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Messages - Canadark

Pages: 1 ... 9 10 [11] 12 13 ... 16
151
DF Dwarf Mode Discussion / Re: Solving grudges
« on: November 10, 2009, 09:01:39 am »
I once killed off almost he entire population of a fortress in a similar manner.

I built a very, very tall tower only a few tiles wide.  On the stairs along the way up the tower were storerooms with steel & iron hammers in them.  on the open top of the tower was an armor stand ow weapon rack that was used to make a barracks.

Everyone was drafted & assigned hammers.  Everyone made their way up to the top to spar.  Almost everyone died.

Even the skilled dwarves would die, as they'd dodge right off the tower.

I called it The Tower of Destiny.

...Balls!

152
http://www.youtube.com/watch?v=fOhRe19rROA&feature=related

Alligators don't do well outside of their habitat. It can be dangerous.

153
I'm playing with dig deeper, so I've had to assume a very defensive strategy employing huge numbers of marksdwarfs and traps. Casualties have been relatively low, but the civilians tend to take more damage.

154
DF Dwarf Mode Discussion / Re: Your favorite thing to see in a new embark
« on: November 07, 2009, 06:09:29 pm »
A magma pipe and bottomless pit occupying the same tiles.

155
DF Dwarf Mode Discussion / Re: Tube of death - works?
« on: November 07, 2009, 12:39:33 am »
You need to position it right over the trade depot.

156
DF Dwarf Mode Discussion / Re: Collisions?
« on: November 07, 2009, 12:27:26 am »
Even if you could get them to cross paths I think they would go right through each other. Technically flying objects don't "exist" in the physical sense, at least until they land.

157
DF Dwarf Mode Discussion / Re: Your most hated nemesis
« on: November 05, 2009, 10:32:51 am »
Sangus.  Sangus was a kobold.  Sangus successfully stole a (faint yellow) diamond artifact mug from me; I'm still not sure how she did it.  The result was an Adventurer Mode epic, as I hunted the mountains and caves seeking her out.  Poor thing didn't know what hit her when a raving, hammer-wielding dwarf grabbed her favorite mug, smashed her into a cave wall, and tore out of the cave hellbent upon returning the mug (I don't recall its name now, funnily enough) to its rightful place in the mountain home.

That is epic.

158
DF Dwarf Mode Discussion / Re: Ah Crapola
« on: November 05, 2009, 07:18:07 am »
Don't worry about it! If all you've done is strike the pretty blue stones you are still in the clear. You need to dig deeper to let out the clowns.

159
DF Dwarf Mode Discussion / Re: EPIC Terrifying Mountain Range! (big pics)
« on: November 04, 2009, 02:48:11 pm »
Whoa. Cool. To bad the elves are almost extinct. They trade good exotic creatures (pretty much their only use...)

Ballista target practice : )

Very nice map.

160
DF Dwarf Mode Discussion / Re: Your most hated nemesis
« on: November 04, 2009, 11:41:43 am »
Flipping orcs.

161
DF Dwarf Mode Discussion / Re: Elf Crisis
« on: November 02, 2009, 04:48:26 pm »
Quote from: Grendus
1. Elves will be immune to any traps their liaison has already seen.

Oh snap. Goddamn elf spy sappin' my sentries.

Yet another game in the whole "fortress" genre... albeit a slightly different take on it.

162
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: November 02, 2009, 03:14:12 pm »
[LOCKPICKER] renders [trAPAVOID] redundant anyway (it includes the trapavoid effect), so if you're planning on cheating, remember to get rid of that tag as well.

My last fortress just got completely rocked by the orcs because they pranced right over my insane weapon and cage traps.

Deleted.

Well... Some are born ready and others just can't handle the fire  :P.

See, I always try to have a backup in these kinds of situations. Alone, my traps could have handled the orcs easily. To top it off, I had about a dozen marksdwarfs with the very best Hairy Marmot bone bolts money could buy.

Then you decided to give the orcs steel armour from head to toe.

Sweet balls of Armok, man.

Ick... Traps? Goblin treachery that's what them are! Nothing more dwarfly than getting up in an orcs face with a war-hammer. I take it you haven't encountered a GCSQ yet? Destroyer of worlds she be! Next update shall make the glowing pits more terrifying as well as deep river/chasm attacks deadlier. I'm considering giving orcs building_destroyer again too... Will they destroy traps with this tag?

I've started work on this project again... Have been delayed by school-work but I only have 2 pieces of assessment left now.

Keep reminding me if you see bugs or glitches in the game because of Dig Deeper.

PS - And don't forget to rate/comment the download page or attach:

Code: [Select]
[CENTER] [url=http://www.bay12games.com/forum/index.php?topic=35736.0][b]I'm Digging Deeper, You Should Too![/b][/url]
to your signature.

Doneski. I guess I have a lot to learn about proper defense.

163
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: November 01, 2009, 10:59:23 pm »
[LOCKPICKER] renders [trAPAVOID] redundant anyway (it includes the trapavoid effect), so if you're planning on cheating, remember to get rid of that tag as well.

My last fortress just got completely rocked by the orcs because they pranced right over my insane weapon and cage traps.

Deleted.

Well... Some are born ready and others just can't handle the fire  :P.

See, I always try to have a backup in these kinds of situations. Alone, my traps could have handled the orcs easily. To top it off, I had about a dozen marksdwarfs with the very best Hairy Marmot bone bolts money could buy.

Then you decided to give the orcs steel armour from head to toe.

Sweet balls of Armok, man.

164
DF Gameplay Questions / Re: Dwarves won't chop trees
« on: November 01, 2009, 06:56:34 pm »
The interface is a jungle at first, but after a while you stop even looking at it because the sequences of key shortcuts come so quickly.

165
DF Dwarf Mode Discussion / Re: Leather armour for all?
« on: November 01, 2009, 01:01:34 pm »
I was considering giving all my dwarfs leather armour (the non military ones) - such that in case of an accident/siege, they won't die that quickly.

How badly does leather armour slow them down though? Does it at all?

The problem is that nonmilitary dwarves will not wear armor or carry weapons unless they have the hunting labor (which will make them wear leather armor) or tree cutting labor (will carry an axe) or mining labor (will carry a pick). Unless you make them all hunters, this won't work well.

If I have enough axes, I assign all my non-miner/non-military dwarfs to cut trees.

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