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 - Grath

Pages: 1 [2] 3 4 ... 13
16
Most of the food is on the farming level, with prepaid meals and booze set at key locations throughout the fort.

What z-level is the farming level?

How do I join other than downloading and how do I produce a download for the next year?!?!?




I would like to join. Make me dorfed up with these skills and profession names:
Profession: Scout
Skills: Expert (Crackshot) Marksdwarf, Adept Swordsdwarf, Skilled Weaponsmith.
Notes:
I have NO IDEA WHATSOEVER about what's going on. The deepest I've been is Cavern Layer No. 2. So I've never dealt with anything worse than a Troglodyte. Plus, I use the Civilization Forge mod. Will that affect my gameplay?


How do I join?

Was I ever dorfed?

I have NO IDEA how to deal with a demon, what if I get the fort killed by accident?

I don't use traps.

I use the Civilization Forge mod, will that affect my gameplay?

In order:

1) You ask to join, then when it's your turn you download the save and put it in your dwarf fortress/data/saves/ directory. When you're done, you stick the fort's folder back into a compressed file (IE a .zip or a .rar) and upload it again. Other people can tell you more precise instructions.

2) No idea, but probably not yet.

3) Two options: A) Reclaim (not a good idea since I believe it'll spread demons all over the fort), B) Savescum (go back to an older save before the fort dies.)

4) Not using traps isn't a question.

5) No, the only thing that would make a difference is if you use graphics or not.

17
I'm gonna toss my vote in with the In-Game Traps crowd. You can do something brilliant if you put your mind to it. Hell, some traps even make themselves, like just putting un-labeled levers everywhere.

18
Man, I wish I'd gotten in on this earlier... No way I would get a turn because this fort's either gonna be dead by the time turn 17 rolls around, or it'd be during the semester and I'll be way too busy then.

Anyways, what I usually do for aquifers: Embark on the edge of one, so you have half biome that isn't aquifer and half that is. All the advantages of infinite water (Dwarven reactor anyone?) and not having to pierce through the aquifer.

19
I believe I heard once that water from a bucket isn't enough to make obsidian. I'm probably going to make some kind of suspended pool, then drop the thing.

It is enough, but it has to drop at least one z-level through air to work (as of ~40d era)

20
Wait what?! Grath is still alive? Obviously I haven't been catching enough arrows.

21
If only you'd caught them, they'd still be around for...questioning.
I did catch them, actually. Lured 'em into the cage traps with promises of breakable doors. I plan on questioning them inside the Giant War Badger pen.

22
DF Dwarf Mode Discussion / Troll Leatherworker, Troll Pump Operator
« on: June 22, 2011, 03:28:08 pm »
So, I have an utterly bizarre situation in my fort. This is slightly modded DF. (no exotics; war rabbits and war giant badgers; extra reactions for free materials when I feel like cheating; I also used RuneSmith a little to genocide goblin ambushes earlier to get the fort set up.) I set up a magma flooding trap in my entrance, and bait goblins into it by tossing War Rabbits into the area. I had some trolls show up with a goblin siege, and in the (drawn out, they were being ineffective at killing) process of killing the rabbit, two of the trolls suddenly changed job into a Troll Leatherworker and a Troll Pump Operator, who were then afraid of my dwarves/pets and would run away instead of going for combat.
Has this happened to anyone else?

23
DF Dwarf Mode Discussion / Re: Foreign Weapons
« on: June 22, 2011, 11:08:49 am »
Speaking of unusual weapons: I have a Donkey Bone battleaxe, thanks to one of the billion possessions in my fort. Is it worth telling a soldier to take it out and use it, or will the material doom it to uselessness?

24
DF Dwarf Mode Discussion / Re: Ghosts
« on: June 22, 2011, 10:09:26 am »
also: ghosts can die of old age so they will go away eventually

That is not dead which can eternal lie.
And with strange aeons even death may die.


Wow, that's some really good stuff. Source?

http://lmgtfy.com/?q=That+is+not+dead+which+can+eternal+lie.+And+with+strange+aeons+even+death+may+die.&l=1

25
DF Dwarf Mode Discussion / Re: Ghosts
« on: June 22, 2011, 07:57:46 am »
Well, it's kinda hard to do coffins when the dwarf's... slightly melted. Good news is the magma trap on my fortress gates works?

Edit: And on saving and reloading, the ghost that I couldn't engrave is no longer showing up, and my engravers finished the slab to the one that I could memorialize.

26
DF Dwarf Mode Discussion / Ghosts
« on: June 21, 2011, 11:03:47 pm »
Is there a way to turn off ghosts? I have an un-engravable ghost haunting my fort and it's pissing me off.

27
Well, y'all should hedge your bets - Have like three people run the turn and whoever finishes and posts a save / write-up first is the canon turn-taker.

28
Well, build the pump stack to completion/hide the stone and mark where the water wheels have to be placed.

29
You could try to make a 'sprinkler system' type of mechanism for filling the reservoir; Have a sealed off row of water that gets pressurized, with depressurization holes towards the reservoir (So that the whole 'sprinkler head' would fill quickly, then the rest would fill up faster off of it.)

Spoiler (click to show/hide)

30
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: April 18, 2011, 10:45:17 am »
Well, he was on the forum on Saturday, he isn't dead... Before that he wasn't online since like, the last post he made. Still, this is an epic reclaim, we need it to keep going.

Pages: 1 [2] 3 4 ... 13