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Messages - Lidhuin

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166
DF Dwarf Mode Discussion / Re: Satyrs...
« on: February 09, 2010, 06:42:31 pm »
I'll try capturing. Difficult, but a nice challenge.

167
DF Dwarf Mode Discussion / Re: Satyrs...
« on: February 09, 2010, 06:05:46 pm »
Tried in 40d16, but my marksdwarves walk right up and then they and the Satyrs just frolic around a bit.

My military dwarves must have gotten too much sun!

Edit: Some investigation leads me to believe the following:

The ethics of my civ do not allow me to kill neutrals? entity members? In any case, Satyrs [can_learn] and [can_speak], the only reasons I can see why it would not be possible to kill them :/

168
DF Dwarf Mode Discussion / Satyrs...
« on: February 09, 2010, 05:44:49 pm »
Hello Dwarf-goers

I've a problem. My fort is based around hunting Unicorns. The presence of Satyrs eliminates the possibility of Unicorns spawning. Satyrs are not targetted by my military dwarves, nor my hunters.

Given their propensity to move around a lot, I don't think drowning them is an option.

Suggestions?

169
DF Dwarf Mode Discussion / Re: Booze of Doom (in Dig Deeper)
« on: January 12, 2010, 09:49:39 am »
Booze raining from the sky on a GCS? That's Armok angry, that is.

It must have been because I was making a drowning chamber in my entrance hall, rather than a magma chamber.

170
DF Dwarf Mode Discussion / Re: Booze of Doom (in Dig Deeper)
« on: January 11, 2010, 10:51:42 pm »
I really dunno. One option: it came from the wagon. Possibly.

My version: It fell from the sky.

With that said, I do agree there's a lot added without any hint as to what it does.

171
DF Dwarf Mode Discussion / Booze of Doom (in Dig Deeper)
« on: January 11, 2010, 10:31:10 pm »
So I began playing the Dig Deeper mod, as I was looking for more Fun. I certainly found it.

First fortress, I embark. There's a chasm. It has giant termites. Five seconds later, said termites have wiped out my embarking party. I was impressed.

Second fortress, I embark, and two years later I get overrun by orcs. I could never get a military up, because my losses against goblin ambushes were too extensive (first squad completely eliminated, second squad reduced by half, third squad had barely trained up when the orcs arrived and my traps were woefully ineffective).

Third fortress goes reasonably well for a year. A GCS is spotted! Oh noes! But it stays away from my fortress, so all is well. Until a barrel of ale appears on the mountain top near the GCS. A dwarf goes to fetch it. Urist McFool dies. Urist McCurious goes to fetch Urist McFools body. I forbid everything up there, but it is too late: The GCS has been lured to my fortress entrance by the dwarves going up to fetch dead corpses, socks and most importantly: The Booze of Doom!

I think I'll keep playing this mod. It's great fun!

172
DF Dwarf Mode Discussion / Re: Traitor to Dwarvenkind
« on: June 19, 2009, 05:34:08 pm »
Have people not noticed the clearly undwarven tendency to like cats?

This mayor likes cats! I demand the engraver make a political cartoon about it immediately!

173
DF Suggestions / Re: A suggestion on poop handling
« on: May 21, 2009, 04:41:17 am »
A suitably deep latrine will be usable for decades, if not centuries. I believe a six metre latrine can serve a family of five for pretty much a lifetime, if not longer.

I like the sewage system too.

174
DF Announcements / Re: Dwarf Fortress 0.28.181.40d Released
« on: December 09, 2008, 08:54:20 am »
Need more migrants and HFS!

Toady is the HFS, fool!
How else could he be so awesome?

I thought he was a tentacle demon?

Extra tentacles are always useful for coding.

175
DF Announcements / Re: Dwarf Fortress 0.28.181.40d Released
« on: December 09, 2008, 08:45:59 am »

[G]entlemen pack your bags were going to Washington State to Help Toady.!

Some migrants have arrived.

Bay 12 Games has run out of booze.
Today One, the Great, is throwing a tantrum!


Should I bring my suitcase, garment bag, or both?

Washington State has turned into a Barony!
Toady One, the Great, has been promoted to Baron!
Washington State has turned into a County!
Toady One, the Great, has been promoted to Count!

Need more migrants and HFS!

176
DF Dwarf Mode Discussion / Re: Dwarf torture
« on: November 10, 2008, 05:50:04 am »
Monkeys used in the future as life-support for combat-dwarves?

A new battle pet, to keep your wounded soldiers alive?

:p

Of course, if they'd stop wounding him further, that would be nice.

177
DF Modding / Re: Dwarf Fortress, Teacher's Edition
« on: October 21, 2008, 05:24:33 am »
The blood should stay. Chopped off limbs might be okay, but flying limbs are kinda unnecessary, as are flying bodies collapsing into lumps of gore. I mean, dying is enough at that point.

The alcohol should stay. However, for accuracy regarding that it was a process used to clean water, it should be renamed to reflect this. After all, people didn't drink rum as a substitute for water: they drank beer with a strength between 1-4% (Couldn't find the english name). Dwarves might be able to drink rum, wine and strong beer in large quantities, but humans are not quite the same :p

The fantasy elements should be reduced.

Trading should be optional.

Ambushes, sieges, etc... should be optional (it already is, right?).

Can't think of anything else in particular, right now.

178
DF Dwarf Mode Discussion / Re: Mythbusters
« on: October 15, 2008, 05:06:29 am »
Damp stone != aquifer flood

I think the reason my marble layer is damp is because there's an aquifer above it, but that it will be safe to mine the marble anyway.

Anyone have a list of the porous and nonporous stones?  I think marble is safe, but I don't know for sure.

I'm about to find out ... just saved and am preparing to dig out some damp marble.

LOL, I guess marble is porous after all.  I dug out some lava to stop the flood and my miner got insta-cooked.  Lava + water = fastest way to build a wall.

In my experience, Aquifers don't really care about the porosity of a rock. It's just there or it's not.

179
DF Dwarf Mode Discussion / Re: An... interesting result
« on: September 20, 2008, 01:07:47 pm »
Trees/plants/farming is for little girls and elves.

Real dwarves eat Elephant steak in titan blood sauce

Working on that, but it's Giant Eagle steak with Frogman sauce. Not quite as epic.

This might not be a bug. It may have been that the Dwarves took over a human town during worldgen and their mountain Holmes got took over by humans. Trading places. then the dwarves would not be able to take any booze or underground seeds and therefore couldn't send any


No and...

Maybe the dwavren homes were all destroyed or tooken over but they had atleast conquered one dark fortress/city/elven retreat to allow them to survive and be picked for as a home civ.

No.

They have one dwarven mountain home and it is nowhere near any underground rivers or pools. I don't think dwarves *want* to conquer retreats or human towns.

180
DF Suggestions / Re: Two weapon weilding
« on: September 20, 2008, 05:13:53 am »
Most warriors learned to fight with both arms, because if one got lobbed off, it wouldn't do any good if they couldn't fight with the other.

To this end, it was important for melee warriors to be equally competent. Ambidexterity is as much a learned trait as a talent. Naturally, some were better dual wielders than others, but the only reason people can't write with both hands is because they never bother to try.

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