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Messages - Thisfox

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1591
DF Dwarf Mode Discussion / Re: FailForts: !!FUN!! too early
« on: September 22, 2014, 03:57:39 pm »
Embarked next to what I soon renamed Alligator Creek. Game unpaused and the doctor and the armoursmith died in moments. The other five dwarves got away. Eventually managed to have the best fort ever, run by a dwarf with huge scars, and only half of one hand, the other hand missing altogether. After checking the logs, I found that one of the dead had rescued him from an Alligator and then died.

We had a lot of problems with migrants being eaten before they got inside, but the Alligators were neutral, and cheerfully ate our goblin siege (despite being repeatedly killed and respawned) and rescued us, so we didn't mind so much.

Another fort I had almost total annihilation from gobbos early on, directly after the first migration. With two dwarves left (both of them migrants), there was enough stockpiled food to wait till the next migration. In the meantime, the mason became legendary just from making coffins....

My theory: When you have Fun early and survive, the fort turns out to be a legendary one later on. Anything that doesn't kill you makes you stronger.

1592
I find that a dedicated tomb (even a tiny one) for every single soldier, no matter how lowly and untrained, does wonders for squad morale. And they're pretty cheap. Great place to stash any of the not-as-good statues the odd mason might have made. Win-win!

I have the Dwarf-Wash Waterfall and well, with a sculpture garden and engraved walls, and the epic dining hall with attached hospital. Also, everyone gets a 3x3 room, with bed, cabinet, chest and door. If they're really sad, they tend to go to their room, and if they're a tantrum risk, I can just lock 'em right in there. On one occasion I locked a vampire in a room he had been assigned, and then walled him right in there.

Only problem with the waterfall is that currently I'm in a non-aquifer area which snows in winter. The waterfall turns itself off due to ice, and for a few months, everyone is sadder than they need to be. Next time I'm in cold country, I'm going to make sure it has an aquifer for constant waterfall supply.

1593
DF Dwarf Mode Discussion / Re: Families in the same line of work
« on: September 22, 2014, 03:40:08 pm »
...at least once I've noticed that they DIDN'T have a profession run in families (A large glassmaking fort where although I had large families, one dwarf from each family worked in the glass industry... one from each family worked in the meat industry... etc) and I thought how unmedieval it was. So it's interesting that you had the opposite.

There's another thread here somewhere on the fact that some names (such as Urist and Bomrek) are common in some forts and nonexistant in others (Someone is going to !!Research!! why, no doubt) and I think this thread is related, even in such a simple way as the fact that names don't match up in families, because they're not on a surname system, but a byname system.

...interesting that when they're at the "carry everywhere" stage, babies don't learn mums profession. I know children can learn a profession by Mood.... Perhaps after 10 years, they would have the memory too far gone for them to know the skills.

1594
DF Dwarf Mode Discussion / Re: Wooden stairs: safer?
« on: September 22, 2014, 03:30:38 pm »
....How do the dwarves fall down the stairs? Do they trip?
I had problems with them puking on the final stair before the surface then never cleaning it up (the grotty things) but... falling down the stairs would involve blood, or injuries, neither of which I've ever seen on a staircase. Well, except for the Weretortoise Incident, and I am certain no one fell down the stairs that time, because I had to read the entire ten page log to find out who had been bit.

1595
DF Dwarf Mode Discussion / Re: Quick way to remember containers
« on: September 22, 2014, 03:27:09 pm »
How odd, I don't have a problem with bins. They work really well, and they're especially great for getting stuff to the trade depot before the traders get bored and leave.

Food barrels when the dorfs want to go collect plants on the other hand.... <shudder>

1596
I've found that the dwarf-wash-waterfall is a great place for loosing superfluous dorfish babies. Generally I do put some sort of escape stair near the water-out fortifications, though, just in case. ...It's always amusing when the area fills with buckets. They all just float downstream, and eventually someone goes to get the masterwork bucket, and gets stuck down there with the occasional bobbing baby.

Is there a way of removing all the layers of mud which develop in the dwarf wash, by the way? They keep growing plants...

1597
On two different occasions (and different forts), I've had an elven caravan "rescue" me from a goblin siege. They arrived, obliterated the goblins, then traded with me and left, jobs done. It rocked, as both times it was in the first year or so, when I didn't have much in the way of combatants.

I've also had a dorf caravan arrive during a necromancer siege. They didn't do so well, and soon I was attacked by a whole lot of well armed dorf-caravan-guard-zombies. That was a Fun day...

It's odd, because according to the wiki, they won't turn up when you're ensieged. Total mystery, as I play vanilla. Convenient though.

1598
I think you just did, !!Six of Spades!!...

How do we !!research!! this thing?

1599
I also submit that Bomrek is a more common name than Urist. I've had a 100-strong fort with ten Bomreks (either first or last name or fragment of name). It got confusing when I was trying to find the Bomrek I actually wanted.

...It could be a factor of whether there was a famous Dorf of History who had that name. I seem to find that they will then name the kids after a hero Dorf, but that could be me noticing a name because I have seen it before, when there are plenty of other names I haven't seen before, thus I ignore them.

1600
DF Dwarf Mode Discussion / Re: Badass moments in your fortresses
« on: September 21, 2014, 08:04:10 pm »
I had a bunch of migrants come in, including a cook and a Ranger, who turned out to be married. She was sent to do cookly things (and to be taught how to brew) and he went into the military. Easy.

We got sieged by goblins, and the fighters were readied and sent out. The game paused as a cook had just given birth, I didn't pay it much heed. Dwarfs went in to battle. And the former Ranger got killed by an arrow... Then all hell broke loose. The cook came to the surface, newborn baby in her arms, and wiped the FLOOR with the entire invading goblin army. It didn't matter that she didn't have any of the new armour or weaponry the rest of the military had: She used her teeth. She bit all of the gobbos to death through their leather armour, covering the entire area with blood and body parts. The enemy retreated and the siege was over. I'd lost my entire military (I'm not convinced, having read pages of documentation, that any of my military actually killed anyone. They did occasionally hurt them) so she got promoted to the military and moved in to what had been the bed/dining/office area of the former mayor (If you don't like their mandates, put 'em in the military and hope). Later, when someone got unexpectedly made countess, I made her the champion. She never remarried, but her dream of raising a family was realised with that one baby.

Never get on the wrong side of a new mother.

1601
I'm not sure  that the good dwarves of Mountainshocked are going to remain friends with the humans. They have... some odd habits. ...Now I do realise that they are allowed to choose a diplomat with good people skills, and I realise that a vampire has good people skills, but... well... but.

This is what I saw when my Count (nice dwarf, keeps to himself, has an odd infatuation with breast...um...plates...) was having a pleasant nap:



I don't tend to check every half minute whether there are "strangers" in my fort, so I was actually totally unaware of these guys being here in Mountainshocked. It's a vampire and two humans. The vampire is a "lawkeeper" and a diplomat. I hadn't thought about it... but perhaps the two humans (an axeman and a swordsman) are to stop him from having a snack? They are classified as "friendly", whilst the diplomat is classified... as a diplomat. But honestly... he is watching the Count sleep. That is sodding creepy. I mean, it was creepy when we had a dwarf diplomat watch the Count sleep but this is far creepier.

Any thoughts or suggestions? I'm at a loss. I think this, out of all the dwarf fortress events, will probably be the thing that successfully gives me nightmares.

1602
DF Dwarf Mode Discussion / Re: Prevent sapplings from growing?
« on: September 15, 2014, 06:21:54 pm »
I've definitely had dirt roads grow over. I've been paving my roads with wood. Elves don't seem to mind using them, even if they are wooden. I'll just have to hope there aren't any forest fires out there. It's traditional anyhow. Roman roads were often corduroy.

1603
DF Dwarf Mode Discussion / Re: Manually assigning things for trade?
« on: September 15, 2014, 06:19:23 pm »
Oh I agree it's sped up.  >:( I keep going "where are the merchants? Oh. Gone. Darn."  ::)

1604
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 15, 2014, 06:13:44 pm »
A minecart instruction thread (sans video) would be most useful to me as well. They're a complete mystery to me at the moment. Also, I've never had a successful burrow incident yet.

Instead, I've been having fun.  ;D

Just finished building my Dwarf Car-Wash-&-Shower, and I was running dwarves through it, marvelling at all the blood, (and at how dwarves are suddenly happy when viewing a waterfall) when my military commander was repeatedly bitten by a weretortoise. Trying to seperate her (she was unconcious, so I couldn't just station her somewhere, dwarves kept helpfully taking her to a bed) led to her suddenly resurfacing as a tortoise. She attacked and killed her baby, the rest of the squad, and several random helpers, before being put down. "Right." says I, "At least she didn't bite anyone she didn't kill".  :D

...and an announcement quietly informs me that a dwarf has just been found dead, drained of blood... Thaaat doesn't sound like more Weretortoise issues. Nosiree.  ::)

Fun!

(Do not fear, I am now researching vampirism before I allow the fun to continue)

1605
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 13, 2014, 02:52:25 am »
I was digging out a wall of the dining hall to have access to the waterfall, and the next thing I knew, there were alligators everywhere. Turns out that "Harvestflood River" should have been called "Alligator Creek", and I should have thought it through and stationed a military when I dug the window/balcony. The alligators managed to kill more than half the population before we finally killed them off, and I put in traps along the new balcony river edge, put in windows so people could watch the traps, and didn't think about it for a halfyear. Migrants arrive, act horrified, clean up the blood all over the floor and walls, then get killed by the next wave of alligators. This repeats.

The expedition leader lost one and a half hands in the Great Alligator War, and now spends his days engraving Alligators and Dwarf Warriors (and, inexplicably, cassowarys) on the marble walls, then doing brokering when the traders come and buy all our alligator leather, roast alligator meat and alligator-bone-crafts. Apparently he can do this fine with less than a handful of remaining fingers. ???

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