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Messages - Solara

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661
DF General Discussion / Re: dwarven prison camp
« on: February 09, 2008, 01:15:00 am »
Even prisoners don't sleep in the dirt, give them each a 1x3 'cell' and be sure to constantly have guards and war dogs patrolling the halls. (at least a few immigrants from each wave would have to be guards and other personnel, you'd need the workers and also somebody has to escort the prisoners to the fortress.)  

Some sort of moat or perhaps more elaborate method should be used to control who gets in and ensure that no one gets out, ever. Also I imagine you wouldn't let any of the prisoners around an axe or pick...especially not a pick.

Oh, and of course some of these dwarves would be on death row...

(if you ever actually do this you've so got to post a story of it...)


662
DF General Discussion / Re: The Sadistically Cursed Seven
« on: October 29, 2006, 10:33:00 am »
I was wondering about this too...

663
DF General Discussion / Re: The Sadistically Cursed Seven
« on: October 09, 2006, 09:53:00 am »
quote:
Originally posted by Zanfib:
<STRONG>You will lose at least one dwarf linking the floodgates to a lever.</STRONG>

I don't think so...or at least the double floodgate method has always seemed the safest to me. Better than screwing around with channels, anyway.

I haven't been on the computer much lately, but glad I had a chance to catch up on this story.  :) I'm pretty curious to see how long you're going to manage with no alcohol too...


664
DF General Discussion / Re: The Sadistically Cursed Seven
« on: October 01, 2006, 12:30:00 pm »
Enjoying it so far.  :) Seems like a lucky thing the river was so close, so at least you've got something on your side.

Any particular reason you had the carpenter make bines, tohugh? At least I know if I'm short on wood my first priority is always a bucket and then as many beds as I can manage.


665
DF General Discussion / Re: The Sadistically Cursed Seven
« on: September 29, 2006, 04:02:00 pm »
quote:
Originally posted by Kjoery:
<STRONG>Starting build was all unskiled, one pickaxe</STRONG>

Masochist freak...

EDIT: Suddenly the title of this thread makes a lot more sense.  ;)

[ September 29, 2006: Message edited by: Solara ]


666
DF General Discussion / Re: The Sadistically Cursed Seven
« on: September 29, 2006, 09:35:00 am »
quote:
Author's note: One things that seems to be missing on the forums here and on the Wiki is the kind of detailed stories that I think this game really lends itself well to.

Exactly what I've been thinking! I always get a kick out of reading these things, so I'm glad you're doing this.

The story's great so far, but I sure hope you're a better player than I am or it might be a short one. I picked a map like that once, and the results were not pretty...   :(

Edit: And did you mean this literally now?  

quote:
Along with six equally hideously incompetent malcontents, he set out with only a single axe, and the wagon and the beasts to pull it to his destination.

I know you must have a pickaxe, of course, but I'd be interested in the exact details of your starting build.

[ September 29, 2006: Message edited by: Solara ]


667
DF General Discussion / Re: Let's put pressure on Toady ;p
« on: September 17, 2006, 03:44:00 pm »
I play dwarf fortress 99% of the time, though I admit that now that I've gotten the hang of it it's a little too easy to stabilize your fortress even with a harder starting area, after which point nothing much interesting happens until you push past the lava river...and then either die or 'win' but then don't have anything else to look forward to.

Soon I think I'm going to get to the point where I get burned out and need to either put the game away for awhile or start looking into the other modes, though a little more randomness and depth to keep me on my toes in the DF part would go a long way to keep me coming back.


668
DF General Discussion / Re: Nobles...
« on: August 21, 2006, 03:29:00 pm »
My original seven dwarves and their buddy the metalsmith split away from their old, established ancestral fortress, braving all kind of hardships in the untamed wilds in order to start a new colony based on equality and freedom for all. (Except for newcomers once the population gets too big...  ;)

The last thing they want is some uppity elitist nobles coming over to their fortress and ordering them around. Nobles dumb enough to come over are killed upon arrival. (Or as soon as they go to sleep in the 'special' bedrooms, reserved just for them.)


669
DF General Discussion / Re: Goal-Based Dwarf Fortress
« on: November 05, 2007, 10:42:00 pm »
Supposedly the direction the game's going to start going in soon (possibly with the next big update) is letting you have more interaction with the outside world, send out your armies, etc. which will hopefully satisfy anyone who's not happy coming up with their own goals in the sandbox.

670
DF General Discussion / Re: You know the new version has bugs when...
« on: November 05, 2007, 10:38:00 pm »
You know the new version has bugs when you can pile something like 1000 rocks on a single tile...oh wait, that's a feature! Leave that one in please.

671
DF General Discussion / Re: Good way to get rid of immigrants
« on: August 20, 2006, 08:50:00 pm »
quote:
Originally posted by Bobberroo:
<STRONG>

Ah, but then you fill that area with traps and presto! Elephants for the whole family.</STRONG>


Sure, it sounds simple, but in actual practice things like this tend to go disastrously wrong.

Oh, and also, if I ever did this:

quote:
So, 90% of them are killed, and the ones that arn't become quite valuable. And it adds a little role-play to your immigration policy. Only those strong enough to slay an elephant may enter the fortress!!

Screw the crossbows! Only those strong enough to slay an elephant with their bare hands may enter the fortress.  :D

IMHO the flash flood is still the best way to go, though. At least your dwarves can safely collect all their nice gear after the bodies rot away.


672
DF General Discussion / Re: Good way to get rid of immigrants
« on: August 20, 2006, 08:32:00 pm »
Only problem with this strategy is when the immigrants piss off the whole herd and get chased right up to the front door of the fortrss...

673
DF General Discussion / Re: What to do with caged goblins?
« on: August 21, 2006, 09:16:00 pm »
Agreed. In one of my first games, I can't describe how frustrating it was to watch my dwarves starve while they were up to their elbows in snakemen corpses...

674
DF General Discussion / Re: What to do with caged goblins?
« on: August 20, 2006, 10:12:00 pm »
quote:
Originally posted by Arcanum:
<STRONG>Maybe allow sentient creatures (goblins, lizardmen, frogmen, etc.) to be "trained" to be slaves?  They can haul stuff around, and do some mining, but nothing more interesting, and they try to escape if some of their kind show up.  On the up side, they don't throw tantrums, don't eat much, and sleep on the floor.</STRONG>

I like it! I don't know about mining though - for dwarves, mining is an art. You can't just hand a pick to some slobbering braindead amphibian and expect them to carve out a room to your satisfaction.

It should probably be limited to hauling and other things that don't require any kind of tools or intelligence. Farming, fishing, etc. (And I bet snake and toad men would be naturals at fishing...)

Escape would be a constant risk though, and there'd be a chance of them tantruming out.


675
DF General Discussion / Re: I'm rich!
« on: August 20, 2006, 05:16:00 pm »
Oh well, I'm just happy I'll actually have a use for my metalsmith when he shows up. Usually he and his little sidekick just wind up doing odd jobs for a long time until I'm ready to set up a shop for him. With this fortress I hadn't even bothered to work a place for it or the jeweler's into the designs, since I figured I'd might as well save on hauling time and put them on the east side of the river. (The only thing I've ever hit on the west side is a little tin.)

[ August 20, 2006: Message edited by: Solara ]


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