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Messages - Goblins

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76
DF Dwarf Mode Discussion / Re: Designations and burrows
« on: January 13, 2015, 06:33:56 pm »
Maybe the dwarf tripped?

77
DF Dwarf Mode Discussion / Re: kindergarten fort challenge idea
« on: January 13, 2015, 03:40:21 pm »
Your biggest challenge there would be that children will harvest and haul, but they wont do any of the essential jobs like planting, building, brewing, mining.

If you don't mind being rather exploity I think the ideal final setup for a one adult fort would be to setup a magma glass furnace and a sand collection zone and have him produce an infinite supply of masterwork serrated green glass discs and use those to buy everything you need off the caravans.
And also to stock the weapon traps you will need since you won't be able to form a militia.

Green glass discs?

78
DF Suggestions / Re: Store stuff ready to trade at Trade Depot
« on: January 12, 2015, 06:20:29 pm »
You know, it always did puzzle me that we can't take things to the depot until the last minute...

How about making it an available option at the cost of things left on the depot being vulnerable to the elements, thieves, animals, and the other hazards that face non-stockpiled goods?  That way, it can be a matter of strategy whether you want to risk losing goods in order to save time hauling them there.  Or, just have it available, period.  Either way seems good to me.

Don't think that would exactly make sense for a trade depot that's inside.  Mine is deep inside one of my bases... so it would really be strange if thieves stole from it and not my stockpiles.  Then again, DF is a strange game...

79
I am actually playing an above ground fort at the moment, purely by accident. I embarked above an aquifer near a necrotower and focussed on throwing a wall up and putting a roof over that just in case of a second season siege, and my population grew so quickly that I ended up deciding piercing the aquifer wasn't worth the effort until things were stabilised. I have to say, above ground forts, while more difficult, are way more fun. At the time of my last save, I have 60 dwarves milling around behind the locked gates of my 3 storey little wooden keep, hoping the food doesn't run out before the undead stop milling around outside. The whole "to the keep!" Business is much more fun than sealing the gates and letting life continue as normal underground

You make me want to do what you're doing very badly.  My next settlement will be above ground only!  A worthy challenge!  Of course, after I brave this [TERRIFYING] biome.

80
DF Dwarf Mode Discussion / Dwarf Fortress in Less Than 20 Words
« on: January 12, 2015, 01:32:10 pm »
Describe Dwarf Fortress in less than 20 words.

For me it would be;

A game of alcoholic idiots controlled by an even worse idiot, the player!

81
Hm.

I don't enable aquifers.  Too much work in my opinion.  It really takes away from the game and creativity of embarks.

82
DF Suggestions / Re: Store stuff ready to trade at Trade Depot
« on: January 12, 2015, 06:28:28 am »
Yes please!  Even though this thread is old, I was going to make a suggestion about it.

Sometimes my stockpiles get inundated with crafts!

83
DF Dwarf Mode Discussion / Re: ☢!!Science!!Experiments!!☢
« on: January 12, 2015, 06:24:52 am »
Are they active?

84
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 11, 2015, 10:00:19 pm »
Well... hehe!

I trapped 20 dwarfs into a cave, waiting for the cave crocodiles to finish them off.  But no!  The cave crocodiles will come up to MY fortress to come and kill us up there, but they won't appear in the cave at all.  So basically they all started to starve and my Butcher started to go insane.  He started to clobber people left and right.  Then a child went insane... and yea.  Always fun to be spammed with those messages!

Then I unlocked the door to my fortress... not a good idea!

So yea, in the end, I had a ton of spamming messages of people calming down from a tantrum, having a tantrum, or being discovered after dying from the insane child/butcher. 

85
DF Dwarf Mode Discussion / Re: Laziest design you ever made?
« on: January 11, 2015, 09:43:31 pm »
I don't usually go lazy, but I remember my best one was when I was still learning...
"Oh, this is game is very complex... Dwarves need rooms to sleep... And I must build those workshops for them to cook and eat... Wait, they can sleep on the ground too? And I can make workshops anywhere I want? Screw that digging stuff, I'm staying here!"
That was my first no digging fort, my second attempt at playing and I survive until the second goblin siege, since I didn't knew how to equip dwarves nor how to make weapons,  so my military were a bunch of bearded mud wrestlers.

So, when I first started playing, I would make rooms by just doing [SHIFT] and then do a square out of those.  Even worse so, I made rooms that were 8x8's... for regular commoners!  Ha!  How unthinkable now!  Just give 'em a 2x2 place to put their crap and get out!

86
DF Dwarf Mode Discussion / Re: Laziest design you ever made?
« on: January 11, 2015, 09:41:17 pm »
Woah.

Suddenly I have the urge...

87
DF Dwarf Mode Discussion / ☢!!Science!!Experiments!!☢
« on: January 11, 2015, 09:38:48 pm »
So, first and foremost, Hello!

I was looking over the forums for a while and decided that there needs to be a place where all of these !!Science!! experiments can be compiled.  A place where we scientists, whether we study the most effective way to give warmth to kill dwarfs, or make a revolutionized defense system, can post our findings.  Whatever we do, it must be compiled and documented in a comprehensive place!

I urge all of you below to post your findings.  Once you post, I shall copy and paste it up on top here.  Comment on other people's and enjoy!  It would be great if you could do it in this format below;

Experiment Name:
Scientist:
What are you trying to solve/accomplish?:
Diagram (Optional):
How does it work?:
Did it work?:
Materials:
Link to another thread:

List of Science Experiments

None so far

88
DF Dwarf Mode Discussion / Re: How long do your Fortresses survive?
« on: January 11, 2015, 09:18:36 pm »
Hopefully the tavern arc will solve some of the problems the late game has as far as challenge is concerned. You can feed and clothe and shelter a practically infinite number of dwarves with just 3, 2, or even one ingame year of setup if you really push it. Taverns probably won't help FPS any, but they should keep it interesting past the first 4 years.

Ah, is there a time set on when that may come out?

89
Well then chaps, time for some !!SCIENCE!!

90
Getting migrants into a cavern fortress would also be a bear. Any route a migrant could take could be exploited by a surface enemy as well, or torn apart.

A Surface Fort definitely has security issues, too. Between climbing and the need for a wall, it's a lot of work to secure yourself. But once you're there, you can find a place outside the walls and begin planning a mine. Or doing one right inside the moat.

Currently I went ahead and have embarked on a Terrifying Biome.  Sounds like fun!  I have gone into a cave and am basically going to live underground for my whole life... probably as six people.  At least I have two miners! 

We'll see how far I get...

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