Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ieb

Pages: 1 ... 9 10 [11] 12 13 ... 85
151
DF Dwarf Mode Discussion / Re: Doctor stuck in "clean patient"
« on: May 17, 2012, 02:47:51 am »
Forbid the bucket they're holding. As long as there are other buckets usable, they'll go fetch that one instead, fill it up and go perform the job. The buckets that turn out bugged can't be used though. I think it's the water in 'em that is messing around, I've been dumping them in magma and making/buying new ones whenever that happens.

152
Cavern creatures can just be edited to appear in the first cavern layer, just like all the other underground trees to grow there too, for the sake of variety. Since I had to post here, I might as well apply for a turn too.

153
Well then, is this the fort for you to start learning the ropes at! We have had a number of unfortunate accidents already, call it yet another to have the Mountainhomes send a greenhorn Overlord to watch over everyone when the most responsibility they had back home was watching over how their baby sister crawled down a magma pipe.

154
Every player needs to take every possible step to kill every single one of our dorfs.

155
"Urist wasn't killed horribly by goblins or their pet cave dragons! THAT MAKES ME SO ANGRY I WANT TO KILL A BABY."

I got to agree though that dying of old age should be less of an impact on the friends of the dead dorf than the dorf being gutted by a goblin swordman because they were picking up a sock, that senile old coot.

156
DF Dwarf Mode Discussion / Re: Children. Seriously, why.
« on: May 07, 2012, 05:00:55 am »
In these days when migrants get picked from worldgen generated dwarves, wouldn't it actually be better for you to keep the children and make sure they grow up? Assuming that when you give up your fort it isn't after everyone was slaughtered by a forgotten beast, but with some dwarves still alive. You'd be able to get those grown up kids migrating to your fort with many more years left until their natural death, unlike most of the migrants who show up around 2/3 of their lifespan spent.

157
DF Dwarf Mode Discussion / Re: Child cap not respected?
« on: May 06, 2012, 02:23:58 pm »
I think that dwarves who were pregnant before you set the cap lower will still give birth and add extra beards to feed. But besides that, the child cap is respected pretty well.

158
Then call it the Alternate Universe edition. With TWICE the horrible!

159
Unfortunately the current save doesn't work at all in any versions above 31.25. So if we would get minecarts, vampires, necromancers, deadly mists and blood rains, it would have to be on a new generated world. But I think the worldgen settings are still saved in some thread so I'm guessing we can just say that someone hit the universal reset button.

Which I'm certain will happen.

160
This is why this fort is so run down, everyone has such a negative opinion on our likelihood for survival. Also, I think we had 33 dorfs at the end of my turn.

161
Actually unless something HILARIOUS occurs or someone actively does something HILARIOUS this fort has a pretty good chance of going strong. We just need to play to our strengths. The entrance to the fort is pretty heavily defended with traps and they churn errything to pieces faster than you can say "FORGOTTEN BEAST!" No need to send the military topside where they always get slaughtered when you can wait and see if any goblins survive the trap corridor.

As long as that's done, we'll have soldiers within the fort. As long as we have soldiers within the fort, we have skilled soldiers ready to take on any forgotten beastie or berserker or whatever.

162
The digging problem comes from a very simple reason: All the miners are included in the burrow. The burrow does not extend outside the already-mined fortress.

Unburrow all the miners, they'll rush to work immediately.

Sign me up for another turn too. Figure it'll be in the next fort though.

163
If there's no errorlog hinting at any problem, I figure DF is eating all your RAM and crashes due to lack of it. Although since I assume most comps have at least 1 GB of RAM, it shouldn't be that either because the game worked just fine for me the whole time, not a single crash.

164
God damn was I slow with this one. HERE, MY TURN IS NOW DONE, GOOD LUCK NEXT GUY! YOU'LL NEED IT! Save game here. Also, how the hell is my overlord OOC talk about what I did longer than what actually happened?



End of summer. Humans arrived to trade, made it in as the herd of skelindeers was too busy goofing off in the distance. Trading away LOADS OF CRAP to make it obvious to migrants that HELLCANNON IS STILL GOING STRONG, COME ON IN ERRYONE!

AND RIGHT AFTER THAT A FORGOTTEN BEAST ARRIVES.

Turns out that the farmplot area had TWO TILES OPEN to the cavern that the beast used to swoop in, topple a farmplot and start making beef jerky out of a cat. IT IS BOCASH, THE ENORMOUS SCALY LADY BUG! BEWARE ITS DEADLY SPITTLE!
The Crystalline Scholars are ordered to move it like they mean it as the cat still is being used as a punching bag. First to arrive is Ogrin II. MantisMan is soon to follow, swooping in from ambush just in time to save Ogrin II from being bumrushed to oblivion. The killing blow comes from MantisMan, who swings his adamantine battle axe in an arc and bisects the monstrous creature in half.

Closing that god damn hole now, I can't believe it wasn't discovered earlier through surprise FB attacks. The cat survived the initial attack, but it's unlikely it'll survive it's injuries.



Strategia IV is also busy being in a strange mood. It's either a mason mood, or an engraver mood. PLACE BETS NOW.

Spoiler (click to show/hide)

Mid-Autumn. 3 migrants arrive.

A High Master woodcutter/adequate miner/expert clothier/novice soldier.
A high master animal dissector/novice miller&potash maker/skilled gem setter.
An adequate wood crafter/novice mason&metalsmith. I'm making this guy a metalcrafter. Got to make some fancy crap to sell to our dorf traders. Maybe we'd get bigger migrant waves then!

End of autumn. Traders arrive. THREE OF THEM! THREE! Oh well, they've must have had it as rough as this fort has had. While ordering finished good bins to be moved into the depot, I find out something. All the bins are made of lead. Oh dear lord. After a lot of emptying a few bins for extra dorfbucks, the traders leave with 21k of profit, and we end up with a lot of shit we didn't even really need. BUT WE NEED TO FOOL THOSE MIGRANT SCUM SOMEHOW!

As the merchants depart, cousac goes secretive and claims a magma forge. SCORE! AND YOU KNOW WHAT HE MAKES? A GOD DAMN ADAMANTINE MACE. Great, what a nice thing for him to do on my turn as Overseer, he makes a god damn wiffle bat that everyone will remember this reign by.

ENJOY THIS FINELY CRAFTED MS PAINT ARTWORK OF THE WEAPON OF GODLY POWER


That's it for my turn. Nothing really hilarious happened, I was paying too much attention keeping everyone alive and getting as many migrants as possible for the next guy to bother with shit. Speaking of migrants, we got 9 of 'em in my turn and there are 2 free for dorfing(along that dorf child) in case there's someone I missed when going through the pages and looking for who wanted a dorf and hadn't got one, or their requests couldn't be met somehow.

I noticed that Ogrin II was dorfed at some point but died, so they're now properly named as Ogrin III. All the dorfs have been busy with a lot of shit so they haven't had a lot of time to throw crazy parties or whatever. Do we even have rooms eligible for parties? Anyway, everyone dorfed SHOULD now have their proper numbers right, if not, speak up so the next guy can fix 'em. Urist Imiknorris is also dorfed and the current Captain of the Guard because uhh, the list said so. I think.

Sealed some holes that FB's could have used to attack from, was delighted to see that our trap corridor is able to get rid of gobbo sieges and skeletal wildlife attacks without ending up clogged for good. Made some more bronze, although we have a shitload of it already and a whole lot of bronze armor as well. Quite good quality too. It's ready for whomever wants to use it, be it military or "LETS MAKE A MONUMENT GAIS" that tickles your fancy.

One thing I still haven't figured out is the purpose of the giant waterwheel powergenerator room. Roughly half of the wheels function even now, but do they provide power anywhere? The room is sealed off anyway, there's a forgotten beast inside along a corpse of another FB and Strategia II's corpse. Anyone feeling crazy enough can just tear down the walls leading there, our soldiers are somewhat skilled so the FB shouldn't be too much trouble. The FB has DEADLY BLOOD though, and I have no idea what effect it has on dorfs. Knowing this forts luck, it's the sort of blood that instantly rots all your internal organs and so on.

A couple of new FB's arrived on my turn too, like an eyeless panther and a scaly giraffe, but they have no access to the fort so whatever.

We have a shitload of food and booze for a fort our size(for obvious reasons) so on that front there should be no problems. For the hell of it I've kept orders for more booze brewing and food cooking.

To the next overseer: Good luck, may your reign be more amusing than mine was. Try to get more migrants in safely, and for gods sake don't let anyone ever go aboveground. Add every new guy to the Whole Fort burrow when they get inside so they won't get any stupid ideas about going aboveground. Just to be safe, in case some stupid merchants do die up there, check that the crap they drop doesn't end up unforbidden for some stupid reason. Wouldn't want a mooder to go up there and end up mauled by the undead, after all. This world doesn't have kobolds so we don't have to worry about them stealing our trinkets and sending murder squads that bypass all our traps.

The game currently is on "show no alerts", because I got tired of Eric's cancel spam after 2 seconds(which was about a bazillion messages). You can do just fine if you keep an eye on the entry corridor and keep an eye on combat reports. It's either a catfight(literally, you'll know when you check it out) or skeletons marching to be chopped up. If you see limbs flying and gore, it's a gobbo ambush squad.


Here's the dorf list. Just like how Mego wanted it! I hope.
Spoiler (click to show/hide)

165
I am working on sealing 'em as soon as the magma evaporates, but yeah. By the looks of it, the guy opened the door for some reason. It wasn't forbidden either because really, who would have thought a dorf would be stupid enough to take a shortcut there since it's not even a shortcut.

It's a possibility that a ghost opened the door too though. I got rid of a whole lot of 'em, as well as finding that one guy's tomb that didn't want to be buried, so I got rid of it. This can in no way backfire on us.

Pages: 1 ... 9 10 [11] 12 13 ... 85