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Messages - Ibu Muffintakers

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1
DF Community Games & Stories / Re: Survivor's Guilt - A story
« on: March 31, 2008, 06:10:00 pm »
No energy to do this in character, but here's a quick update.

BigStrongMuscle was pretty much dead on - I kept that one dwarf alive until Autumn by eating the pack animals and building / taking down workshops as necessary.  The meat supply lasted fine - I just designated a food stockpile on the surface, which keeps it from rotting, even with temperature turned on.  When the caravan came in the fall, I traded the clothes of the dead dwarves for food, booze, and a pick, and dug out a small cave.  I holed up until the next autumn and traded more clothes and some prepared meals for more booze and food.  The year after that I got 29 immigrants in two waves, and the elves started to show up.  

Right now I've got 1000 units of booze, 500 units of food, and 30 dwarves, so things are looking fine.  I'm mostly buying cheese, milk, sugar, wheat, and meat, and making prepared meals for trade.  I imagine that eventually the caravans won't be enough to support the populace (my popcap is at 300, just to see how far I can go with this.)

Farming is an option but I've never quite gotten the water trick to work on a glacier.  I suspect I'm doing something wrong.

My prediction: Dwarves begin starving, and dying, and then everybody else goes berserk, and the fort collapses from within.  Or the goblins get us (they aren't directly on the map, by the way.)  I'm going to try to either get the population up to 300 or last 10 years, whichever comes first.


2
DF Community Games & Stories / Survivor's Guilt - A story
« on: March 28, 2008, 02:04:00 pm »
7 dwarves, 9 units of dwarven rum, and a haunted glacier within spitting distance of two goblin settlements.  18 points total on the embark.  This is the story of Urninch, the foolhardy venture of a doomed band of dwarves.  This is the only way that I could think of to survive on so little.  If there's interest, I'll write more as the game progresses.

----

By all that is right, it should have been someone else writing this.

Lokum, our leader, claimed to know what he was doing.  He lured us all with tales of an oasis in the wilds of the frozen North.  We believed him, fools that we were.  None of us had any prospects to speak of but a life of toil in the mines, working for a pittance, making the damned King richer every day.

"For the honor of our ancestors!" he cried.  "For the glory of ourselves, and the honor of our courageous ambition!  A rich land, lost to the eyes of men and elves, the rock rich with ores and gems!  With our hands and the iron in our souls, we will craft a settlement where no dwarf is beholden to another!"  The glitter of gold in our eyes, we listened, enraptured.  Fool.  And greater fools, we six, for listening.  By my mother's beard, we deserve what we've gotten, and I the most of all.

I have no wish to remember, or to recount, the trials our inexperienced band withstood to get to this Armok-forsaken wasteland.  Suffice it to say that we were unprepared, and when we reached the ice... Our poorly-built, poorly-driven wagon was never meant for this terrain.  We broke a wheel, and the legs of our animals.

We had nothing but two barrels of rum that had remained miraculously unbroken and the flesh of our animals.  It would never sustain the group until the supply caravan from our homeland could find us.

We made a pact.  We would sit, and die, without touching the remaining supplies.  The last survivor, the dwarf that was proven strongest, would claim the lot, and hole up as well as possible until the caravan arrived.

We waited, and slowly froze.  They slept.  I didn't.  I drank.  It wasn't much, so help me, it wasn't much, but it was enough.  One by one they died, and the snow has claimed their bodies, and with them, all traces of my betrayal - save the empty hole where my soul once was.  I have paid a price for my life, and am paying it still.

And now I wait.  By day I see twin plumes of smoke, one from the southeast, one from the southwest, carrying foul smells on the wind.  By night I hear screams - they are faint but they haunt my nightmares.  I believe it is the Twisted Ones - the Goblins.  It won't be long before they realize I'm here.  If they're lucky, there will be something left for them.  

I have fashioned myself crude armor and a crossbow from the butchered remains of our animals.  Though I've seen nothing moving since we arrived, I have seen tracks that... I would swear I was seeing the footprints of a polar bear, except that only the bones have left any sign in the snow.  

I would rather not think about this any more.  I have lost my body and soul to this accursed ice, and everything in me that was good and Dwarven.  What more can any horror take from me now?  I fight now at the gates of Hell.  Survival is all that is left.


3
DF Adventure Mode Discussion / Where to go for a challenge?
« on: January 12, 2007, 10:46:00 am »
My latest character is doing pretty well.  I've been chasing down elite bowmen with 'exotic' weapons (thongs, etc) to entertain myself and have yet to suffer anything worse than a pierced thigh.  Ruins and goblin halls no longer pose a challenge.  I'm on the verge of attempted genocide just for something to do.

I haven't played fortress mode much, so there are no big nasties to go after in reclaiming old forts.

Where are the hydras, titans, and dragons that everyone talks about?  Are these ever generated in adventurer mode?


4
DF Adventure Mode Discussion / Re: Biggest Cash In
« on: January 11, 2007, 02:05:00 pm »
Go into a goblin fortress, kill 5-6 of the buggers, and pick up every article of clothing they drop.  Spider silk has a 20x value multiplier, and the small iron armor sells for a fortune.  I cleaned out two and a half shops (about $23,000) in one run.

5
Gimli said:

 

quote:
 
As you can see, the only way to balance this if the traps + water/magma defences will be nerfed.
That way, both the AI and the player can use the defences, but they won't be invincible. That way the sieges will be fun.

I find it hard to believe that some people just don't understand these problems.


I think what sets this game apart is the heavy emphasis on realism, and the truth is that attacking an established fortress is a really, really daunting task - hence, sieges.  They were used because there was just no way in, so the only option was to starve out the residents.  Nerfing the defenses would make the sieges more fun for those who lean towards a military, but I think it would lean the game away from its current directions.

Seriously, who would try to besiege a self-sufficient fortress located -inside- a mountain?  It would be suicidal at worst, or a massive waste of time at best.

I think that digging/rewalling would solve this neatly while maintaining realism.  If you touch magma.. you die.  If you find yourself under water in plate mail, you die.  It's that way in real life and I for one would like to see it stay that way in the game.

Also, there were some very nasty things about real-life sieges that could be tied in.. like having your map deforested to build siege machinery to batter down your gates.  I think a lot of good ideas have also been posted here, like trap disarming and vandalism.

[ January 25, 2007: Message edited by: Ibu Muffintakers ]


6
DF Dwarf Mode Discussion / Re: defensive flood
« on: January 13, 2007, 02:15:00 pm »
Recently I started on a 'terrifying' map for the first time.  I decided to see how quickly I could tame the map, so I sent one dwarf in to tunnel to the river and dig a farm and the other a little farther north to dig to the magma.  I mined out channels on all of the land bridges outside and ran a bridge over the river for the lava to cross, buffered by channels - voila, nuked planet.  Shutting the flood gates turned it off, and now I've got the entire river as a moat.  No problems with the perma-flood bug and I can take out any invasions with ease.

So far I've gotten away without ever needing a military except for the dogs.


7
DF Dwarf Mode Discussion / Re: Man it's hard to bathe a dwarf.
« on: February 28, 2008, 03:30:00 pm »
I build a recirculating waterfall that pours through grates in the hallway leading to the dining room.  It seems to do the job.  They also like the mist.

8
DF Dwarf Mode Discussion / Re: The Problem with Produce
« on: February 27, 2008, 05:02:00 pm »
... but then it's impossible.  If it's possible at all, say on a map without soil but with water, then it's a relatively simple floodgate setup to irrigate the area, and when you've done it once, you're set for the lifetime of your fort.  Once the farms are running, their output is so high that one starting dwarf with points in brewing, cooking, and growing can support at least 50 dwarves.

9
DF Dwarf Mode Discussion / Utility request for you programmers out there
« on: February 27, 2008, 11:01:00 am »
I'd like a program like Regional Prospector that would reveal all of the caves and ruins in the world.  When you talk to the mayor in adventure mode, they start to show up on the world map, even in dwarf mode - is there a way to make this happen through code without an adventurer?

10
DF Dwarf Mode Discussion / Re: Awww...
« on: February 22, 2008, 10:15:00 am »
Temporary disable?  This is easy...

In your entrance hall, dig a pit, with ramps in and out.  Fill the bottom of the pit with traps.  Build a drawbridge over the top.  Leave the bridge open until a caravan arrives.  There's still a path to the depot, so the wagons won't bypass your site, and you'll have time to get the bridge down before they destroy themselves.  It adds a challenge, since goblins tend to show up with the traders - how do you defend the fortress and still let the traders in?  This is where a military actually becomes useful, instead of just a novelty.

I think it's awesome to have to make the compromise between safety and accessibility.  "Safe" traps are just too ridiculously overpowered and easy to use, and they totally eliminate the need for a standing military.


11
DF Dwarf Mode Discussion / Re: Awww...
« on: February 21, 2008, 01:21:00 pm »
I don't want to get creative!  I want 5 swords to come flying out of the floor, sending tiny pieces of elf all over the trade depot walls!

I'm upset.


12
DF Dwarf Mode Discussion / Re: lol cage trap...
« on: February 18, 2008, 10:14:00 am »
Oh this is too much fun.  I'm going to have a blast with this until it's fixed.

13
DF Dwarf Mode Discussion / Re: The zero-point spend challenge!
« on: January 18, 2008, 06:11:00 pm »
Necromantic gibberish aside, this challenge is hilarious.  I've just made it through the first winter, much to my surprise.  Lost 1 dwarf so far (drowning - scrapping with a raccoon) but I've got 50 meat, 20 drinks, 50 plants, and 70 prepared meals.  I'm curious to see how long this can last.

14
DF Dwarf Mode Discussion / Re: Stop coming!!!!
« on: March 07, 2008, 01:32:00 pm »
That's what SHE said!

no, wait


15
DF Dwarf Mode Discussion / Re: Horrors in the deep!
« on: December 20, 2007, 12:55:00 pm »
Interesting...

My first time digging down to the pits, I walled them off, but a demon appeared mysteriously on the other side of the wall.  I double-checked everything and there was no way through, and no walls had been destroyed.

This time through, I breached the pits and then diverted the river down the staircase.  I had come into the pit from the top, and I knew that there is only one type of demon that can fly, and that type can't swim, so I figured a good brisk waterfall would keep them all quiet until I was ready for them.  It worked, but I was hoping to completely flood the area, but the water drained into the pits too quickly.  The pits never filled up or stopped draining after 5 years.


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