goblin outcasts
        1 wagon outcast
        18 human outcasts

Now I have to create an adventurer from that civ, in the hopes of getting a quest to slay the fiendish wagon that has (presumably) slain someone in its lust for blood!

Now we need wagons as a playable race... is there a mod for that?

2772
DF Dwarf Mode Discussion / Re: Dead Not Raising In Evil Biome?
« on: November 14, 2013, 04:47:55 pm »
All this talk of zombies, can't you just let the poor animals stay dead?

2773
DF Dwarf Mode Discussion / Re: Let the useless Urist die
« on: November 14, 2013, 04:45:08 pm »
You could wall off the area with only one miner able to reach the mining area.... of course, depending on how big the horde is, if they survive, you're required to make them the new militia commander...

2774
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 14, 2013, 12:12:39 am »
Yep, definitely isolated from the world at large.  At the start of year 4, with a wealth of about 10mil Dorfbux, the queen and her massive entourage moved in.  I have still seen no hostility at all.  Maybe having royalty present will help encourage the Goblins of the world to take me on, but I get the feeling Sunfurnace will forever be a Dwarven hideaway...
You've managed to build Atlantis, all you have to do is flood it and your job will be complete

2775
DF Dwarf Mode Discussion / Re: Issue with the creation of a wooden crossbow
« on: November 13, 2013, 06:54:53 pm »
don't forget to build a craftsdwarf workshop to build bolts, you'll need them if you want to hunt. Wood will suffice, but bone is better. Metal is only useful if you have enough to waste some on bolts breaking

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