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Messages - Jim Groovester

Pages: 1 ... 666 667 [668] 669 670 ... 709
10006
DF Gameplay Questions / Re: Why no CLiffs?
« on: April 15, 2009, 06:03:58 pm »
Yeah, there aren't any cliffs, usually. Back in the old days of 3d cliffs were every where. Gently rolling hills were a collection of steppes. Mountains were giant plateaus stacked on top of each other. The plains, fortunately, had ramps.

Though if you're aching for cliffs, I find that lakes adjacent to mountains are pretty easy to find, and the lake for some reason cuts sharp cliffs out of the mountain slope. You can get very large amounts of z-levels using this method as well.

10007
DF Dwarf Mode Discussion / Re: Help me get GCS on fortress mode
« on: April 15, 2009, 05:57:19 pm »
Embark on locations with chasms and bottomless pits, and look for giant cave spider webs on the stock screen. Eventually, you'll find one, and then it will eat all your dwarves.

10008
DF Gameplay Questions / Re: Magma Burial
« on: April 15, 2009, 05:50:44 pm »
Coffins can be unbuilt, and the coffin and the bones can be marked for dumping. They won't do it like a funeral procession or anything, they'll just chuck the bones and coffin into the magma piece by piece, so it's somewhat unceremonious.

But there shouldn't be any negative repercussions in terms of negative thoughts. Having a coffin seems to preclude all those negative thoughts related to rotting and not being buried.

You'll have to deal with all your future coffins being used up by dead dwarves, however.

10009
Whoa no no no no. Stravitch worships Lenod, the bloody goddess of dawn and twilight.

Kuli, Jools, Vash, Sulari, Dodik, and others worship Zefon, the goddess of rebirth. Fountains play a role in their worship.

In Kuli's backstory, he went to a place called Zoden Zefon, or the House of Fountains, which I've been waiting forever to call the Fountainhomes.

10010
The journal of Lieutenant Hikan Riddlewire, hidden in the wastes.
Entry for Slate, 1069


Three insane idiots. Istrath, Makrond, Vatek. I should've seen something like this coming. It's obvious now. Vatek was the vigilante, and his prancing about in that ridiculous get-up has rubbed off onto Makrond and Istrath, because now they're all wearing even more ridiculous costumes, no doubt sewed by Makrond's leatherworking hands.

And now they want to help me. And by help me, they mean have me wear one of those embarrassing suits and prance around with slogans and platitudes. That's not how I do things, because that would get me killed. When the criminals are violent saboteurs willingto kill innocent civilians, being a paragon of justice is a quick way to get a bolt through the heart.

Vatek is an experienced guardsman. Makrond has some training. Istrath is an amateur. And the three of them are going to go out and fight those same criminals. This will end badly, at least for one of them. If Istrath doesn't make some amateur mistake, Makrond will run out of breath, or Vatek will get overconfident, and this will get them all killed.

I need some water. This crap is stressing me out.

But I guess I don't have a choice. If three idiots are willing to step up and protect Migrursut, then I guess I could go out of my way and help them.

10011
Beds that release horrid creatures from dwarves' dreams when they sleep in them.

Also, your story needs more crazed disco dwarf, *cough* like my character. *cough*

10012
DF General Discussion / Re: Evil magma glacier
« on: April 08, 2009, 06:36:01 pm »
Yeah, they're dying of exposure. Embark from a civ that lives closer to glacial areas, as they'll in general have more layering, so your dwarves' heads won't freeze on their shoulders.

10013
DF Dwarf Mode Discussion / Re: Dwarven Revenge!
« on: April 08, 2009, 06:24:16 pm »
What to do with a violent troglodyte,
What to do with a violent troglodyte,
What to do with a violent troglodyte,
Earl-ye in the morn-in'!


Throw 'em in a pit with a one whip weapon trap,
Throw 'em in a pit with a one whip weapon trap,
Throw 'em in a pit with a one whip weapon trap,
Earl-ye in the morn-in'!

10014
DF Gameplay Questions / Re: Choice of meeting zones
« on: April 08, 2009, 06:16:46 pm »
For meeting zones, just keep the outside one active all the time, and then turn on the subterranean one when a siege arrives, along with a dwarves stay inside order. Designating zones aren't hard work, even if it does get somewhat annoying doing it every siege.

But whenever a siege arrives, you're probably in siege defense mode, and you have a list of things you need to do to secure the fort against the siege. Just add making the zone as one of the things on that list.

10015
DF Gameplay Questions / Re: "Footprint" of your Fortress
« on: April 08, 2009, 06:13:01 pm »
It's surprising how little space it actually takes to house a fortress of two hundred with full workshop and residential facilities. But if you want to do awesome wicked stuff, you'll obviously need more.

Since I haven't done a lot of awesome wicked stuff, my fortresses take up a pretty small amount of the play area. The 6x6 desert/mountain fortress I built barely took up the southeastern corner of the map.

My human city in a 3x7 jungle took up about 2x4.

10016
I guess I stand corrected.

Though I remember a test a forumgoer did with green glass items vs. green glass buildings in magma. The items melted, but the buildings did not. I guess the same thing is happening here.

The more you know, I guess.

10017
NO. Iron will be melted by magma.

Iron buildings with stone mechanisms (not including bauxite) will deconstruct in magma, and the stone mechanism will melt. The iron itself, though, is magma proof.

10018
DF Dwarf Mode Discussion / Re: Maybe Elves arn't all bad
« on: April 06, 2009, 05:23:39 am »
The exotic animals they bring are their only saving grace, and the wood they very rarely bring in wood-starved maps.

The wood is based in part on how much wood you have stockpiled. If your wood reserves are almost empty then 95% of the items they bring will be wood logs.

(Conversely, this means if you want to get any exotic animals you have to make sure you have plenty of wood stockpiled or they'll bring you wood instead.)

Whoa, really? Is that how it works? The elves actually bring wood to you if you don't have any?

How incredibly decent of them.

10019
DF Dwarf Mode Discussion / Re: Animal pens
« on: April 06, 2009, 01:09:09 am »
If you have a wood log then you have the materials to construct a cage.

10020
DF Dwarf Mode Discussion / Re: Maybe Elves arn't all bad
« on: April 06, 2009, 01:05:34 am »
The exotic animals they bring are their only saving grace, and the wood they very rarely bring in wood-starved maps.

Also, sunshine.

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