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Messages - Shaostoul

Pages: 1 ... 94 95 [96] 97
1426
DF Dwarf Mode Discussion / Re: Endless Zombies
« on: December 13, 2008, 02:12:42 am »
Is it just me or is Monzill's post hilarious for some odd reason?

Speaking of which... I should go buy that =-C

Too bad DF graphics aren't comparable to that game. It'd be awesome seeing wrestlers tear zombies hordes apart. literally.

1427
DF Gameplay Questions / Re: Making it harder...
« on: December 12, 2008, 12:43:42 am »
I'll have to check out the Legendary Lands mod.

Ya, I normally just have my entrance... maybe 10 or so tiles long and anywhere from 1 - 6 wide. If I do put any "defense" it's mostly just 2-4 defending dwarves. I almost never use dogs. I never use traps. I rarely use marksdwarves.

I'm tried to make a base (current one) on terrifying, flat, "marshy" aquifer... etc. etc. etc.

My fort is mostly wood. I have one true defending dwarf. My doors are always open.

Maybe I should take my masterpiece steel armor and masterpiece warhammer and artifact shield off...

O.o

1428
DF Gameplay Questions / Making it harder...
« on: December 11, 2008, 02:39:24 pm »
So I've tried changing the year between 1 - 10000 and nothing is really harder. I'm at year 7 now and hoping for megabeasts to show up, but nothing so far.

I'm playing on a terrifying area in hopes for harder monsters... zombie slugmen and snailmen and alligators was not what I had in mind.

Is there a way to make more monsters show up, in bigger numbers, which are more lethal? I don't see how zombie slugmen and snailmen are hard at all. Maybe a way for way more megabeasts?

Is there a specific place to embark that'd be a hard place? Only problems I had was getting sneak attacked from my underwater river and a magma pipe right outside my walls. Goblins and Kobold are no issues. I can never seem to piss of humans and elves enough for them to start sieging.

1429
I always shoot for terrifying unless I'm missing something... which would be harder? terrifying or haunted? All I get are freaking slugmen and snailmen and alligators all of which are zombies.

1430
DF Gameplay Questions / Re: Dwarf Caravan arrives w/o liason - again!
« on: December 10, 2008, 10:34:25 pm »
What was the notable changes for more megabeasts and higher resource density?

1431
DF Gameplay Questions / Re: Why can't I dam my river?
« on: December 10, 2008, 10:30:51 pm »
Very interesting. I guess keep waiting it out.

Oh.. I was looking at my main dwarf champions name...

I nicknamed him... "Mike" (my name)

He has 95 total kills atm.

His dwarf name is... Ustanlokum Sosadegath Mikstal

Translated it is... Blamelessspears the Ivory Jungle of Ownershi(I'm guessing it is ownership. the screen can't display the entire name)

1432
Hmmm, edge of map thing might work. It's worth a shot if you are completely surrounded by water.

1433
DF Gameplay Questions / Re: Why can't I dam my river?
« on: December 10, 2008, 10:15:30 pm »
Hmm, well I'm not a 100 percent sure. I'd say wait a while. See what happens. It could just be that the water appears to be flowing away. Unless there was some sorta glitch and the water falls were the source and the left and right sides are the exit for the river... O.o doubtfully, but it's a possible.

1434
If you started to play a tiny island where you entire in game map was completely surrounded by water... you're screwed. You won't get migrants, you won't get caravans, you won't really get a lot of interesting wild life (maybe)

1435
DF Gameplay Questions / Re: Why can't I dam my river?
« on: December 10, 2008, 10:08:10 pm »
Ya, that definitely appears to be flowing away... uhm... I'd say check water level on both sides... gives it a lil while to see what happens?

1436
DF Gameplay Questions / Re: Why can't I dam my river?
« on: December 10, 2008, 09:51:17 pm »
Still... Flowing? In which regards? Going over the obsidian? Going around the sides that don't have an obsidian wall made yet?

And by away what do you mean? Like the river water source is now that island? or (if you have heat on and are on a hot/scorching climate) it could be evaporating O.o

1437
DF Gameplay Questions / Re: Hot and the lack of cold.
« on: December 10, 2008, 09:47:46 am »
Like the north and south pole (relatively) are warmer than only a couple tiles north or south of them?

Maybe a f'd up weather system or something? It should work like freezing cold warm hot scorching hot warm cold freezing.

If not, then maybe it's just meant to be.

1438
DF Gameplay Questions / Re: My Dwarves are dying of thirst
« on: December 10, 2008, 09:00:59 am »
For the salt water issue. (I think murky pools or w/e they may be called will still be salt water.) Above water level or mined out area complete with new walls and flooring to prevent re-saltification. O.o Screw pump removes salt some how... They don't like drinking from the water source straight, make sure you have a well for happy thoughts.

1439
DF Suggestions / Re: Tools and Equipment
« on: December 10, 2008, 08:32:50 am »
So you're saying we'll soon have tool belt wearing, fanny-pack sporting, backpack wielding encumbered of emo-death and suffering?

Ya, that's a brilliant idea, make sure all the freaking emo-dwarves have knives.

I could see it now... Hospital setup... Filled to max capacity... No emo-medics to assist in helping the recovering slit-wrist dwarves.

I know we all like the suffering, but do you really want that many fell moods and tantrums resulting quite possibly in catastrophic dwarf-failure?

The idea to speed up workshops with assisting items is good. Fishers could start de-boning fishies. Filleting. Loosing fingers... Impaled feet from bored-fisherdwarf (wrong side o' spear dummy) I think the Wunder Boner should be implemented! (It's a real product for deboning fish fyi...... you sick people you.)

There is a lot of complexity to be had. I know it's a Toady game, but wouldn't a little help go a long way in speeding up process?

From what I remember there is a ton of useless items. In future to have added purpose... but currently just stockpile junk and trader goop.

1440
DF Announcements / Re: Dwarf Fortress 0.28.181.40d Released
« on: December 10, 2008, 08:16:57 am »
My current fort who I've teamed up with a friend on (switching who runs it every start of spring) is more or less made of wood. Even the Depot! I've almost clear cut the entire dense forest. I was in a terrifying place... Not so terrifying now... (Is it possible to remove evil-ness) The ash ground is now becoming nice green grass, the monsters aren't so intimidating... (No longer zombies 24/7 or anything scary) I do have a dwarf that is maxed on all 3 stats and legendary ++++ on all fighting skills... He destroys things...

Now he just needs a freaking trophy room. Should start calling him "Predator"

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