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Messages - Criptfeind

Pages: 1 ... 26 27 [28] 29 30 ... 1462
406
Whoops, looks like my scout skipped over N7, where cats bane is and he should have turned around and went right into N6.

407
Hmm, I assume that P11 should have black outlines on the map and a fuck ton of monsters in it? Also, how did they pick up the wolf from N10? Also I didn't have an archer to loose in P11.

Heck, what happened to N10, why doesn't Aywen Ayes own it, was it taken over by the wolf? And what happened to N11?

Also this is a strictly good error for me I think, but I think thornish forts are suppose to attack the nearest tile, not nearest fort? So M11... which doesn't exist and I think it should have been M7 should have attacked N8, not P11?

408
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: June 01, 2023, 03:43:17 pm »
Sorta doubt it has anything to do with any of those threads, because sorta doubt anyone cares about them.

Probably just someone who wanted to fuck with dwarf fortress for whatever reason.

409
Oh, hey A1, this is a bit embarrassing, but with the forums being so fucky and me being so busy yesterday I only quickly scanned though the stuff yesterday before making my turn, so it wasn't until just now I realized exactly what's going on here

send 2 gold to Marquess Ambrosio Vulk

But I don't think that this deal should kick in until next turn, given that I don't HAVE any cats to compete with you this turn, so I can't take part in/break the monopoly this turn if that makes sense? So go ahead and take that money back and I'll edit my turn accordingly.

410
Spoiler: Turn 8 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 9 (click to show/hide)

411
I notice that there's only 5 people in the reprisals section, looks like maybe Bockhoven wasn't put into it.

@a1s wtb 2 cats for 12 gold this turn
Sending you two cats. Not sure where you got 12 gold, but that's your business I guess.
If I had to guess where this tiny confusion comes from my best guess would be you probably looked at an old turn of his last turn where he spent 10 gold paying off reprisals at the Grove of Tusks when you were thinking about cat selling, but he changed his turn to one where he didn't do that, thus he was up 10 gold from what you thought?


412
It never stops, at this point I don't even want to kill more Squelsh, but I just can't stop myself.

413
Do player owned cats turn the terrain into marshes on victory like normal cats, presumably destroying forests/villages/unique terrain? And, if so, what would that do to quarries and mines, which as terrain features I guess there's no rules that they can't exist in marshes, but will never generate in a marsh naturally outside of some sort of unique terrain/artifact?

414
I think most of the things that allow going past the unit cap are going to ultimately be pretty op. Last femur, wolf thing (depending on how many wolves spawn, but, hey, lucky you and Kashyyk, shit tons of them spawned in the north) and cats. But I mean, artifacts in general are very unbalanced so hard to say if it's too much of a bad thing that there is a particularly unbalanced class of them. I think the the blood forges sound super op as well right now if they just let you get an artifact per turn.

Also I guess I could buy cats, and probably should. But I'm poor.

Also blackclaw+catmarket=effectively infinite cats for sale?

415
Welp, the hag market really fucked me up a bit, so my current turn is probably a bad idea. But I don't have any other idea, so I'll just go for a blind expand. My turn post is fixed and runnable

416
Okay... naturally I'm going to have redo my turn so I'm not sending an army in against 30 cats. Might not have time to do that right now.

Edit: Since scouts can go though the hag market, I think my scout last turn should also have scouted O7, if I understand correctly. (Both me and a1s scouted the hag market this turn and you only edited their scouting results.)

417
Well rip. I'll send the orb back to you Quarque since our plan for the marrowfat failed. I guess "undefended" means "not behind a wall" not " notdefended by other monsters". At least you have tons of gold to pay it off later.
That's kind, but you can keep it if you like, you earned it. Not your fault that the bugger escaped.

Sorry for the late reply, wanted to say though thanks, that's mighty generous of you. I'll cherish this orb as a souvenir of my adventures in the north. Maybe I can attach it to the last femur to make some sorta wizards staff, they gota have an orb on top, right?

Another question for notquitethere when he gets back from camping. How do blood forges work? Specifically, are they one use or multi use?

418
General Discussion / Re: Things that made you sad today thread.
« on: May 27, 2023, 02:16:56 pm »
For some reason over the last decade I've lost the ability to write without producing an increasing number of typos and dropped words. I personally blame the rise of my use of discord and writing messages on a cellphone, but it's disturbing to me that a capability that in theory I use every day seems to be degrading.

419
(A question for ya when you get back next week)

3 armies 2 skeletons 1 skeleton archer continue sieging fort Hawthorn 1/5 at Q14: Your armies attack (with two skeletons) (7, 7, 7, 4 and 4), damaging the walls (1) and breaking through into the fort, defeating two of the enemies (Thornish holdout and Thornish holdout).
All enemies are defeated and the marshland is absorbed into your county.

Digging into this more, am I understanding correctly that what happened here is that the first 7 caused the wall to break and then it immediately went into "normal" combat mid rolls with the subsequent sevens killing the enemies under normal combat rules? If so, how do archers and their +1 fit into the instantly swapping combat rules? Siege weapons as well?

Also doesn't matter but I guess the skeleton archer didn't attack, probably just a minor error in the input that didn't include it. Maybe I need a better way to notate the forces being sent, especially if things get more complicated.

420
Turn complete

Spoiler: Turn 6 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 7 (click to show/hide)

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