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Messages - Coilgunner

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61
Bump  :-\

62
DF Dwarf Mode Discussion / Re: Dwarven Baseball
« on: May 04, 2009, 07:05:16 pm »
I'm a legendary hammerdorf / wrestler / axedorf ect. and with my Hammer I send wolfs flying almost non stop, I realized It was getting kind of boring though, I can get into any fight and slaughter without taking a scratch, or getting winded.  I've killed a dragon single handedly, as well as several cyclops and like 5 or so carp.

I've had some good times though, sending animals and people flying for several tiles before slamming into a tree and exploding, I hammered one wolf all the way across a pond!  I don't know how that happened but it was awesome.

63
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 04, 2009, 01:05:14 pm »
I once, was extending the length of my stonefall trap hallway entrance, I made two stone walls that go straight out from the mountain side, I noticed that my dwarfs were ignoring the walls, and just walking over the side of the mountain and dropping down into the hallway, so I decided to make a second wall on topof the first, and adding a small section parallel, to keep them from just walking to the original entrance from one z level above, and dropping in.  My first facepalm moment, was when I noticed that the dwarfs had suspended the construction, I then started getting a lot of confusing messages.  When I checked back on the progress, one of the dwarfs had walked across the top of one of the walls, then built a pillar on the very end, and a second dwarf had built a pillar closer to the front.  Thus trapping the original dwarf ontop of the first wall, I removed the pillar and she got off and went back to partying. 

My second moment, was when I designated a completely new entrance with a longer hallway.  I decided to destroy the old hallway, and forgot about the wall on top of the wall I designated to be removed...

"Miner Cancels remove wall, Unconscious"
"Wood burner cancels remove wall, Unconscious"
"Gem cutter cancels remove wall, Unconscious"

*facepalm*

My first experience with the magical powers of dust.

64
DF Community Games & Stories / Re: Generic Succession Game #34
« on: May 04, 2009, 09:00:58 am »
Sounds great! 

But you might want to make iron chain mail first then assign the useless people to be wrestlers and set them to wear chain mail.  That way they are not instantly slain :D.

Oh and I think the hunter you were talking about was already injured.  He's the one downstairs with the spinal wound right? I think that was from Marko's turn  :).

65
Late Autum, Struck platinum!  ;)
spoiler for those who are wondering where it is:
Spoiler (click to show/hide)

Yay, year two is finished! year 203.

Spoiler (click to show/hide)

66
DF Community Games & Stories / Re: Generic Succession Game #34
« on: May 02, 2009, 11:11:22 pm »
I defiantly think it's Jarod's turn now   ;D

67
Whew! Migrants, was defiantly needing them.  I took my miners off of all their extra duties, and assigned them to other people, and built up a military of 4 which is soaring up the ranks.  They are each equipped with chain mail, and there is a massive mining operation going on now.  They will be given plate as well once I make some (soon).

I also made a small room in the basement for recording history.  This room is for this year (2nd) and then I will link rooms off of it in rows for each year. 

First death!  :(  my blacksmith, raped by 6 troglodytes.  Sort of like a zombie movie... At first I though he would make it since there was just one, then after a few seconds there was two and three and four, quickly he was outnumbered and overwhelmed.


A couple minutes later I got a replacement in an immigrant wave which occurred far quicker then I had anticipated.

68
DF Community Games & Stories / Re: community fort... who's up for it?
« on: April 30, 2009, 05:22:30 pm »
Ok, that sounds good to me  ;D.

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DF Community Games & Stories / Re: community fort... who's up for it?
« on: April 30, 2009, 04:39:07 pm »
Doesn't matter to me, either way.

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DF Community Games & Stories / Re: community fort... who's up for it?
« on: April 30, 2009, 04:16:12 pm »
Yay, spring has arrived.  Things are looking pretty good.  Created fortress wealth so far is, 27500-ish.  Still population of 7, desperately in need of some migrants.

71
DF Community Games & Stories / Re: community fort... who's up for it?
« on: April 30, 2009, 08:12:33 am »
After I dug it out, I realized it was a waste of time because I didn't need to irrigate it, so I'm just using it as a backup. And right where the sandy loam starts is where I have a main farm.

72
DF Community Games & Stories / Re: community fort... who's up for it?
« on: April 29, 2009, 11:42:32 pm »
Ahh of course
Farm:


basement level (same z level as farm)


^ shows the uncompleted dining room, and the rooms being made, the rooms can be added onto extremely easily I might show that after an immigrant wave when I make more beds.  It's also all of the food related shops, and a food stockpile.

Entrance (temporary)


My entrance plan

^ one z level above the basement floor.

73
DF Community Games & Stories / Re: community fort... who's up for it?
« on: April 29, 2009, 09:22:46 pm »
screens?

what? Well I got the shafts dug out for the farms, and the new picks are almost made, as well as the wood choppa.  rooms and a dining room will be build shortly thereafter.

74
DF Community Games & Stories / Re: community fort... who's up for it?
« on: April 29, 2009, 08:40:44 pm »
Is it an aquifer is it an underground river?

Hehe, no it's one of three ponds.  I'm doing it the old, not glamorous way, digging a shaft to one z level below the pond's surface and a tunnel all the way out to it.  Once there I'll mine out a decent sized room with a small hallway leading to the pond.  I'll set up a floodgate and on the opposite side, a lever.  The main food stockpile will have to be on the same z level, directly below my main fortress to slightly increase efficiency.

75
DF Community Games & Stories / Re: community fort... who's up for it?
« on: April 29, 2009, 08:14:30 pm »
The only loss expected is the woodworker since he is the one that just runs off to kill the toglodytes without war dogs or an axe and gets maimed so if you turn off hunting your ok

I saved him by turning off hunting and stationing him at the top of the hill.
Things are going extremely slow, but I figured out what I need to do, and am getting forges set up to make an axe for wood chopping.  Then when that's done I'll try to set up the farms which will take awhile.  They wont get rooms until the farm is up, and the closest water supply is a good number of z levels down and to the top right.

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