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Messages - Eric Blank

Pages: 1 ... 1133 1134 [1135] 1136 1137 ... 1169
17011
DF Dwarf Mode Discussion / Re: Plump Helmets Gone Extinct
« on: September 12, 2010, 01:21:42 am »
Yes, I've noticed that occasionally some species of underground plant won't be available to certain civs, while they are to others. I've even seen it happen before when I did have caverns. Doubt it's a bug, just very rare if you have no mods; I play with the genesis mod's botany section installed and there's always about 5-10 species missing from any given civilization's list. Some species seem to just be unavailable, even while others are.

By the way, the death of your civilization will never affect what items you can bring on embark, just whether you can get migrants/ dwarven caravans after the first two migration waves, so that isn't the case.

My guess is that cavern regions across the world don't necessarily have to have all the same species, and that each civ is allowed to have only species of plants and animals present in the caverns directly beneath it's original city. If you have caverns, check the first and second for : (it's a purple colon), which are plump helmets. Otherwise, start farming above ground/breeding livestock/growing and cooking the other crops, because you won't be getting any plump helmets unless you regen or re-embark with another civ.

17012
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 11, 2010, 10:40:05 pm »
I found what I thought was going to be a wonderful site; a 2x2 square of swampland surrounded by a terrifying lake on 3 sides, with a river to the north, which I thought was straight and would cut it off form the mainland entirely until I made a bridge to cross it. Unfortunately the river only flows horizontally for about 2/3s of the map, then goes straight north. I also assumed that because only the lake was evil, and the river was in a good biome, that the river wouldn't be filled with !!zombie carp!!. Foiled again. I should have immdeiately made a backup of the clean world so I wouldn't feel dumb for abandoning this site to view those other 3 peninsulas cut off by river flows.

Half way across this world was another very interesting area; a volcanic mountain range on an island, directly adjacent to the ocean, with several areas of very steep cliffs. I may very well embark there instead, to get an Oceanside fortress area.

17013
DF Adventure Mode Discussion / Re: Funniest Names
« on: September 06, 2010, 09:22:45 pm »


Save our children! Drown the nobles!
Spoiler (click to show/hide)
^That's how it's done. Imageshack sucks.

It was working when I left it here :c

17014
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: September 06, 2010, 09:18:59 pm »
Opium and tobacco (and alcohol if you'd prefer to call it a recreational drug rather than a beverage) have been used for millenia. I think marijuana has also been used for a very long time, but that could just be a memory hiccup.

17015
DF Adventure Mode Discussion / Re: Funniest Names
« on: September 02, 2010, 10:06:38 pm »


Save our children! Drown the nobles!

17016
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 02, 2010, 12:25:20 am »
Ah the beauties of blood. My fortress hasn't actually seen much for battle, but the contaminant multiplier has bathed the entire topside area and arena in thick layers of blood. I suppose I should use dfhack's cleaning tool more often...

17017
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 30, 2010, 01:28:10 am »
...wow. That was an unexpected detour. (As you can see, this dwarf kind of scares me.)

(Edit:) And now I've thoroughly freaked myself out by speculating about the possibility of Psycho Hunter marrying Self-Cannibalistic Mason. I... may not go to sleep tonight.

If you do, you can rest peacefully, assured that I will suffer from no such problems. ;)

The past (dwarven) year and a half has been rather boring for me, the vast majority of it was my lazily setting up infrastructure and digging my central staircase several levels deeper. There's nothing really to do but suspend/unsuspend the brewing labor every 6 months, cage all the animals being born, and watch a bunch of midgets run around being !!F$%^#&* ECSTATIC!!, besides the recruit, who is still a recruit and still sobbing all the time. Not even a single death, accident, or halfway-interesting artifact. Still debating whether I should have the dining room engraved, I really want it to be done by a legendary(or at least more than competent) engraver, of which I possess none.

17018
DF Adventure Mode Discussion / Re: Funniest Names
« on: August 29, 2010, 03:06:36 am »
Menstal Moistlegend, amusing because it almost sounds like Menstrual Moistlegend. :P

Of course the game insists on crashing immediately afterward  ::)

17019
DF Dwarf Mode Discussion / Re: Grah! Everyone died...
« on: August 28, 2010, 07:50:56 pm »
I was hoping for an epic tale of a grand fort's demise. I'm disappointed.

As an actual reply, I think you should make a massive circular tower/citadel in the center of the map. dig out the ground underneath in an identical image of the tower, going as far down as you dare go (all the way!), and have a huge pit in the middle going from top to bottom, where you drop prisoners/nobles. Keep the fort going as long as you can and produce many children to succeed their parents. When/if you get a hard-core militia, sick them on the clowns, continue your tower residences in the tent.

17020
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 26, 2010, 08:27:07 am »
My one noble was mandating the construction of goods that CAN'T be produced, you know, hfs special.

That's how I got that miner killed, couldn't produce the goods, couldn't come up with a way to kill that noble. He was the mayor at the time, so there really wasn't much I could have done but kill him, and piss everyone off, or let someone go to jail. The miner was in no danger of dieing at the time, that only became a possibility when I had to let him off the leash because he wasn't being given water.

I hate the nobles.
problably a quote from the ones who considered watering him:"WHERES MAH BUCKIT" if that was your problem, then you have no water sources, otherwise not enough idlers.

P.S. lock the hammerer in a room, problem averted, just (d)ump items in through a hole in the ceiling. or make the hammerer somehow get an adamantite war hammer, seeing how everyone claims to have so much of it. just forbid his hammer in the stocks menu.

I have dozens of buckets and live off a river with a well on it, so it's the idlers, everyone was busy and I had forgotten that someone needed to be idling to keep the poor bastard alive. I don't have the hammerer, I'm keeping my population and noble count low for now, he was killed by the guards.
I should have expected this I guess, I haven't had to worry about the hospital patients because so far my doctors either deal with them very quickly and they're back on their feet in a matter of days, or they're already dead, but prisoners are pretty much trapped. He kept himself fed since there were food and drink stockpiles, but someone apparently drank his booze (maybe he was just feeling greedy?)

After this whole crisis is forgotten, it's been nothing but moderately good news; I traded with the dwarven caravan, receiving nothing worthwhile, but shaving the hair from that mountain we call the cloth stockpile. I want the population to stay right around 60 (with children included) so my processor can handle everything.
Injuries; Militia commander, erith, was shot in the foot by goblins while building a wall so they can't shoot at us. Oh the irony.
Unhappiness; The lowest ranking militiaman, the only one still a recruit, is still unhappy. You'd think the idiot would have found a reason to cheer up, but no, apparently someone banned him from the legendary dining room.

17021
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 25, 2010, 11:59:14 pm »
My one noble was mandating the construction of goods that CAN'T be produced, you know, hfs special.

That's how I got that miner killed, couldn't produce the goods, couldn't come up with a way to kill that noble. He was the mayor at the time, so there really wasn't much I could have done but kill him, and piss everyone off, or let someone go to jail. The miner was in no danger of dieing at the time, that only became a possibility when I had to let him off the leash because he wasn't being given water.

I hate the nobles.

17022
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 25, 2010, 03:24:51 pm »
OH MY ARMOK!

The dwarven caravan actually came! And they're close enough to the entrance that they probably won't die! (on their way in, at least)

In other news, I accidentally got a miner killed. He was ordered to 80 days in jail, but nobody would bring him water so I was forced to destroy his chains so he could go get a drink. At this point the expedition leader/mayor came and literally shredded him.

17023
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 25, 2010, 03:11:06 am »
You can certainly request it, but the other discussion I've read was less than optimistic about finding good numbers of them; http://www.bay12forums.com/smf/index.php?topic=64117.0

specifically this one
Yay. Found my own 5x6 piece of heaven. It's pretty sweet: nice vegation, there's sand and nice stone layers later on.

http://koti.mbnet.fi/boogey/Island%205x6.rar

The embark is great, but you'll have to abandon, find the place, find the worldgen params, so on and so forth, to avoid the fact that it was a reclaimed save, and thus had no mud in the caverns, all seven of his dwarves were female, and that you may or may not like his choice of embark profiles anyway.

17024
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 25, 2010, 01:27:44 am »
War with the cobalds has ended! Peace at last! Their diplomat was almost killed by an ambush on his way in...

Unfortunately for their captured soldiers, their civ counts them as dead upon being captured, and thus they will still end up stark naked in our arena, along with the goblins.

The unfortunate part for me is, the cobald civ was broken when I genned this world and so they don't actually send trade caravans, just liaisons, so now the only way I can get steel or bronze armor of the appropriate size is through making it myself or the dwarf caravans, which are extremely unlikely to actually make it inside. I've been completely cut off from the mountainhomes for 5 years, anyway, here's to hermitage!

17025
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 25, 2010, 12:54:29 am »
More ambushes, same scenario actually as last year's, but with a better outcome. there were three squads, one at the north bridge, all caught in the cage traps, one at the south bridge, locked out, along with the elves, whom they've killed, and one cobald axeman squad at the west gates, 6 of which were captured, 10 locked out, and several more killed, the only losses being an idiot weaver and several war animals. Not sure why the squad was so huge, 10-15 is the normal size of a besieging platoon, ambushes are usually only 5-8.

We haven't gotten SHIT done economically or architecturally. I've mostly been trying to satiate the need for bins, building a spike-trap training room, and building up the walls. The latter being almost impossible with the goblins AND cobalds hanging around outside scaring the crap out of my workers.

There haven't been any more mandrill attacks lately... a sad thing really.

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