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Messages - Iapetus

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226
DF Dwarf Mode Discussion / Dwarfiest noble
« on: July 29, 2011, 07:48:20 pm »
I have a particularly dwarfy countess, Sarvesh Nudenolon ("Furnace Regalgears").

She is tough (but clumsy).

She is a competant axedwarf, proficient fighter, and legendary woodcutter (not the dwarfiest career, but it makes elves cry).

She issues frequent mandates, but they aren't anything frivilous or impossible, just "More hammers!"  and "More pig iron!"


What are your dwarfiest nobles?


Edited: oh, and I forgot to mention: she worships the god of fire and volcanoes.

227
DF Gameplay Questions / Re: Dwarves won't stockpile stone
« on: July 29, 2011, 07:25:41 pm »
One possibility is that you accidentally turned off mineral hauling in the {o}rders screen. 

That was it.  Thanks.

228
Dear Mr Miner,

If you've been given bad mining plans that have resulted in you digging yourself into an inescapable hole, if you're becoming dehydrated, and you are then given new designations to mine your way out, don't choose that moment to go on break.  Because you might die of thirst before you get out.  Oh, you have?  Well, it's your own stupid lazy fault.

229
DF Gameplay Questions / Re: z-levels please explain
« on: July 23, 2011, 01:51:30 pm »
What the symbols mean:

> is a down stair
< is an up stair
X is a stair that goes up and down
▲ is an upward slope or ramp
▼ is a downward slope or ramp

How to use them:
In Fortress Mode, dwarves will move up and down them by themselves.  You don't need to do anything yourself.  Use the > and < keys to change the level you are looking at.

In Adventurer Mode:
You move up and down slopes by moving horizontally in the direction that leads to the floor above or below.  For example, if there was an upward slope, with a higher level adjacent to the east, then standing on the slope and moving east would move you on to the next level.


                      @
    @▲███   →      ▲███
█████████     █████████


@ = adventurer
▲ = slope
█ = solid ground

To move up or down stairs, stand on the stair and use the > and < keys

230
DF Gameplay Questions / Dwarves won't stockpile stone
« on: July 23, 2011, 01:42:04 pm »
My dwarves are refusing to stockpile stone.

They used to (I set up ore stockpiles near my furnaces, and next to a moody mason's workshop), but they are not refilling them, nor are the putting anything in any of the new ore stockpiles I've set up, despite there being a literal ton of limonite lying around.  (There has also been some flux sitting in the depot for ages that hasn't been moved to the flux stockpile either).

I haven't got any burrow restrictions turned on, and none of the ore if forbidden.

Can anyone think why it would be being ignored?

231
DF Gameplay Questions / Re: Are hunters worth it?
« on: July 23, 2011, 01:38:38 pm »
My main food source is farms, suplemented by herbalism.

The main benefit to hunters IMO is having an armed dwarf wandering around the map dispatching any buzzards, badgers, and theives he encounters.  Any food he brings in is just a bonus.

I normally draft them in to my militias as well, so I can send them where I want them in an emergency.

232
Old 40d fortress.

Dug too deep and unleashed the nameless terrors.

One of my champion, artefact-equipped swordsdwarves mananged to kill multiple demons before being crippled.  The surviving demons left him alone and went up into the fortress where they fought and killed his wife (who was also a champion solider and who killed several before she died).

The one surviving demon went on a rampage, killing or crippling most of my dwarves (with most of the rest dying to tantrum spirals or madness). 

Eventually, the fortress was reduced to a living population of a few bed-ridden casulties, a tax collector who was too stuck-up to tend to them, and my crippled champion lying in the mines deep below the earth.

He gradually starved to death over a period of several months; a particularly unfair death for such a worthy hero, made all the more senseless because it was ultimately the result of a noble's aversion to manual labour.

233
DF Dwarf Mode Discussion / Re: Broken nose but no trip to the doc
« on: July 17, 2011, 06:21:40 pm »
What's the problem with dwarves spontaneously sprouting shields in the middle of battle?
there wouldn't be anything wrong with it if using those shields as shields didn't result in
tantrums that end with my marksdwarves all turning on each other... :(

If your dwarves aren't at least content (and preferably ecstatic) after being hospitalized
and losing a child and a spouse to tragedy, then you evidently are not feeding them enough
☼roasts☼ and ☼booze☼ in legendary water-fall-enhanced dining rooms.

234
DF Dwarf Mode Discussion / Re: Tame a goblin? lol
« on: July 17, 2011, 05:55:56 pm »
(r)amp up in instead of channeling down, it prevents random cave-ins

Are you sure?

I always find the reverse true: when I strip-mine by channeling an area everything is (usually) fine, but I've lost quite a few miners to ceiling collapses when using ramps.

235
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 03, 2011, 06:56:19 pm »
Oddly enough, I have got fortress mode to run. All of my dwarfs are towering feathered bristleworms with wings. They have barrels made of turkey tallow and chests made out of human hair.

Also, the wagon appears to have been hauled by turkeys.

Yup, duplicate raws. The gift that keeps on giving (you insane amounts of insanity)!

It's like HP Lovecraft took some particularly good (or bad) drugs...

236
DF Adventure Mode Discussion / Re: Funniest Names
« on: July 03, 2011, 06:42:02 pm »
The overlord stands before you.
Loli Legunato, overlord: I am Loli Daubnail!

237
DF Dwarf Mode Discussion / Re: Most Impressive Combat Reports
« on: July 03, 2011, 06:38:45 pm »
Just got attacked by a Bronze Colossus.

It waltzed over all my weapon traps taking negligible damage, then spent several minutes chasing a peahen around my courtyard (and then demolishing some buildings after it had killed it).

I activated all my militia and stationed them at the far end of the entrance corridor behind the second set of traps.  And waited, while the colossus stood around doing nothing for several minutes.

Eventually, one of my recruits decided to run outside to pick up some equipment from next to the colossus, who woke from whatever metalic daydream it was having, killed him, and then charged into my fortress.

It got past my traps with minor injuries, whereapon my militia zerg-rushed it.

Early in the fight, the colossus managed to KO my longsword-wielding cook, but after that was barely able to even hit anyone, let alone wound them.  Meanwhile, my dwarves layed into it with enthusiasm, with my two marksdorfs causing several fractures by shooting at it; one of my axedorfs attempting to bite it in the head several times, and everyone else just whaling on it until they had broken off both its arms and one of it's feet.

And then continuing to hack, bash, kick, punch, and bite it for several minutes as it lay on the floor, until one of my hammerdwarves hit it in the lower body so hard that it flew off in an arc.

(Regretably, my longsword/cook died shortly after of suffocation before anyone could treat him).

The statue that was left behind was of two leopards, which makes for quite a mind-screw when trying to envisage exactly what the colossus looked like.

238
DF Modding / Re: Effects of [TRAINING] token
« on: July 03, 2011, 06:10:47 pm »
Ah, good.  Looks like I'll be able to make some interesting and (moderately) useful wooden weapons.

239
DF Modding / Effects of [TRAINING] token
« on: July 03, 2011, 04:51:29 pm »
Does the [TRAINING] token have any effects other than forcing the weapons to be made from wood?

I'm thinking of adding some weapons like quarter staves, clubs, pickaxe-handles, etc, that would idealy be made from wood.

I know all the existing training weapons are useless in combat, but is that just because of their stats (and the fact that they are wood), or does the [TRAINING] token itself automatically nerf them?

240
When the water freezes over, channel out some of it, and then build a ramp at the edge of the pool.  It won't stop your dwarves falling in, but it should (hopefully) let them climb out if they do.

(Alternatively, you can channel a ramp on a dry-land tile adjacent to the water, although this will cause the water level to slosh about a lot, which may be bad for FPS).

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