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Messages - Porpoisepower

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346
DF Dwarf Mode Discussion / Re: Mosaic Ideas
« on: July 16, 2009, 01:03:00 pm »
Maybe I can make a huge H, and make it look like my fortress has a Helopad... but that would be boring

I know... A dwarf laying prone on a bed of shrooms and booze reaching out to touch fingers with a Giant toad in the sky surrounded by flying tail-less kittens.

Then again... This might end up looking like Jim Henson reaching out to pull Kermit the Frog's finger...

347
DF Dwarf Mode Discussion / Re: Mosaic Ideas
« on: July 16, 2009, 12:57:10 pm »
Maybe I can make a huge H, and make it look like my fortress has a Helopad... but that would be boring

I know... A dwarf laying prone on a bed of shrooms and booze reaching out to touch fingers with a Giant toad in the sky surrounded by flying tail-less kittens.

348
DF Dwarf Mode Discussion / Mosaic Ideas
« on: July 16, 2009, 09:54:43 am »
I've got a nice 12 year fort going, with a nifty castle on the surface...

Anyway I've got some Cinnabar and Cobalt to use... any ideas?

349
DF Dwarf Mode Discussion / Re: Starting builds!
« on: July 15, 2009, 02:25:12 pm »
You need 2 miners for my fortress design. Also i could never understand people wanting to buy wood, can't you just chop down some trees (apart from a map with no trees ofc). It's a bit of a waste of money.

A. Wood is relatively cheap, and having enough for barrels, bins, beds, charcoal(3x so if you don't have magma) is critical to your fort's ability to function early in the game. Also

350
DF Dwarf Mode Discussion / Re: Rested up and good to go?
« on: July 15, 2009, 11:29:29 am »
you can try disabling the room they own... wounds heal much faster in a hospital/barracks than bedroom.  ???

351
DF Dwarf Mode Discussion / Re: Starting builds!
« on: July 15, 2009, 11:27:23 am »
The only points I spend on Dwarve skills are a point of Appraiser on who will end up being my trader.

I then concentrate on a wide variety of meats, seeds(15 each type I can), some turtles and silk incase of an early mood, Tons of wood.

I generally sell one my axes For even more supplies.

When I arrive I set up 2 dwarves with mining(assuming I kept both picks).  One of the miners I transition to stone crafting once I'm ready to start up crafting.

One dwarf responsible for carpentry, wood cutting, bow crafting is usually sufficient(especially after I train my trading to pull in 30+ logs a trip and have enough metal production to make all the metal barrels/chests I need).  If I'm going somewhere heavily forrested a stand alone Wood Cutter may be worthwhile.

352
DF Dwarf Mode Discussion / Re: Fun times ahead...
« on: July 15, 2009, 11:15:28 am »
The marble may still be aquiferous.

Howeve you should be able to punch through the aquifer next to the magma.  Most levels of quifer's have a few squares of dry space arround Magma. That will get you by until you can get pumps / controlled Caveins through where you really want to be.

353
DF Gameplay Questions / Re: OMG immigrant swarm
« on: July 15, 2009, 11:02:11 am »
well its pretty hard to diminish fortress-wealth without crippling your gameplay. I just want to play my game without worrying about my population beeing trippled all of a sudden :(

That's part of this game.  You want a different game, let us know what you find.  :-\

There's always capping your population... although I once got hit by two goblin ambushes with only 15 dwarves(It was a rough embark, lost two dwarves shortly after embark, because the ice they were crossing melted and they drowned while trying to unload the wagon.)

354
DF Gameplay Questions / Re: Removing Hands
« on: July 15, 2009, 10:50:32 am »
Changing his weapon preference temporarily to say Axes doesn't do anything does it?

355
DF Dwarf Mode Discussion / Re: The Inner-Locking Vault
« on: July 14, 2009, 02:41:04 pm »
You may have stumbled apon a practacle use for a dwarf-puter.

Design a system of levers that need to be pulled in a specific manner in order to open the entrance.

For bonus points setup some pressure plates to magma flood the fort if a non standard entrance(tunneled/deconstructed wall) is used.

356
DF Dwarf Mode Discussion / Re: Marksdwarves refuse to train?
« on: July 10, 2009, 01:39:15 pm »
I love legendary macedwarves, a recent ambush included an elite bow Goblin.  my macedwarve smacked it clean accross the map and into a brick wall it's head and both arms exploded off @ impact. ;D

357
But why would the Russian omit the "it" and not the "is"? Russian does not have the verb "to be".
/pedant

Really??? I have a English/Russian dictionary, that is interestingly enough organized based on frequency of use. Anyway "be" is the most used word in Russian(well the Russian word for "be")

358
Pants with a screaming dog on them?

I hope that image is sewn to the crotch.

with a barrel on each side! Woo ha!

359
DF Bug Reports / Re: Forbidden Oriole
« on: July 01, 2009, 02:25:06 pm »
Just seems like if something is forbidable than k-f ought to work.

Edit:
or that live animals shouldn't be forbidable in the first place. 

Anyway It strikes me that something isn't quite by design here.

360
DF Bug Reports / Forbidden Oriole
« on: July 01, 2009, 10:08:21 am »
I had a tame Oriole In a cage I got from trading.  in the process of stripping some invaders of their equipment I dumped the Oriole Cage(d-b-d)... I didn't notice until the cage was in the garbage pit.  When I reclaimed it the cage was reclaimed but the oriole had escaped and marked with as forbidden.
I was unable to reclaim it like other animals(f key) but I was able to reclaim it by d-b-reclaim.

Also I tried to atom smash it, and it phased through the descending 10x10 obsidian bridge.(it was dead smack in the center when it slammed down).

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