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Messages - Skid

Pages: 1 ... 15 16 [17] 18 19 ... 34
241
I'd like the 16th.

242
I want in. Whenever is fine.

243
So, do we want to start over with a new fort? Install the orcs mod for this round?  Maybe even set the population cap to something manageable...

I think I know of a 3x3 forest map with magma pipe, river, sand, bauxite, flux, iron, carp, and (in vanilla) open war with the goblins and elves.

244
If they didn't go on their day, you're probably clear to begin. However you should wait a couple more hours in case they're playing right up to their deadline.

245
Turn completed.  Not much iron found, but a few hundred bars of gold came of your mining efforts.  We've also got an imp and magma man trapped if anybody has plans for a massive world burning machine, and loads of stone blocks if somebody has a megaproject in mind.

Spoiler (click to show/hide)

http://dffd.wimbli.com/file.php?id=1028

246
I'll take the 19th.

So far, this seems to be a pretty good succession system.

247
Hey [deleted], you know that the dwarf who went fey first on your turn was mine? 

248
Adamantine is extremely light, so it wouldn't be hard for them to do so.

249
File uploaded.  Best of fun to the next overseer.

http://dffd.wimbli.com/file.php?id=1016

Spoiler (click to show/hide)

250
And now I went and installed fortifications in random places on it. You really should warn us about this stuff beforehand.  :(  I suppose the only reason my dwarf wasn't mauled for doing it is because yours has been sick in bed with a broken brain since the beginning of my turn...

I've cured the booze problem, sort of.  Took me months to get a brewer who would stay sane and stop growing tentacles.

251
All right, I'm going to work then.

252
Heh, everybody dead in the first year? I'd say go ahead and try reclaiming, just have to keep the fortress going, and of course the engravings material is extremely valuable.

EDIT: Everybody does get that the turn ends on GMT time so they end somewhat earlier in the day for people in North America?

254
DF Suggestions / Re: Dragonfire, perhaps?
« on: May 03, 2009, 11:40:35 pm »
You mean an actual reason to build a fortress that's built like a fortress?

255
Mod Releases / Re: Orcs: More things to kill
« on: May 03, 2009, 03:34:39 pm »
Well it isn't the orcs that got me this time, it was those freaky wolf spiders.  I had completed the perimeter wall in the first summer when a pack comes charging at my fort and across the drawbridge.  The lever was pulled just in time to dump the second spider in the moat, but the first makes a beeline for the deepest bowels of my fort.  Epic battle ensues in an empty storage room, an axedwarf (My main carpenter), mechanic, and two dogs go down before a wrestler (craftsdwarf and furnace operator) manages to hold it down long enough for the last axedwarf to smash it against the wall and his war dog to tear it apart.

I'm still sealed in at the moment with two more spiders lurking out there.  Only fun can come of this.


Pages: 1 ... 15 16 [17] 18 19 ... 34