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Messages - Efun

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106
I think the distance that some of the water has to travel may be the problem... other than that i dont know

107
DF Dwarf Mode Discussion / Re: orc defenses
« on: June 19, 2009, 12:41:04 pm »
Ya, head into the Raws and start cutting out [trAPAVOID] and what ever you want, i cut out trap avoid for the reason im gonna capture them all for a Church of Armok made of pure silver and sacrifice them frequently, so i have a long.... let me rephrase that, REALLY LONG tunnel filled with nothing but cage traps and im gonna just capture the entire first siege... Armok will be proud

108
DF Dwarf Mode Discussion / Re: Dealing with [SPOILER]
« on: June 19, 2009, 12:37:33 pm »
Do it the Armok way and recruit you entire fort and send em in, some have to survive and if they survive the tantrums and serious injuries your fort is RICH!!

109
DF Dwarf Mode Discussion / Re: Comatose Dwarf enters into a fey mood!
« on: June 19, 2009, 12:34:57 pm »
DORF COMPANION FTW!! Kill him or heal him!!

110
DF Dwarf Mode Discussion / Re: Lowered FPS
« on: June 19, 2009, 01:10:38 am »
The Human eye can only detect the difference of FPS at around 35 FPS, so there should be no reason for running that high, you want your dwarfs to bolt across the screen like when you just start the fort, for that make a small fort, pop caps, magma, kill all animals on sight, magma.... ya that covers it.

111
DF Dwarf Mode Discussion / Re: Fixed-plot?
« on: June 19, 2009, 01:06:20 am »
Magic!!! In the CORE version!!! we must consult the archives and use all available resources (google) to see if it is true

112
Orc mod.

Yes, gen a new world.

That really doesn't answer my first question.

... and... this is the "Mode" forum, not the "Modding" forum...
Shoot.

This is the mode forum.... and the orc mod has to do with the Fort mode, the orcs siege the first winter so i would install it if you want early sieges.

FYI, Anything besides adventure mode is pretty much discussed in this forum because stories, mod and the like deal with fort mode.

113
you know, after my year or so of playing dwarf fort... i have never found and adamantine and never found demons... i dont care if i spoiled the fun by reading posts like this but i want to find it and cant.... kinda ticks me off that this kinda stuff never happens to me.

114
DF Dwarf Mode Discussion / Re: Yay for burrows!
« on: June 18, 2009, 12:43:08 pm »
Now you can make different sectioned cities, Slums, High class etc...

This will be good for many reasons, cant wait

115
I have a dwarf doing that..... but completely nekkd and this is cuz hes crazy and there are 4 3 dorfs outta 27 left after an orc siege

116
Is he a wrestler, that would explain it all

117
Its nice, The drums keep the heavy beat of war, I like the flutes and...is that an organ!!

118
DF Dwarf Mode Discussion / Re: Is This Theme/Challenge Idea Feasible?
« on: June 17, 2009, 09:50:36 pm »
I think if you give the gobbos the no fear tag they don't run away when you let them out of cages. Might have to do it before capturing them though as I'm not totally clear on how the "run away" behavior gets flagged.

Gobbo 1: TO BATTLE!!
5 gobbo deaths later
Gobbo 6: RUN THAT-A-WAY!!!

Thats usually the procedure, if the ambush or siege takes to much damage, RUN!

119
This thread made me register, etc.

I was talking online with someone about DF, and we were discussing the graphical aspects of the game. And eventually, we came to the agreement that the ASCII is what makes DF great. Not because of the 'hardcore' idea, or the idea that it forces away casual gamers, but for the reason that without ASCII, and a more 'traditional' engine in place instead, then there would be no imagination left. From what I've read on the forums, people are really imaging what their forts are like, rather than relying on the graphics to show them. ASCII allows you to make up your own story.

With ASCII you dont see every swing of the axe of every movement of the kobold running for his life after he grabbed the bone earing, It lets the player make up the story and imagine the events in a fantastic and great way that is only challenged, in my opinion, by D&D.

In short, yes I agree, ASCII is good for the imaginative person!

120
DF Dwarf Mode Discussion / The Slaughter of Theatersquid
« on: June 17, 2009, 08:12:57 pm »
Background story:
This was just a fun little fort I wanted to make with the Orc mod I put in. First one I made failed cause I forgot Orcs avoid traps.....Ok i'll build an army this time I thought. I was in the process of starting a temple for Armok made of Pure Silver so the blood can flow and stain the silver forever cementing Armok in this area, well I didnt get that far before the orcs came. First group Lead by a Spearmaster came slowly for the entrance that was in a hallway, so I waited till they all entered the hallway and sprung my forces to glorydeath. They fought that wave to the bitter end even when i ordered a full retreat into the bowels of my fort to make a last stand, The Axedwarfs didnt make it. Then that severly hurt group kinda skittered off and the second came in, lead by a hammerlord, and he was blood thirsty, after seeing the glory his brothers got he wanted that, so he pressed the advantage, pushing inside the fortresses first underground hallway, I ordered the remaining dwarfs to run upstairs and fight for glory and death (mostly death). The orc forces got caught off guard when the majority of my forces tantrumed in the fighting and the semi crazy dwarfs fought with great fervor which was rewarded, the orcs ran leaving 7 dwarfs alive, only 1 able to walk let alone keep the others alive (this map has no water....)


Armok would be proud of that blood!!


Casualty list

So, did you like the events of Theatersquid?

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