Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Crushy

Pages: [1] 2 3 ... 6
1
DF General Discussion / Re: Communistic fort?
« on: January 18, 2009, 09:28:31 am »
Nobles are "automatic". By that I mean they'll come with the migrants. If you kill one a replacement should arrive soon. Watch out, though: I once killed a female baron who had a male consort, the next baron was male so he brought his own female consort. So I had 2 consorts at once in my fort!

Also, philosophers will never (at least I haven't had any that would) bother you. They'll stay holed up in their houses, and I've yet to see a philosopher go berserking around. Tax collectors don't do anything either. They have occasional demands and they start the economy, I keep them around to use them as brokers (my tax collectors usually live near the trade depot).

Barons, as I've said, bring consorts. They don't do ANYTHING AT ALL, either. After a while you'll be swimming in their kids too. The consort seems to act as a broker occasionally but Baron's haven't done anything at all in my forts.

Dungeon masters, now those are something else... I love the little guys and I would love it if they gave me mandates to fill, they deserve it. Think of them as furnace operators/animal trainers/blacksmiths/sword,armor smiths that do no hauling and require a good home. They also let you tame large animals like dragons.

2
DF Bug Reports / Re: Unmovable objects after reclaim
« on: January 07, 2009, 09:29:39 pm »
Yes, I always suspected it was about carried items when abandoning the fort. At least now we can confirm it. Maybe visiting the site as an adventurer before reclaiming can fix it? I'd hate to channel my whole fortress.

3
DF Bug Reports / Re: Unmovable objects after reclaim
« on: January 07, 2009, 11:33:20 am »
Nope, that's not it. I just checked to make sure  :-[

Also, I think the fact they haven't degraded and/or released miasma in a few years tells me something is very wrong with those 2 corpses.

4
DF Bug Reports / Re: Unmovable objects after reclaim
« on: January 07, 2009, 10:10:13 am »
Oh yes, I'm sure of that. I even marked them for dumping. It's not the first time I've had this problem. I think channelling under the object works but I don't really want to ruin my fort like this

5
DF Bug Reports / Unmovable objects after reclaim
« on: January 07, 2009, 08:28:45 am »
It's back. After reclaiming a fort twice (hunger problems with the first reclaim crew if you must know) I noticed some items are constantly left untouched by dwarves. For instance, there are a lot of coins near my coin stockpile they won't move, even though they have been busily hauling coins that wound up in the middle of the woods.

It also seems it's not just a job issue. There are 2 corpses right in the middle of my fortress, a section which has been cleaned up 2 years ago. They have completely finished rotting and are now just standing there for no apparent reason. I can't even build walls on top of them due to "Object blocking site"

6
DF General Discussion / Re: Origin tracking of blood? Really?
« on: September 11, 2008, 02:25:02 pm »
My dwarves eat tree trunks to piss off the elves.

Raw even.

*Goes to mod eatable trunks in*

7
DF Modding / Re: Tyranid Mod [0.3 BETA]
« on: August 28, 2008, 11:50:51 pm »
It's a cool ideia, just not for me, sorry :( I'm a W40k fan but I prefer to keep DF as "pure" as I can.

That said, your mod sounds awesome :)

8
DF General Discussion / Re: Best random name evar!
« on: August 28, 2008, 10:33:23 am »
The Incest of Passages. A goblin Civ.

I sure hope there's no incest on MY passage

9
DF General Discussion / Re: Not so Legendary Deaths.
« on: August 28, 2008, 01:00:57 am »
I once had an army of named cats. Where did they get their names? No idea. But I've been having so many sieges I haven't been paying attention. Maybe they're heroes of the fortress.

Too bad I designated them all for butchering before the name-giving cerimony.

10
DF General Discussion / Re: Three reasons you love Toady one; the great.
« on: August 28, 2008, 12:37:44 am »
This is a C++ game. It menaces with spikes of pure genius.

11
DF General Discussion / Re: Hammers or Axes? Which is more Dwarf-y?
« on: August 28, 2008, 12:32:20 am »
I've always been a dwarf fan since I was a kid (for some reason I always wanted to be short and chubby, being tall sucks). And I always considered the 2 handed hammer the most dwarven tool ever. I'm not sure where I got the idea. If someone knows any fiction where dwarves wield hammers instead of axes I'd really appreciate it.

For me, the hammer is an industrial tool which can also find it's use in war. It's a weapon that relies mostly in strength but can receive all sorts of modifications like a spiked front, details on the side of the hammer itself, etc. It's an artisan's weapon.
I see axes as brutish weapons for more brutish people, like barbarians. An axe is an axe. There's not much you can do to decorate it and felling trees isn't the most crafty of tasks.


As for the least dwarven weapon: Swords. For some reason I just can't see dwarves wielding them. I I imagine dwarves as hardy folk capable of carrying huge amounts of armor and large weapons whose use won't require much dexterity.

Here's how I see it in terms of dwarfness:
Hammer>spear>crossbow>mace>scourge>axe>whip>sword>2handed sword

12
DF Dwarf Mode Discussion / Re: What is your starting loadouts?
« on: August 01, 2008, 03:54:19 am »
I usually bring a Mechanic and
1 Miner/mason
1 Carpenter/woodcutter
1 Planter

and an assortment of other useful skill depending on the environment. I've been bringing along a trader/administrator recently and a pair of brewer/weaponsmith and cook/armorsmith. Craftskills are trained easily enough and I get a legendary jeweler sooner or later through moods.

I've noticed you guys don't bring mechanics. Is there a trick to training them? I've recently lost my only 2 and the peasants are training rather slowly. Should I just spam mechanisms?

13
DF Dwarf Mode Discussion / Re: Suiting Titles
« on: August 01, 2008, 03:47:19 am »
For some reason I always get into the Fortress guard people with awesome squad names  :-\

And my champions are usualy some really weird dwarf... I once had one Axedwarf from the first immigration wave who never got promoted beyond that, and the Mace guards I hired were already champions after about 2 years.

14
I had a fort once where three of the first four artifacts were bows. D'oh!

I had (have) a fort where the first artifact was a crossbow.

PICK IT UP DAMMIT.

15
DF Dwarf Mode Discussion / Re: An existential question
« on: March 21, 2008, 10:42:00 pm »
quote:
Originally posted by Hyperturtle:
<STRONG>Dwarven nurseries!  That's what we need!  So i can run a magma pipe to it.</STRONG>

I'm still waiting for trowable babies in adventure mode.


Pages: [1] 2 3 ... 6