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Messages - Lord Dullard

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1771
DF Dwarf Mode Discussion / Re: Woah.. how appropriate.
« on: August 27, 2008, 04:31:49 pm »
That's a pretty awesome crown all things considered. I don't know about hairy though. ;)

Lord Dullard, what color settings do you use?

I use 'Another scheme' from here:
http://www.dwarffortresswiki.net/index.php/Color_schemes

I love it because it makes the normally ultra-bright colors (like microcline and orthoclase) nice and toned-down.

1772
DF Dwarf Mode Discussion / Re: Woah.. how appropriate.
« on: August 27, 2008, 03:39:20 pm »
Thanks! I have the fortress uploaded here:

http://mkv25.net/dfma/map-3441-reinhammers

I'm about three years further into the game now, however, and quite a bit has been added. I plan on making a new upload once I reach year 250 or so.

1773
DF Dwarf Mode Discussion / Woah.. how appropriate.
« on: August 27, 2008, 03:30:46 pm »
The latest artifact in my fortress:

Spoiler (click to show/hide)

Now, the really cool part: guess who Kadol Youngstaff is?

Spoiler (click to show/hide)

I was pretty stoked when I saw this. Also, this is the first time I've ever seen any kind of image/engraving of a single historical figure without them 'doing' something in the engraving. This one appears to be just a simple portrait without its subject taking any sort of action. Is this a feature in the new version?

1774
DF Dwarf Mode Discussion / Re: Silliest Artifacts
« on: August 27, 2008, 05:40:39 am »
As implied by the title, what have your silliest artifacts ever been?

Although I cannot remember the name, my silliest was a unicorn leather backpack. It had rings of silver all over it, and on it was the image of a unicorn in unicorn leather. I automatically assumed that the Dwarf that made it was gay, and I changed his name to "Urist McNaughty" Gravehammers

The next THREE artifacts that fortress outputed had pictures of this girly little artifact in different mediums, ONE IN DORF BONES.

You should have changed his name to Lisa Frank.

1775
Quote
I did find out that babies fall faster than mothers when plummeting to their chasamy doom

Take that, Galileo! :P

No, this makes sense. Dwarven babies are more streamlined because they haven't yet had time to develop a full beard, so they are more aerodynamic and fall faster. Duh!  ;)

1776
DF Dwarf Mode Discussion / Re: Sasquatch - Dabbling Negotiator
« on: August 26, 2008, 03:13:28 am »
On my first fort there was a lone yeti out in the wilderness. By setting up a bunch of random cages where it walked, I caught it. Then.. another came. Got her too. Yes, they were both females. I had them both in the same cage; and before I knew it they were reproducing... the only thing I edited in the raws was to make it so I could turn them into War Yeti. Perhaps it was a bug... but I had 10 of them by the time I quit my fort... maybe youll get lucky =p

Not necessarily. Animals in DF reproduce without actually coming into physical contact with one another. As long as there are both a male and female specimen somewhere on the map at the same time they can reproduce 'by spore'. So odds are a male yeti wandered through your map at some point and you just never noticed.

1777
DF Dwarf Mode Discussion / Re: Sasquatch - Dabbling Negotiator
« on: August 26, 2008, 02:24:56 am »
I doubt it's intended, since it didn't start until you added [can_learn].

Still, that's pretty darn awesome.. if I were you I'd totally breed a race of proto-sentient guards for my fortress.

1778
DF Dwarf Mode Discussion / Oh, the horror..
« on: August 26, 2008, 02:05:01 am »
I just had a goblin siege totally and utterly decimate a dwarven caravan that arrived only seconds before the siege announcement. The events that followed were pretty darned nifty - enough to inspire me to write a short summary of them.  ;D

==================

It had been a fairly busy season in Reinhammers. The fortress, recently made the mountainhome of Dishmab Shazak, or 'The Rampart of Symmetries', had become famous as a center of architectural and artistic prowess. Dwarves were sent from all over the continent to the stronghold to learn their trades. Visitors to the city stared in awe at the hundreds of workers scuttling over the surface of the city's newest project, a giant water tower that stretched far into the blue sky.

Early autumn had arrived and there was a crisp, refreshing breeze blowing as the dwarven merchant caravan arrived at the kingdom's mountainhome. They had brought with them goods from all the far corners of Dishmab Shazak to trade, and they knew they would get exorbitant prices for them here at Reinhammers. The traders here were known for their generosity.

But at that moment, an awful cry arose. An army of foul goblins was charging towards Reinhammers. The merchants had chosen precisely the wrong moment to arrive.

Catastrophe struck - the goblins crashed into the wagons of the merchant caravan with the force of a tidal wave. The merchants were cut down mercilessly. The guards, however, put up an admirable fight. Many enemies were slain and the blood of both dwarves and goblins ran bright red over the grass and rock.

One by one fighters on both sides fell. But the training of the dwarven guards prevailed; soon all of the goblins had been repelled. But then disaster struck once more, this time in a way none could have predicted.

A merchant trying to lead his pack-laden donkey to safety glanced back at the battle. His friends were dead and dying. A wave of despair engulfed the poor dwarf.. and then turned to rage. Rage at the goblins for killing his people; rage at his own kind for their own failure; rage at himself for his inability to do anything. With a fierce, insane cry, he hurled the poor donkey halfway across the field in a display of temper-fueled strength that would have impressed the greatest dwarven champions. Then, turning from the broken beast, he began to cut down the survivors of his own caravan. The few other straggling merchants who had escaped became melancholy at this awful spectacle and stood about blankly, waiting for death to take them. One even began to babble incoherently and crawl about on the ground like an animal.

Spoiler (click to show/hide)

Soon the crazed merchant had killed nearly all of his remaining comrades. It was only then that one of the wounded guards, enraged at the terrible acts committed by his fellow dwarf, gave in to the same dark force. He crushed the berserking merchant with a swing of his steel axe, then went running off across the grassy fields, screaming insanely and eventually disappearing.

The dwarves of Reinhammers stood upon their fortifications, watching the scene of carnage with a mixture of awe and horror. It was only then that one of the marksdwarves, glancing down from the perch, noticed what the others had not. Taking advantage of the dwarves' distraction, a squad of goblins had charged the city. Their stealth paid off, and they had come too close to the fortifications for the marksdwarves to effectively repel them. Worse yet, the city gates had somehow become clogged with several bolts. There was now seemingly no way to keep the intruders from gaining the fortress.

The dwarf standing on the battlements watched his fellows panic. But he knew what had to be done. The goblins were almost upon the southern bridge. He bolted down the stairs and yanked the dolomite lever protruding from the wall. A moment later a cacophony of screams could be heard - at the moment the goblins stepped on the bridge, it had retracted back into the canal-bank. The enemies went flying in all directions, some of  them landing in the canal itself and drowning. But others waded to shore and began a rag-tag charge at the city.

Spoiler (click to show/hide)

But by now the military of Reinhammers had organized itself. They met the goblins head-on and tore through their ranks like a knife through butter. Vengeance was delivered that day for all of their doomed kindred, and once again goblin blood ran red. The dwarves of the mountainhome sent up a great cry of victory that only lasted for a few seconds; after all, there were many graves to dig - and many bolts to whittle out of goblin-bone.

-Fin

1779
DF Dwarf Mode Discussion / Re: Castles!
« on: August 24, 2008, 07:34:21 pm »
This is an impressive one, but I see some problems. Look at the towers, appearing to "hover" in the air. Annoying.
Another thing would be the tower setup.

Um.. I'm really confused by this statement. 'Hover in the air'? Looking at that map, I see nothing that appears to be hovering.

1780
DF Dwarf Mode Discussion / Re: Beware the fire imps...
« on: August 24, 2008, 07:25:44 pm »
Toady should really make fire imp bone bolts set their targets on fire..

1781
DF Dwarf Mode Discussion / Re: Animals in the Meeting zone
« on: August 24, 2008, 07:20:58 pm »
I guess you could call what I do "half-caging".  There's a cage right near the butcher's where I put all the cats and the baby animals, which makes it convenient should I decide to slaughter them the moment they grow up.  Otherwise, I just release grown ones (other than cats, of course) because I try to have multiple, ridiculously large meeting areas, and spreading out the strays like that significantly reduces pathfinding problems*.



*There's still as many critters, but they aren't crawling all over each other.  So there's only the "find path from A to B" calculation, rather than the "find a path from A, over, under, around, between, and through 500 animals and dwarves, to B".

Edit: And no, 500 is not an exaggeration: my current fortress has 233 dwarves and ~255 animals.  Though admittedly, that number does include chained animals, zoo animals, and the youngsters in the kitchen-cage.

I don't understand why people let so many animals take over their forts, personally.

I keep about four breeding animals of each type around; these are the only ones who will live to any sort of notable age. I let them have twenty or thirty offspring and then slaughter them all simultaneously. I always have plenty of meat around (and no FPS problems).

1782
For me, it's glowing stone like microcline, orthroclase, and realgar.  Everything goes from a nice grey or brown to a OH GOD IT'S YELLOW.

Doesn't mess up the layout, per se, but messes up the look.

This is precisely why I use a different color scheme than the default (specifically, I use 'Another theme' from here).

It dulls the colors down from an array of stab-the-eyes neons to much more mild versions.

1783
DF Bug Reports / Re: [40c] Siege Strangeness
« on: August 22, 2008, 09:41:57 am »
Just stopping back in to say that this was, indeed, an elven siege. I sent out a few squads to check around the map after reading this and sure enough encountered a bunch of elven swordsmen. ::)

I figure I'll get back to my logging right after I finish cleaning up their corpses.  :D

1784
DF Bug Reports / [40c] Siege Strangeness
« on: August 22, 2008, 05:41:46 am »
I've been sieged a number of times in my current fort, and all of the sieges thus far have been fairly normal.

This time, however, I got the 'A vile force of darkness has arrived!' message - but absolutely no goblins showed up. None. I tabbed through the units list several times just to make certain that I wasn't imagining things, but there were definitely no goblins at all.

1785
DF Announcements / Re: Dwarf Fortress 0.28.181.40c Released
« on: August 21, 2008, 05:22:25 pm »
Beautiful. THANK YOU for fixing the export function, Toady. The speed with which you attend to bugs is astounding.  ;D

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