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Messages - Areyar

Pages: 1 ... 19 20 [21] 22 23 ... 184
301
DF Dwarf Mode Discussion / Re: Creating a dwarven city: Need Ideas
« on: June 15, 2011, 09:17:42 am »
I still plan on digging out a geode city at some point.

302
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 15, 2011, 07:54:08 am »
I's enuf tae mak me baerd crrl!

AH!
recumbent, as in lying down and it reminds me of recuperate, which was what she should have been doing.

I might 'abandon' this current fort and migrate to the caverns.
The constant ambushes are a bigger nuisance than forgotten monsters ever have been.
I'll just need to collect all that gear...

303
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 15, 2011, 07:27:15 am »
Following the cowardly elvish assault on our undefended mine, in which Kagosh was thrown down the main air shaft. Kagosh the blacksmith was tumescent in the hospital with two doubly broken legs when she got a genious idea.

I do not think that word means what you think it means.

From Wikipedia:
Quote
Tumescence is the quality or state of being tumescent or swollen. This swelling includes expanding foam and expanding caulk. [1] Tumescence usually refers to the normal engorgement with blood (vascular congestion) of the erectile tissues, marking sexual excitation and possible readiness for sexual activity. The tumescent sexual organ in men is the penis and in women is the clitoris.
LOL !!
(and !!blush!! )
incumbent? supine? prostate?
What I meant to say was being back-broken and lying down...using a latin word. :p

304
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 14, 2011, 03:17:57 pm »
Why can't ambushes come one at a time?!!

I just had to fight in sequence a thiefmaster, goblin siege with crossbows and hammerers, okay survived that with only a few isolated dwarves killed. We start to clean the battlefield of crap: Ambush:ambush:ambush now the elves are back for a second round and they brought Warbears and war eagles.
A few days later, the fields are littered with wounded and unconcious dwarves, eagles, elves and bears. only a few have made it to the hospital, most of us lie dead. A spearmaster still roams the surface.
Those that survived are lucky to have all limbs or their sanity...

Oh wait, another elf ambush. Eagle spearelves this time...oh and some more They brought a swordmaster too and some more bears.
:(
we are doomed.
DOOMED! :D

edit: eh seems we survived...those forty mounted elves simply left. heh!

305
DF Dwarf Mode Discussion / Re: My so far shortest lived fortress.
« on: June 14, 2011, 09:32:08 am »
Then your next learning curve has appeared beyond the one of building a fort:
managing a working military, while maintaining a working fort. :D


306
DF General Discussion / Re: Future of the Fortress
« on: June 13, 2011, 12:42:41 pm »
Next version, any dwarf that starts to alternately display a plumphelmet symbol or have tendrils of fungus emerging from his/her beard after visiting the underland caverns, will be locked outside -or better yet- incinerated in magma!
This sounds like too tempting a surprise feature for Toady to pass up.  ;)

307
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 13, 2011, 09:27:43 am »
Following the cowardly elvish assault on our undefended mine, in which Kagosh was thrown down the main air shaft. Kagosh the blacksmith was tumescent in the hospital with two doubly broken legs when she got a genious idea.

She hauled her bleeding body down the industrial shaft and claimed a smithy and refused to talk to anyone while she laboured brokenly lying in front of the fiery furnace.

Finally she decided her masterwork was complete: Ósshigós, Certainpack, a pigiron sarcofagus lined with copper spikes.
Several days she slept after she was hauled back to the hospital, her last words before she succumbed to the untreated infection raging in her maltreated limbs were "My life's work ...also my last... certain... urk"

She will be remembered as a legend and as a moral tale for young dwarves; not to refuse treatment.
As befits a legendary miner and blacksmith she lies in her own artifact coffin.

308
DF Gameplay Questions / Re: Archery tower
« on: June 10, 2011, 12:17:18 pm »
Sorry, Nothing new there, besides the height mandate. :p

309
DF Gameplay Questions / Re: Archery tower
« on: June 10, 2011, 05:58:53 am »
there is a designate method to unforbid/forbid/dump etc all items within a selected area, that should reduce the time needed. still there is a maximum size to the area and it only works on one level obviously.

you used to get a bunch of warriors to reclaim in olden times, nowadays it is the usual embark options. Can still train/equip your dwarves as a fightingsquad, but no longer are you restricted to only warriors.

i recommend taking agood mason at least. :)

oh, and if you abandon a fortress voluntarilly, items held by living dwarves are gone, as well as the dwarves themselves.

310
DF General Discussion / Re: Future of the Fortress
« on: June 10, 2011, 02:38:34 am »
@Devlog: hurrah! Increased survivability was one of the things I was really hoping for: it gets annoying that most mountainhalls starve to death in the first twenty years of the world. . .
It might be a good idea to tone down worldgen attacks and wars in the early years, untill civs have had a chance to develop a bit. It's looks like most fortresses get a sieged almost immediately now, being pillaged or deprived of farmers in the process. 
I also hope that mountainhalls will become visible on the map again. New Dark Towers also seem to not appear. the prerequisites seem inconsistent, human hamlets are always visible, but dwarves never, goblins sometimes, kobolds never (but that is good).

311
DF Gameplay Questions / Re: Archery tower
« on: June 09, 2011, 04:55:58 pm »
Place ammostocks, sleeping barracks, training targets, foodstocks and dininghall in decreasing order of importance on lower levels or in inner rooms if larger tower.
Better yet make a great wall around your fort and place an entire self-sustaining complex inside.

The great wall of Goblinbane, where the stalwart defenders of the fort live and die. Once a child goes in he is never seen again as he spends the rest of his life training to be one of the elite marksdwarfs that patrol the wall.
The unseen protectors of the fortress inhabitants, their remains to be placed on the catacombs that line the founfations of the wall. So that their spirits are eternally bound to the defense of the fort.

Yeah, this is the plan.
Not many of my fortresses survive past the stage of a small walled outpost though. ><

WW I fortifications are inspiring for DF too.

312
DF Gameplay Questions / Re: Archery tower
« on: June 09, 2011, 04:44:01 pm »
I use walls in the corners as roofsupports usually.

Also like to have permanent access to roof, but this is a personal taste.
In locations infested with dangerous flyers, I'd probably go for the external construction too.

same issue with surface level access@ I like to have courtyards with training targets, but access tunnels are much wiser.


Code: [Select]
Topview

#H#HHH#H#
H+++++++#
#++###++#
H+#+++#+H
H+#+X+#+H
H+#+++#+H
#++###++#
H+++++++#
#H#HHH#H#

-illustrates walls behind crenellations to prevent stray arrows hitting your dorfs in the back.

313
DF Gameplay Questions / Re: Archery tower
« on: June 09, 2011, 04:31:14 pm »
oh heh, hatchcover. Not when locked. )flyers are rarely building destroyers.
If you did not close off the roof access, then they can get in through there.

Diagonal movement: yeah, I know, it is only a thought to solve a riddle.
Thrown/falling/born creatures or those pushed by a current can pass through fortifications, so maybe they are pasable to all flying creatures. . .


Note that above sideview is only a most basic tower, you get bonuspoints for overlapping fireangles. ;)

Place ammostocks, sleeping barracks, training targets, foodstocks and dininghall in decreasing order of importance on lower levels or in inner rooms if larger tower.

314
DF Gameplay Questions / Re: Archery tower
« on: June 09, 2011, 04:00:01 pm »
Did you cover your fortifications as well? Fortifications don't have a 'top floor'.

Code: [Select]
  __=__!
 H__X_@H
 #__X__#
 #  X  #
####X#####
H = fortif
! = flyer
# = solid wall
_ = floor
@ = marksdwarf
X = stairs

315
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 07, 2011, 09:40:15 am »
Started a new fort recently.
temperate saltwater swamp. Dorfs are at war with everyone, didnt realise this till later though.

We intended to dig a big hole in the ground and live off trading the products of our minecraft, hence we took six picka an axe and our awesome leader can trade like a ... a ... er... hum whatever.
all was well untill the traders areived from home, THEY DID NOT BRING ANY BOOZE! and we were about at the stage of drinking blood. 
Some high priority building and learning created some much needed liquor just in time to prevent extinction.
Word must have reached the mountainhomes that we were making ale, because next spring our population tripled.
At this point we also finished our windmill waterpurifier- hopefully the reservoir will not freeze over in winter, our doctor claims he needs freshwater to clean wounds.
Then A massive ambush of elves reminded us we were at war. We had in total two macedwarves in the military.
Tactics were required. So everyone was drafted and told to guard the bottom of the pit. Some were unlucky to be jumped by the cowardly elves before they could reach the safety of the pit unfortunately. But the tactic proved successfull overall, losses were about equal and this  while only two mnaces one axe and six picks were available to all the dwarves. We were reduced to using the wooden implements of our foes. Something that will never happen again! I've ordered weapons of steel to be forged in large quantities. The inferior quality stuff we will sell off. Hopefully for booze.
Also we dug some shallow cellars for farms. neccessity.
I must see about creating a guard force, we had some tantrumming. Some silly creature had lost her mate and decided it was needed to kill a mule.
I think we will cancel the hammers and change that for picks. We are a still mining outpost. Everyone, save the woodcutters and marksdwarves will be required to carry a pick and train with it once every week in the barracks. We will see about smithing some helmets and chainmail. Any armour taken will be mandatory to be worn at all times.

That is all.
Praise the miners.


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