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Messages - AlienChickenPie

Pages: [1] 2 3 ... 47
1
DF Dwarf Mode Discussion / Re: Prep for surgery! stat!
« on: April 03, 2010, 02:40:30 pm »
You can't trust dwarven health insurance. My uncle urist was insured, paying his premiums like clockwork, but that didn't help him at all. When a zombie bear took both his legs and he needed surgery, the insurance company ignored his letters. He sent a friend to the insurance company's headquarters to argue his case, but the place turned out to be a smoking ruin because some clown had sunk a shaft too deep and opened up the depths of hell.

2
With DF 2010's new improvements, simply killing newly arrived immigrants is a waste. The new burrow and healthcare systems mean you can actually find some good uses for useless immigrants before killing them. Stuffing immigrants into labor camp burrows and forcing them to chop wood or make stone blocks until they die of hunger is one good way to get rid of them while extracting some cash. The second use one should have in mind is medical experiments, where the immigrants are injured on purpose and placed in the care of dabbling surgeons, allowing last year's peasants to become next year's doctors.

3
DF Dwarf Mode Discussion / Re: Holy Paradigm Shift
« on: April 02, 2010, 03:25:22 pm »
Minerals sure are common. My first and current fort, on a hastily chosen mountainside, is merely a hall and a 1-tile shaft going down into the depths. I can see hematite poking out of the mountain everywhere, and my solitary shaft revealed rich deposits of gold, copper, flux and even more iron.
This may be a good idea, because it means we can now spend less time genning the perfect plot of land and more time building awesome forts.

4
I just finished my first run as an adventurer. Unfortunately, I saw no underground stuff, but I did see two differences that caught my attention:
1. Wild animals were plentiful, more than I remember from 40d. I could stumble into some elk, run them down and find a herd of muskox before having finished with the elk. This meant I spent quite a lot of time chain-hunting, stopping only to quicktravel to another biome.
2. Throughout the game, I don't think my character got injured once, not even by the wolf ambushes at the start or the human mob in the town I destroyed. Did anyone else notice they were having a much harder time getting hurt?

5
Restricting SparkGear to players deemed worthy by some council of "DF experts" would miss the point of SG. All of the previous SGs, including this one, were at their finest when the fort was at its worst.
An exclusive succession game for experienced players with SG-like turns could be nice, but it wouldn't be Sparkgear

6
I updated the turns. Please point out any mistakes:
Sunday, November 22: Sir Labreck
Monday, November 23: nil
Tuesday, November 24: Danarca
Wednesday, November 25: Greyjoy
Thursday, November 26: Katsuun
Friday, November 27: DaPatman
Saturday, November 28:
Sunday, November 29:
Monday, November 30:

7
Monday, Tuesday and Wednesday are free, unless I missed someone's request.
Let's keep this game rolling, we're this close to finishing without people seriously considering euthanasia.

8
So you don't want haulers ventuing outside just to dump shields. If you were in a situation where dwarves attempted to do that, you would stop that. If that is the case, then why was I faced with that very thing?
It seems to me like the dwarves spent most of your turn taking care of the stuff clogging the traps, so you handed the turn over assuming things are fine. Some time into my turn, the order, of which I wasn't even aware, went to hell when dwarves ran out of shields located inside the fortress, and had to go outside. Is that how it went?

9
That is 4chan, so you must have missed the part where his mother gets scared and forces him to move with his auntie and uncle in Bel-Air.

10
Protecting the haulers while they gather the junk from outside would be very problematic. The junk is scattered all over the map, and the military can't be made to follow the haulers. You'd probably have to send large numbers of soldiers to purge the ambushers first, costing you at least a few well-trained lives. It seems pretty pointless to go through all of that just to get a fraction of the equipment found in the traps and killing zones.

Architect:
If you didn't close the fortress down, then why did you keep all of the shields marked for dumping? How would you have dealt with dwarves marching out of the fortress to pick up those shields?

11
Please, no drama. I didn't know about dumping through the stocks menu, so all I saw was a bunch of outside items that could only have been marked for dumping intentionally. The fortress is kept open, so the dumping order sends dwarves out of the fortress to dump the items, and the dwarves that exit the fortress trip an ambush and die almost immediately. This is a frustrating situation, and you'll see how this situation and my lack of experience with the stocks screen lead me to reach a bad conclusion.
The combination of an open fortress and an outside dumping order leads to a lot of damage in the form of ambushes, so it's obvious that the situation couldn't have existed for a long time in your turn, as you'd have noticed and fixed it. This leaves one option- outside dumping orders and an open fortress were combined near the end of your turn. Now, I didn't know about a plan to clean out the traps, so I saw no reason for you to close down the fort. This left me wth one conclusion- the dumping order had been placed just before you saved the game, and this act seemed inconsiderate and hamhanded at best, and malicious at worst. This could only mean sabotage, either in the literal sense or in the sense that you attached to design incompetence in your earlier posts.

Now that I know about your trap cleaning plan, and see your past request to close down the fortress, it's obvious that you had closed down the fortress to clean up the traps, and then opened it up before giving the me save. All of that was done in accordance with the rules and the exceptions I allowed, so you didn't do anything bad. The only thing that irks me about the situation is that I hadn't known about the dumping orders before I started playing, so I could not cancel them before shit started hitting the fan. The damage was caused by the lack of information, and not by malicious intent.
I'm sorry for blaming you for sabotage and suggesting that your save be skipped. Your turn contributed a lot to the fortress, and the dumping order issue can be fixed with a few simple commands, so there really isn't any reason to do that.

Now, to avoid this kind of stuff in the future, players should make sure to note down any standing orders or incomplete construction projects. A few simple sentences could reduce the amount of savescumms and time needed to reach a point where the fortress in under control.

12
Wooden shields, unforbidden and marked for dumping, all over the map. Each dwarf that goes out to carry out the task trips a goblin ambush, gets killed and gets a few more goblins to appear. I have unmarked many shields, but the dump orders keep on coming. If this isn't sabotage, this is an ingenious idea for sabotage.
I don't want to play this save. Saturday's player may choose to continue with this save or revert to an earlier one, both are acceptable options.

13
This is insane. Dwarves walk all over the landscape to get to and from the magma pipe area, instead of taking the secure paths. I've been getting ambushes at a rate of about one per minute.
I've got to fix that.

Edit: They do take the shortcut, but the also have a dazzling array of other errands that involve going out of the perimeter and into goblin territory. What the hell are they doing?
Alright, I found the problem. You designated some stuff for dumping outside the fortress limits. Now I have to look for the stuff and undump it.

14
The Architect's hard drive
So the save I've been playing for the last few hours, the one he posted today, is outdated?
That sucks.

By the way, registrations for next week are open.

15
Where is the new water factory?

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