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Messages - Goblins

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1
DF Dwarf Mode Discussion / Re: WTF JUST HAPPENED!!!???!!!???
« on: February 03, 2016, 07:40:38 pm »
Earthquake from a tectonic plate shift?  Didn't know it was possible in Dwarf Fortress, then again...

2
DF Dwarf Mode Discussion / Re: getting rid of useless artifacts
« on: January 10, 2016, 12:14:39 pm »

There is no way to influence what sort of mood a dwarf goes into.



I know it used to be determined by dwarf happiness. Happy dwarves would become Fey, ok dwarves would become Possessed and unhappy dwarves would murder their friend and turn them into Dwarf Leather Trousers.

Perhaps if you put a bunch of unhappy dwarfs into a room near some goblins they will make =Goblin Skin Thong=?

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 08, 2016, 07:07:51 pm »
I have just arrived to my newest fortress.  Things are started to look great!  In fact, it has rained elf blood three times in the past five minutes.  Surely this is not a sign of this fort's bright future?

Future's so bright, ya gotta wear a raincoat?

Raincoats are for elven scum!  In other news, our water supply is great with all this rain.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 08, 2016, 06:35:26 pm »
I have just arrived to my newest fortress.  Things are started to look great!  In fact, it has rained elf blood three times in the past five minutes.  Surely this is not a sign of this fort's bright future?

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 06, 2016, 09:37:26 pm »
Uh oh, the goblins showed up before I could finish my new weapon traps. This should be interesting......

Edit: BAHAHAHAHAHAHAHA! A goblin just got gelded by a copper mace in a weapon trap! This game is the greatest.

Mind if I sig this?

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 05, 2016, 08:31:10 pm »
Whoops! I dug the pit 78x93 instead of 93x78! But it's alright, I've got room to make it 93x93. I just have to carefully designate the channeling to prevent cave-ins.....in unrelated news, it appears that the local biome does not have flax, jute, hemp, cotton, ramie, kenaf, rope reed or papyrus. Unless I can get some seeds from an elven or human caravan, I'll be entirely dependent on pigtails for both my textile and my paper industries. There's also the matter of my militia; they have all made noteworthy gains in the Organization, Student and Teacher skills. Apparently, those skills are important for scholars, so I've decided that some time before my libraries are built all my best prospects for soldiers will go through a stint in the military to train those skills. Oh, and speaking of scholars, remember that great potential scholar from my previous fort? The one with Great Organizer, Great Optics Engineer, Great Fluids Engineer, Accomplished Student, Legendary Wordsmith, Legendary Writer, Legendary Reader, Legendary Mechanic and Legendary Pump Operator (though those last two are because of my own actions)? He's here! Also, I have over 800 large green glass serrated discs so I've decided to take down and 8x10 block of stonefall traps in preparation for replacing them with weapon traps. Let's hope I can make 80 more masterwork mechanisms and build those weapon traps before the gobbos show up again!

I would like to see your fortress... it seems like something of epic proportions.

7
DF Dwarf Mode Discussion / Re: Share Your Embark Profiles!
« on: January 02, 2016, 04:37:55 pm »
I admit to doing the meat exploit, selling back the starting meat and fish and then buying 1 unit of each of 30 different 2gp meats to get the free barrels.

I have never heard of this... I like it very much!  Doesn't seem too exploity - just smart.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 02, 2016, 03:13:35 pm »
Created a fort in a Joyous Wilds region near a necromancer tower with a volcano.  I have not been sieged yet but have been unsuccessful in finding any iron; only copper.  Should I abandon the search for iron and just make copper weapons or continue on?  I also need some ideas on what I should do in this fortress.  Something exciting and !!FUN!!...

In other news flooding the caverns is !!FUN!!.  I hope it starts to trickle down into the next cavern layer.

Spoiler (click to show/hide)

EDIT: Potter is going into a strange mood and I haven't the materials for him.  Guess we'll see what happens!

9
DF Dwarf Mode Discussion / Share Your Embark Profiles!
« on: January 02, 2016, 10:49:57 am »
After seeing no active thread on the subject, I have become obligated to create a thread where people can share their !!Dwarf!! embark profiles.  When you are about to start off a new fortress, what seven dwarfs do you pick for the creation of the new Mountain Home?  Is it a group of military dwarfs ready to combat the undead?  Or do you cast off cheese makers to the settlement for a challenge?

To start this off, I will share my own embark profile.  It is pretty basic due to the fact that I only use this profile to go into relatively easy embarks with no enemies nearby.  This profile is great for quickly building a fortress before the goblinite harvest sieges begin as well.  It goes as follows;

Miner One
Proficient Miner

Miner Two
Proficient Miner

Carpenter
Proficient Carpenter
Adequate Wood Cutter


Mason/Architect
Proficient Mason
Adequate Building Designer


Engineer
Adequate Mechanic
Adequate Siege Engineer


Farmer
Adequate Grower
Novice Herbalist
Proficient Brewer
Adequate Cook


Leader/Noble-to-be
Adequate Leader
Adequate Speaker
Adequate Appraiser
Adequate Record Keeper
Novice Organizer
Novice Persuader


I like to have two miners because I like to get the fortress built fast with as much stone gathered as possible.  Once the fortress becomes large enough, the beginner miners are usually legendary, which then I start the iron mining.  You will notice that there is no crafting dwarfs because I just convert all of the migrants into furnace operators, craftdwarfs, etc. once they come in.  The engineer is great for making a rudimentary defense system while waiting for iron to make iron traps. An all-round leader is needed so that I can assign him to be the broker, manager, and the bookkeeper.  Later in the fortress three dwarfs will be assigned to the task to ease the stress.  It should be noted that some items need to be gotten rid of so that there is enough points for everything.

If I ever have points that are not reassigned yet, I put magma proof stones in like orthoclase so that making the first magma forges is easy.  Items like wheelbarrows that can easily be produced at the start of the fortress I get rid of and spend the points on something else.

10
DF Dwarf Mode Discussion / Re: Mass Pitting Problems
« on: December 30, 2015, 10:05:11 am »
Will putting them into cages attached to levers and then releasing lever a viable option?

11
DF Dwarf Mode Discussion / Mass Pitting Problems
« on: December 30, 2015, 09:43:08 am »
I have been attacked quite a few times by goblins and have racked up quite a few goblins.  The only thing is, I am unable to put them down into the pit.  I cannot even strip them!  I've been doing everything right; I have the hatches above which are forbidden and the stockpile set as well.  I am able to pit all the animals but no goblins.  What am I doing wrong?

I have also tried to strip the goblins but when I hover over them with -k- all that shows up are their bodies.  No clothing or anything.

12
DF Modding / Re: Any Step-by-Step Modding Guides?
« on: December 29, 2015, 08:04:28 pm »
I am not refering to the actual code, I meant raws!  Sorry about the confusion.  I can understand why Toady wouldn't want people peeping into the code.  Thanks for all the advice and what ya linked me to is perfect for what I need.  I'm just interested in making new creatures and such. 

Thanks!

13
DF Modding / Any Step-by-Step Modding Guides?
« on: December 29, 2015, 03:01:06 pm »
Hello!

I've just become interested in modding and I am trying to find a tutorial that is step by step.  The ones that I found on the wiki would vaguely describe how to do something, and then paste the whole entire code down expecting me to know what everything was.  I basically need an in-depth tutorial that guides me along the process on how to create a creature/object/etc.

Also, would there be a place where all the different words and codes are defined?  A dictionary of sorts?
 

14
DF Dwarf Mode Discussion / Re: DF v0.42.02+ Worldgen Cookbook Thread!
« on: December 24, 2015, 10:09:00 am »
Thank you very much for the information. 

After reading much more into world generating, I've decided that my request is a little vague.  By lava chute I mean volcanoes, hehe.  I basically want a world with a lot of iron and caverns that are sort of flat; not a ton of hills and such.  Also there needs to be all civilizations in range.

15
DF Dwarf Mode Discussion / Re: DF v0.42.02+ Worldgen Cookbook Thread!
« on: December 24, 2015, 07:41:42 am »
Hello!

I've always wanted a world where there are all the races around me, including a tower.  There also needs to be relatively flat cavern layers; meaning no huge hills that make it confusing.  A lava chute would be cool too, but not required.  Lots of iron of course!  I want to fight through hoards of enemies. 

Also, I am not sure on how or where to put the information once I receive it.  Anybody able to tell me how to show me another post that says how?  Thanks!

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