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Messages - Archbaron

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16
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 09, 2009, 08:25:43 pm »
Goblins may seem like a burden, but I've learned they're great resources. After the first few raids, you can sell all of their giant spiders stuffs and fancy "small" or "narrow" items that you can't use, also if you're deprived of metal you can always melt all their narrow armors. However this can heavily plague an economy... with all the "narrow" goods and expensive items they'll destroy your stores. Oh and realy, if you have magma, that bauxite road is a waste... oh and for your temple, you might want to add a statue of statues of a dwarf, I find them quite nice.
Yeah, I'm exporting all their items for massive profits!

And no, I don't have any magma, but an obscene amount of bauxite, so I decided to go all out. Plus, the road is blood-red which is AWESOME.

17
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2009, 08:49:54 pm »
Inkhelm is now up to 71 people, and the economy is going extremely strong. I'm expecting the Baron to arrive very soon, so that's really exciting (not!)

I've been repeatedly ambushed by increasingly larger goblin groups, and even though I have an extremely large and strong military, I'm afraid that one day the goblins are going to kill someone who is really popular and send me into a spiraling tantrum! After finishing my bauxite road, I began work on leveling the top of the mountain for stone, and then I began my first megaproject, a sacrificial temple. It spans 20 z levels, and is a circle, smoothed and engraved on all levels and bedecked with expensive pillars and statues. It has a dwarf on the floor, and the eyes and mouth are all bridges connected to a lever, so that goblins can be thrown into the mouth and PLUMMET to the ground and explode. It's almost complete! :D

18
DF Dwarf Mode Discussion / Re: Dorfs wont haul.
« on: November 07, 2009, 04:06:47 pm »
Is this garbage dump a refuse pile, or an actual zone designated as a garbage dump?

19
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 06, 2009, 08:59:40 pm »
Currently, I'm shaving away the ugly, haphazard mountainside of my fort in exchange for a more uniform look (and to obtain lots of stone for my legendary craftsdorf.)

Once I'm done with that, I intend on beautifying the front of my fortress into a garden and making a pathway, then it will be trapping time to try and catch the giant eagle in the sky.

Although, currently, my interests lay on making my migrants useful. I've gotten about 30 dwarfs in a single year, and they've all come with useless skills, so I'm working to expand the economy for them and find them jobs.

In other news, a new mayor beat my old one in an election, and now they have grudges. I'm interested to see if any dirty politics happen. My engraver is engraving the election results EVERYWHERE, and she's best friends with the new mayor. :D

20
DF Gameplay Questions / Re: a few questions
« on: November 06, 2009, 08:06:17 pm »
#2 - I'm fairly certain that just because they're in a pond doesn't mean they are domesticated.
#3 & 4 - Yes, animals can perform all functions in a 3x3x3 cube around the restraint.
#5 - It'll be fun.
#7 - Most likely.
#8 - They'll become part of the world history, romp around a bit, and likely roost there for the duration of the world gen, if you wanted to revisit as an adventurer. Whether or not they die has little to do with them being in your fort. It's all about the random events that happen.
#9 - N/A
#10 - Thief creatures or dwarves? Thieves are caught in traps, yes. Dwarves are only affected by traps if they're tantruming.
#11 - Nope. Just watch for cracks and holes and make sure you make the paths long enough so they can do their job.
#12 - Anything, really. Get creative.
#13 - I don't believe so, just keep your fingers crossed. It'll take a few years of luck to get breeding pairs of anything.

21
DF Dwarf Mode Discussion / Re: Stonemanor
« on: November 05, 2009, 05:58:19 pm »
Why dont have a 5 zlevel-ish pit below the dwarf face then have the mouth made of retracting bridges so he can open his mouth?
I heavily endorse this idea.

22
DF Dwarf Mode Discussion / Re: Lame artifacts!
« on: May 19, 2009, 06:51:42 pm »
As if it wasn't enough, one of my hunters decided it would be fun to withdraw from society and mumble something about goat bones:



After this, I received about 20 immigrants, so at least these artifacts are doing something for me. It's worth 4800 dwarfbucks.

23
DF Dwarf Mode Discussion / Re: Lame artifacts!
« on: May 19, 2009, 06:19:24 pm »
A planter of mine recently went into a fey mood and gathered up silver and goat bones then claimed one of my craftdwarf workshops and got to work. Within a few in-game days, he finished his creation:



That's right. A door made of goat bones with a random picture of a silver ocean on it. Worth 14400 dwarfbucks, though. It'll be the door for one of my nobles eventually. I think the best part about this artifact is how revered it is. My engravers engrave a picture of this door over everything in my fortress. It is engraved more often than my founder. Maybe the dwarves like tricking other dwarves into thinking there's a door there, hah!

24
Creative Projects / Re: DF MUD Development Thread
« on: May 14, 2009, 09:17:15 pm »
We now have an OOC Lobby set up, complete with a message board for communicating. Feel free to stop by and mess around in the the stock MUD area or just relax in our OOC lounge! Instructions for posting and communicating are available once in-game.

See you there!

25
Creative Projects / Re: DF MUD Development Thread
« on: May 13, 2009, 10:37:48 pm »
I recommend MUSHclient.

26
Creative Projects / Re: DF MUD Development Thread
« on: May 13, 2009, 09:25:02 pm »
Greetings, my name is Archbaron and I'm joining the development team for Dwarf Fortress MUD. Currently, I'm focusing on documentation and public relations for the MUD, but I am also coding and will build when that time comes.

It is a pleasure to meet all of you and I look forward to discussing and advancing the development of the MUD.

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