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Messages - Untelligent

Pages: 1 [2] 3 4 ... 290
16
DF General Discussion / Re: Don't forget about the DF Map Archive!
« on: August 15, 2016, 11:29:47 am »
I'll throw the link to my own giant-ass fort from years back in here


http://mkv25.net/dfma/map-8323-tunnelwound


I was messing around with the world generator and I figured out how to generate 100-level-tall mountains, so of course I had to carve a tower out of one. There weren't any major updates in 2009 except for the SDL updates so the fort was around 40 years old when I archived the final map (which was maybe a day or two before DF2010 was released).

17
DF Dwarf Mode Discussion / Re: Life after Therapist
« on: March 19, 2016, 11:29:29 pm »
I used to use Dwarf Foreman and the sequel, Dwarf Manager, to manage labors, but when they stopped being updated and Therapist was the only tool for that, I stopped bothering because it just had too much stuff I didn't want to use.


Ever since DF2010 or so I've just set dwarf labors when they migrate based on what I need and generally leave the labors alone afterward.

18
DF Dwarf Mode Discussion / Re: 2 cavern layers. Problem?
« on: March 14, 2016, 10:08:35 pm »
Does the game even let you set the layer number to five?

19
DF Gameplay Questions / Re: Thread stockpiles
« on: March 06, 2016, 10:13:35 pm »
Repeating minecart dump from the refuse stockpile into the magma sea works too.

20
DF Gameplay Questions / Re: What is the" myth generator"?
« on: March 04, 2016, 08:55:39 pm »
Mind you, that page doesn't mention the myth generator at all since the next couple of main sections (NPC artifacts and fortress starting scenarios) haven't been updated since Toady started working on the myth generator. It'll be part of the artifact update, though.

21
DF General Discussion / Re: Future of the Fortress
« on: February 28, 2016, 09:39:03 pm »
Even on the dev page, it's acknowledged that digging would be so powerful and disruptive that there'd be an option to disable it. Aside from that, the best way to defend against it would be to find the little buggers and kill them before they poke a hole in your walls.




That being said, I look forward to the day when you can expect an invasion to do a little of everything: marching a large force of infantry through the obvious(ly trapped) entrances, having a smaller group of elite troops scamper over your walls, and sending mounted cavalry out to pick off the dwarves that were caught outside before they can run away. Meanwhile, while you're distracted, a squad of sappers is trying to dig in the back way, and you can see a disturbing contraption being built in the forest...

22
DF General Discussion / Re: Future of the Fortress
« on: February 28, 2016, 07:18:26 pm »
Not just the food and caravan revamp, but the siege revamp. The development page suggests digging through your walls, and finding better ways into your fortress once they discover the hallway-full-of-murder, and we've already got climbing. Maybe someday they'll even chop down your trees to build battering rams and trebuchets.

23
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 27, 2016, 11:25:44 am »
There's likely some range that's close enough to hit goblins at but far enough away to not flee their post in terror.

24
DF General Discussion / Re: Future of the Fortress
« on: February 24, 2016, 06:42:06 pm »
When the mythology generator happens there might be a rewrite of the way ages are named, but as it stands the existing ones are pretty comprehensive.

25
DF Gameplay Questions / Re: Invaders enters my walled fort
« on: February 24, 2016, 10:56:50 am »
They climbed over the walls.

26
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 24, 2016, 02:04:37 am »

So I started off for my next target when I spotted a * moving away from town. I followed it, and this is what I found:A single human spearman and a pair each of tame horses and pigs. This is several miles from the edge of town now, so these tame animals almost certainly followed this guy out here. I have no idea what they're actually doing. Nobody's walking anywhere, the spearman, who is apparently a scout or ranger, wont say anything beyond that it's an important mission. I'd suspect he's a bandit and he stole them, but he's actually wearing a helm emblazoned with the seal of our civilization, which makes me think he's still a civ member.

maybe he stole the hat too

27
This should be a story Threetoe should use, as this is amazing, indepth and very interesting
plz provide more plz
also a save would be nice to as this is a must see


He's already made at least one story that involved a fortress built in hell. It didn't end well for the builders.

28
Marksdwarves are lousy at killing things, but they're great at incapacitating incoming enemies before your melee soldiers hit them, reducing the risk of injury.

29
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 21, 2016, 01:25:51 am »
Started digging a waterwheel waterway in the caverns to power a pump stack. Miner ended up in the trench he was channeling out and got waterboarded. Instead of walking back up the slope he was next to, he climbs up the sheer wall on the other side of the channel, climbs *away* from the dry ground, and ends up on a fungiwood. Then he jumps across the lake to another nearby fungiwood, misses, lands in the lake. Climbs up the second fungiwood and gets stuck, surrounded by water. I order a bridge built over to him, but all my other dwarves are busy praying so the parkour master eventually gets bored and finds his own way down when I'm not watching.

30
DF General Discussion / Re: Future of the Fortress
« on: February 18, 2016, 11:50:12 pm »
Quote
Of course, chopping down trees isn't very interesting by itself. The reason we went forward with it now is that next we'll be using the logs for some construction options and finally adventurer-driven site creation to cap adventure mode features for this release. More on that as it is implemented!

That's a pretty big deal.

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