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Messages - Ieb

Pages: 1 ... 16 17 [18] 19 20 ... 85
256
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 13, 2012, 10:26:56 am »
Not that I'm complaining, but regarding migrants, you could just designate the walled aboveground part as a meeting zone momentarily, wait for the stupid migrants herd themselves in, seal the doors leading in and opening the doors below to let them entry to the fort. Potential gobbo ambushers won't be able to smash dem sealed doors either unless they have trolls with 'em.

The biggest threat to migrants are the skeletal creatures anyway. Armed gobbos are much slower than those are. And less frequent. Then again I got one migrant wave through by recruiting the whole bunch and they tore apart a pack of skeldeers, so the whole god damn thing is up to the RNG.

257
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 13, 2012, 07:02:04 am »
I blame the lack of entrances to the fort and the absence of a horrid zig-zag mining tunnels that connect to every level, from surface to the deepest cavern level.

258
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 12, 2012, 09:29:44 pm »
As far as I recall, the landscape is all tundra, no glacier anywhere.
Luckily we do have an aquifer. A pretty big one too, I think a lot of the stone walls on the first cavern layer are just waiting for some foolish miner to swing their pick and cause another FPS-destroying flood.

259
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 12, 2012, 06:49:28 am »
First you complain about the overgrown, and now useless soil-layer farm/production/sleeping areas, and then you complain about how I carefully carved rooms for our dorfs! You people never are happy with anything unless the game starts with 90% of the fort dying, the rest tantruming and going berserk and seventeen FB's marching in through the front door with every titan and megabeast in the world following in suit, huh?!

But seriously. The first screenshots space is the old fort level. EVERYTHING was there save for the magma forge area and some higher-tier dorf rooms.

The second screenshot is the bunch of rooms I had made. I'm pretty sure that right now they're throwing in the furniture I managed to make for a few of the rooms, our stone stockpile was full as far as I remember so there won't be a million weeks spent filling that bitch up either. EDIT: Oh wait, I forgot, Mego's turn was after me. If they're building something there, I have no idea what it is. AND DAMMIT I WANT DORFS TO HAVE SOMETHING NICE. WE'VE SUFFERED LONG ENOUGH IN THIS HELL HOLE, WE DESERVE SOME FUCKING NICE THINGS EVERY NOW AND THEN. GOD.

Also, I sort of checked, we have no iron because THERE IS NO IRON ORE on the map. At all. Our options are import, or all that goblinite laying about. Most of it unfortunately is where the wild skeletons roam. Also, I'm pretty sure bronze is magma-safe. It's not.

Is there garnierite in the map? Nickel is magmasafe.
Another alternative, if you want magmapumps, make all the components ouf green glass. It's easy to make and quite magmaproof.

260
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 07, 2012, 11:29:54 am »
Eh, no biggie. I just felt like being an obnoxious bastard who wants to hear praise.

261
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 07, 2012, 10:25:02 am »
Would you have preferred if I had cut my updates into 5 parts each season?

262
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 07, 2012, 07:53:51 am »
I take all the blame for that, what with my blasted "efficiency" and newfangled "survival".
We didn't even lose a dozen dwarves in my turn! The travesty! The boring seclusion and success of several projects!

To the gallows with hi- me!

263
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 07, 2012, 05:44:16 am »
And so the wheel of misery turns once again.
I also noticed I'm at #20 now instead of #19 where I used to be.

Welp. Oh well, at least I don't have it as bad as people who probably never get to play this fort either. I just don't see the fort surviving to be 40 years of age. Unless we get some insane shit going on.

264
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 03, 2012, 10:31:46 am »
It should be noted that our current dorf civ isn't the one led by Led.
Make of that how you will.

265
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: February 02, 2012, 05:09:10 am »
I bet the population got decimated.
Again. I also bet by my next turn I'll have to spend half of it fixing a perpetual flood of magma.

266
DF Adventure Mode Discussion / Re: Draw your adventures
« on: February 02, 2012, 05:02:54 am »
So let me get this straight.

In dwarven communities, there are people who are learning to better control their bowels when they need to, and there are hushed stories spoken respectfully about people who do that fast as lightning, legends of their trade.

267
Like darkflagrance said, it wouldn't stop migrants, enemies and traders from spawning. They'd just spawn over the bridges. Or that's what I've heard anyway, there's really no way to seal your site for good, you COULD build walls that separate the wilderness from your fort for total seclusion, so everything that arrived would just mill around the walls, unable to enter.

It's a better idea to just rely on the popcap settings from init. With a low popcap you will get those 2 waves no matter what, but if you twiddle your thumbs and do nothing until those 2 waves arrive, you'll end up with a really low amount of dwarves in the fort.

I'd suggest keeping the popcap at 20. Migrant waves tend to come in certain numbers of dorfs though, so you would probably end up with 21 dwarves or something by the end if you didn't try controlling goods creation and fort expansion(architecture scores also entice migrants to show up), but 20 is a nice stable number. It also makes you eligible for those lovely strange moods.

268
DF General Discussion / Re: Brace for the bugs!!! Incoming!
« on: January 31, 2012, 06:47:33 am »
My money is on some hilarious bug related to undead raising in evil biomes. Like it happens instantly after death, all the time. You'll end up with hundreds of chopped off zombie upper arms, lower right legs and first toe, left foots all over the place and no way to dispose of them. Except with magma.

Alternatively, something screws up in the werecreature attack thing. Leading to a fort full of werecreature dorfs.

269
DF Dwarf Mode Discussion / Re: Funny and wrong FB Names
« on: January 30, 2012, 05:46:02 pm »
My first DF2010 fort was attacked by the FB Atac.
Atac attacks! A giant noseless sloth!

It died in one hit. Not much of an attack there, Atac.

270
DF General Discussion / Re: Kobold Age
« on: January 30, 2012, 05:12:37 pm »
Having access to metal and proper weapons doesn't apply to worldgen, only in Fort and Adventurer mode kobold encounters. For worldgen, there are a number of approaches.

First, make kobolds huge for worldgen, then make 'em normal sized afterwards. Creature size means a lot in worldgen whenever someone gets in a fight. Random deaths can still occur though.

Second, kobolds don't really expand from their cave homes. To let 'em spread around, change their home type from cave to anything else, really. Forest homes or cities would be the fastest, the default biome likes of kobolds allows for fast spread of their civilization.

You could limit the other civs to some specific rare biomes, they'd be stuck in relatively small areas then while kobolds would have access to more land to conquer. To get the Age of Kobold though, it'd require that a lot of the titans, semimega- and megabeasts would be dead though(I think, pretty sure on it anyway).

All that AoK needs is for kobolds to be the most numerous civ anyway. Normally this would be pretty rare, obviously.

Age of Heroes: I recall this is what happens when there are a lot of good sized civs around and a few amount of megabeasts left, like two or three. Demon overlords may count for this.

Age of Civilization: Semimega- and megabeasts are dead, titans too. This happens when there are a lot of civilizations around and none is overwhelmingly populated compared to the rest.

Age of Death: Everything is DEAD. And I mean everything, everything bigger from insects. Since bugs are nearly limitless in number, mod them out along other vermin, then have creature lifespans ridiculously low. 1-2 years?

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