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Messages - AlienChickenPie

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211
DF Dwarf Mode Discussion / Re: Personal water feature
« on: September 25, 2009, 12:46:28 pm »
If you install one big waterfall and put niches with beds around it, assign those beds to the nobles and then chuck them down the waterfall, past their beds, to their deaths, does it count?

212
DF Gameplay Questions / Re: Use of Ice
« on: September 25, 2009, 12:42:07 pm »
smelting Ice
Yeah, that's a pretty stupid mod, oh well.
Smelting ice is entirely possible given a less specific definition of the term. In a proper polar mountainhome, all the ice down to the bedrock would be tainted with sasquatch and goblin blood, dwarven vomit, partially biodegraded loincloths and cat offal deposited into the ice over several generations. Any weapons made directly from that tainted ice would be weaker than pure ice weapons due to the impurities, making smelting necessary. The process itself would be as simple as heating some tainted ice and using refined dwarven distilling techniques to extract the pure water.

213
DF Dwarf Mode Discussion / Re: Digging out big hall
« on: September 24, 2009, 04:10:40 pm »
Also, there are absolutely no benefit to having an big empty hall. The empty will have no use at all... And you'd just see 3  floors of empty space.
An extra high hall means you can have more crossbows aimed at the creatures traversing said hall. A hypothetical fortress defended by a large number of crossbowdwarves could trap the enemies in a killing ground. Staggered rows of fortifications could give many crossbowdwarves a great view of the killing ground, like stadium seating but with audience participation. The same thing could be done with a long gauntlet instead of a killing ground.

214
Confirming, I'll start playing shortly.
You uploaded a lot of pictures. Do you have a particular setup that makes the process less dumb, or do you just tolerate the repitition? I hate the repetitive process of requesting a screenshot, pasting it, choosing a save location, choosing an upload location, uploading, copying the code and putting it in place; I could really use a way to skip most of the steps between the first and the last one.

215
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: September 07, 2009, 04:29:25 pm »
Only in DF do you get discussions of how to genocide babies and children because they take up resources, slaughter merpeople for their bones, eat raw kitten meat, and set carefree, happy elves on fire.

Is someone keeping track of all these?
Let's be fair, economic streamlining through the murder of children has been around at least since The Sims, though that was the refuge of those who didn't know how much money they could make by forcing the children to grind for grades and then employing them in a painting sweatshop.

216
Drop cats into ocean, give cats a ridiculous temperature and heat resistance.

217
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: September 06, 2009, 12:11:13 pm »
The game consistently crashes with this error:
Spoiler (click to show/hide)

218
DF Community Games & Stories / Re: CWAL Succession Game 2
« on: September 05, 2009, 03:43:50 pm »
Wouldn't a raw-swap accomplish the same thing without losing the fort?

219
Oh, they're all orc bait.

220
Two woodcutters-axedwarves, one claimed by SanDiego
A carpenter-appraiser
A grower-cook
A grower-brewer
A hunter-marksdwarf
A useless peasant
The marksdwarf and two axe users will form the core of the army, the carpenter will be a miner and the peasant is a wildcard.

221
DF Community Games & Stories / Re: CWAL Succession Game 2
« on: September 05, 2009, 01:51:05 am »
Even if you reclaimed with dozens of stout military dwarves, my money would still be on the goblins. It's worth a try, though, especially if the other option is to ditch it.

222
I had a really nice fortress going, but the game crased on me. x2
It seems like the new version is unstable on my system. I'll have to install an older one, port the save and continue.
This is the starting site:
Spoiler (click to show/hide)
The wildlife seems benign so far, with elephants, white rhinos and only a little stranglers. I hope the orcs will be enough to keep things intersting.

SanDiego: I've already started the game, so I'll give you an axedwarf-woodcutter.

223
DF Community Games & Stories / Re: CWAL Succession Game 2
« on: September 04, 2009, 02:50:32 pm »
Here are proposed scenarios that will allow us to live through the goblins without it being too cheap:
1.The goblins are intimidated by the traps, and they'd rather not come in. A (staged by the player) hunting accident shows that the goblins would rather catch one dwarf and leave, so the leader has a terrible idea. A dwarven sacrifice is sent out to roam the wilderness (accomplished through the enabling of the hunting labor) and eventually trips an ambush. The ambushers kill the dwarf, loiter and eventually leave. Once they leave the map, the player must send out an additional sacrifice. This can be achieved by throwing in a little metagame and closing the gates whenever a sacrifice is outside, opening them once the goblins go away and closing them again once the new sacrifice comes out. To make sure the deaths hurt, dwarves must be chosen without viewing their relationships, and the sacrifice party size might have to be increased.
2. An attempt is made to fool the goblins by building an emergency fortress/whole new fortress under the new one. As soon as goblins show up, the door to the new fortress must be shut, and anything left outside will be consumed by the goblins. The goblins remain unaware of the new fortress as long as it doesn't make any contact with the surface. The survivors build up their forces in the new fortress, and prepare to reestablish contact with the surface. To keep things fair and obey the rule of cool, the dwarves may not breach the surface by digging, they have to send the newly assembled forces through the abandoned fortress, scanning the old rooms for hidden goblins and eventually seeing daylight for the first time in years.

224
How are you supposed to defend against orcs without sealing the fort? I've never tried them, but I've heard that they can come as soon as the first winter.
Some kind of trap involving bridges. They're fairly easy to build, and should take less time than, say, the perimeter wall.

225
Building an above-ground fortress is demanding. Building a secure above-ground fortress without cheap traps is difficult. Building an above-ground fortress secured against zombie gorillas, skeletal fish and  quite-alive-thank-you-very-much orcs should be something worthy of a community fortress.

Here is my proposed site:
Spoiler (click to show/hide)
Game: DF with Dig Deeper
Embark zone: Volcano, Tropical Moist Broadleaf Forest, Tropical Ocean, all sinister
Guidelines: Above-ground construction encouraged, sealing the fortress forbidden, trivial traps (stone fall, weapon, cage) strongly discouraged, mass trading of stone objects discouraged

Feel free to claim and equip a dwarf, claim a succession slot or both.

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