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Messages - twwolfe

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286
DF Adventure Mode Discussion / Re: feelings towards Adventurers?
« on: March 14, 2010, 07:38:13 pm »
before my experiment it was like the rest screaming and pain!
now it's
mayor: Dang any one remember that lass from two nights ago?
drunk: Yup she dive into the carp infested waters poor soul.
mayor: Yea well she back and looks of it she got knock up but she not telling a soul who did.
miss adventurer gave birth to Flipper McCwarph
mayor: *looks at announcement*
mayor: Barkeep get me your best ale, rum, and beer and pour it all in a big bucket. If I don't drown the memory first, the booze can help drown me instead.



I'm afraid to ask...

What was the experiment?

287
DF Dwarf Mode Discussion / Re: Do hippos ever
« on: March 14, 2010, 06:55:15 pm »
Hippos don't need ramps unless there's no water thats deep enough to swim in. As long as they can swimm, they can just clamber up the banks, and then dive back in to pull your dwarves to their death

288
DF Dwarf Mode Discussion / Re: Do hippos ever
« on: March 14, 2010, 04:53:38 am »
I recommend building a platform 1 or 2 Z-levels higher than the river surface. Trap the walkway across the platform, preferably with cages, or provide access by underground tunnel. Have the platform overhang the river by use of levitating constructed floors with fortifications built at the edges.

And now you have a nice sniping spot to get rid of carp, hippos, and whatever aquatic beasties you have trouble with. Feel free to train your marksman here.

Bonus points if you turn the overhang into a (safer) arching bridge.
Bonus points if you put screw pumps on it that pump the water back into the river. With no real reason other than to train your dwarves.

Well, its a long walk form the fort.I caught some fire imps, and i was planning to just turn the entire map into a roaring inferno every autumn(the dry season). managed to get most of the map and with my Fire golem vs. rabbit tactic(13 hippos, 3 of them named) but a large number of hippos escaped across the river. I'm planning on using the imps to lob a few fireballs over, thus setting the whole world ablaze

289
DF Dwarf Mode Discussion / Re: Do hippos ever
« on: March 14, 2010, 02:51:04 am »
well, the first offensive in the Hippo-dwarf war has been a complete failure.

Dwarf losses- 4 axemen, 4 hunter's

Hippo losses- 2 adults, 1 calf


this will not do! Release the Fire Golem!

290
DF Dwarf Mode Discussion / Re: Do hippos ever
« on: March 13, 2010, 10:18:05 pm »
I've already got a breeding pair and a few female and male calves tamed. the rest are making a nuisance of themselves

291
DF Dwarf Mode Discussion / Re: Do hippos ever
« on: March 13, 2010, 09:51:03 pm »
As far as I'm aware hippos are natives to surface water features, sort of like carp and sturgeons.

I think you're going to have to eliminate them.

well, at least it will give me a chance to train my marksdwarves

292
DF Dwarf Mode Discussion / Do hippos ever
« on: March 13, 2010, 09:42:54 pm »
Migrate off the map?

Or will i have to build up an army and have an extermination campaign against them? I've got orc sieges to deal with as well

293
DF Dwarf Mode Discussion / Re: wait, what?
« on: March 13, 2010, 02:44:57 pm »
  Don't forget the Antmen. But you have to be pretty badass to kill all of them, also.


You haven't seen how powerful they can be till adventure mode. Had an Army of Giant Ants and Antmen wipe out a mountain home of maybe 80 dwarves. there were maybe 3 dwarves left when my adventurer finally killed the last of them.

294
DF Dwarf Mode Discussion / Re: And the earth was split
« on: March 13, 2010, 02:09:49 am »
I was going to make a mod that swapped out all the chasm critters for new stuff that could fly.  It was supposed to be part of a full-scale mod that would make the rest of the world a little more inhospitable and savage, but not like some of these mods that are strictly for the difficulty.  This was going to be done with flavor.

I put it off for a long time, and now the new version is coming out so...   I think I'll just wait and mod the next version to suit my needs.  Of course, terrain features are going to get revamped, so the "all-flying chasm critters" patrol won't exactly be relevant anymore.  I still think it's an interesting way of getting around it though.


And I'm still going to introduce the "Dragonfly"...   Oh yes indeedy.

thats going to be one of those giant dragonflies that was buzzing around during the Mesozoic, isn't it?"shudders"

295
DF Dwarf Mode Discussion / Re: manipulating elven caravans
« on: March 13, 2010, 01:12:54 am »
when you trade with them, give them the lowest profit possible. also, destroy their caravan every third year or so. this will make them think your fort isn't a valuable investment, so instead of "valuable" cloth, they bring the less valuable animals and beiiries and such

296
NP. hope you can get it to work. ;)

297
DF Dwarf Mode Discussion / Re: Dwarf Troopers
« on: March 12, 2010, 07:33:11 pm »
eh, they'll eventually become to accurate when shooting to be actual stormtroopers

298
I had this problem too. I think it might have been that i was playing that DF for a while then, so that may have had something to do with it.

What i did is just re-downloaded another copy of DF and put it in a separate folder, then replaced the stuff in that one with the DD stuff.

299
DF Dwarf Mode Discussion / Re: My first siege...
« on: March 11, 2010, 10:01:51 pm »
Have at least one dwarf hunt with a crossbow, then put him in the military as soon as he reaches a decent skill level in Marksdwarf. If you have fortifications and a good stock of wood and bones to make emergency bolts, 1 dwarf can destroy a siege and gain a lot of exp with a bit of well timed lever pulling.

But it will take a lot of bolts to do it

300
DF Dwarf Mode Discussion / is thereany way to get worldgen....
« on: March 11, 2010, 03:19:06 pm »
without playing the world?


I found an awesome site, but now whenever i try to load up the file to play my fort there, it crashes. anyway i can get world-gen info?

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