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Messages - Eric Blank

Pages: 1 ... 1134 1135 [1136] 1137 1138 ... 1169
17026
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 24, 2010, 05:31:10 pm »
MANDRILL ARENA

I agree with this completely.

17027
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 24, 2010, 03:05:42 pm »
I've completely underestimated the stupidity of my dwarves yet again. Firstly, I assumed that forbidding a freshly caged goblin or cobald would lead to the dwarves going back inside. Wrong. In fact, my militia commander, who was behind a wall where she couldn't possibly have seen anything and whom is also activated and stationed, and not collecting equipment, decided to run straight into them right as the gates were about to be closed. She got in a fight with an axeman and bled to death.

Second, I ordered a lever to be pulled to close a bridge while the elven merchants that hadn't traded yet were still on my side, so i could at least kill them and get their stuff. What does the game do? Selects the one person who's farthest from said lever. By the time it was pulled, not only were the merchants angry and leaving, they were halfway across the bridge. All their crap was flung into the water! there was a giant desert scorpion in there! does this game TRY to make me angry?

17028
DF Dwarf Mode Discussion / Re: Fire makes me Sad
« on: August 23, 2010, 02:31:22 pm »
Actually, fire doesn't affect bushes either. In a heavily forested map, there are actually very few tiles that will burn.

17029
DF Dwarf Mode Discussion / Re: Your Most Morbid Fort?
« on: August 23, 2010, 05:40:16 am »
Back in 40d, while I was still trying to figure most things out, I managed to create a definite hell-hole, Finger the Anus of Horses.

I had learned somewhere that waterfalls generated mist, mist generated happiness, and happiness kept the drunken idiots sane slightly longer. So I dug out some stockpiles and farms at the base of a cliff up in the north-west corner of the map, the only area with trees, all of the rest being mountains. with a cavern running from about the center to the southern edge, where i immediately attempted to dig out a channel from the brook to the chasms as a waterfall area. I learned early on that sealing my fort with some form of door was a necessity, and since i didn't know about the power o the drawbridge I used a trio of floodgates. What are the chances of your dwarves leaving something right on top of your floodgates? Higher than the chances of them pulling the lever to actually attempt closing the gates. 90% of the ambushes actually fought with my marksmen and axemen squads, the entryway was a scene of death like nothing I've seen since in my forts; dozens of goblin corpses, piled atop dozens of my soldiers, piled atop dozens of idiot civilians that were doing the entrance dance, atop dozens of pets that were following their owners. The plateau above my fort was more of the same with a single center-point of pure rage; Imepereve (of endless rage, i've added), an elves' pack animal that went berserk (because they were at that time too stupid to go home when locked out.) and started wandering the countryside killing everything it came across. In it's anger it managed to slaughter dozens of goblins, and dozens of mountain goats, before eventually being beaten to death by a goblin ambush. Nobody ever cleaned up the corpses, just stole their socks.

This wasn't everything, however. Back then I didn't understand why the wiki told me to make a chamber to hold the water being used to irrigate my farms, I had no idea the game actually had some semblance of pressure. So what did I do? I tried to build a well off the chamber channeling water down from the brook, right before the pressurization chamber, and directly connected to the farms with no doors in-between. Results are clear, just not clear enough, so I'll skin my fingers on this keyboard. the southernmost end of the farms was used as the food stockpiles, and when I discovered the flooding, I ordered a tunnel be dug to channel it into the chasms. The tunnel wasn't big enough, so the chamber continued to fill until it became inaccessible. I of course had nothing outside that farming area to feed my dwarves, so a massive famine ensues. Within 6 months the population has dropped from 70+ to maybe 10-20. Over the next 6 months the tantrum spiral/my sadism kills all but a single fisherman. Needless to say nobody wanted anything to do with the place by then except the goblins and Imepereve, but I wanted this guy to suffer in his miserable loneliness so i didn't abandon. I did, however, completely and utterly forget to lock the doors (of course I really couldn't, the fisherman needed water since I had no barrels). The poor sober fool was torn to shreds by a squad of swordsmen when he went into the cellar to grab a snack. A miserable end to a miserable hell-hole, Finger the Anus of Horses.

17030
DF Dwarf Mode Discussion / Re: Ive never been attacked or ambushed :O
« on: August 23, 2010, 04:15:28 am »
The goblins are probably dead or can't reach you; snatchers will arrive any time after you've got a child or baby somewhere in the fort, ambushes when you've got 20-30 dwarves and 80k wealth or so, maybe even after the first caravan leaves. Kobold thieves will strike after the first caravan usually and ambushes will start coming if ~10 of them successfully come home with stolen goods. Humans, if they're still alive and can reach you, probably won't come until you've exported quite a bit of wealth. Humans are phenominally easy to piss off; one or two caravans or a liaison is all it takes, and they won't waste time with ambushes.
Open up the caverns and enjoy some forgotten beasts.

One dead caravan is no where near enough to piss off the elves. A dozen or so is the bare minimum if they didn't like you to start with.
Chop down 50-60 trees and leave them in your stockpile until spring, then when the elven diplomat comes, accept his offers happily. Betray them by the time he returns next year. The trick with elves is that 1-200 dead trees and a broken treaty is the most horrifying atrocity you can commit, even slaughtering their merchants in the hundreds doesn't work as well as that. Remember to offer the elves plenty of wood- and animal-based trade goods to warm their blood, then seize their (desirable) goods before unpausing. All this should have them clawing at your throats. Rinse and repeat until some poor fisherman has a unicorn horn poking out of his chest.

17031
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 23, 2010, 03:29:18 am »
There was a goblin ambush composed of a single maceman squad. 5 of the 7 were caught in cage traps, the remaining two ran headlong into my 2-man militia before they were actually in position. The first soldier, a novice swordsdwarf in full armor was brutally beaten for a minute or so until he died. Next my militia commander, also a novice swordsman, adequate fighter and shield user, and fully decked out in steel platemail, with 7 kills to her name (in the training arena of course), charged in and took a mace to the face and died on the spot, a one-hit kill. 4-5 more troops arrived behind him and the actual fight began. One of the two recruits died, the other was badly injured with many broken bones, nobody else was harmed. They killed one goblin and the other retreated into the cage traps. That's 3;7, with my militia victorious only because there were cage traps to save their scrawny asses. If 3 goblins had made it through the traps, they probably would have been able to slaughter all 10 of my men.

What's the average skill level of invaders and caravan guards anyway? clearly it must be miles above novice.

17032
DF Dwarf Mode Discussion / Re: Fire makes me Sad
« on: August 23, 2010, 01:49:50 am »
And so my dfquotes.txt file became slightly larger.

I hated fire in previous forts aswell, but for some reason it's not affecting my fps as much in this fort, it might be that the area is a slightly sloped river valley where open areas are only a screen or two wide on average, so it doesn't burn as well, but a fire of equal size on equally sized embarks lowered my fps from 70-80 down to 15-20. Genesis mod's obsidian dwarves are terrible about starting forest fires in the presence of elephants.

17033
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: August 23, 2010, 01:33:09 am »
A dwarven pig bone door.

It may be an artifact door, but it's an artifact BONE door, which means it was affected by the no-decorations bug on bone artifacts. The 1-year-old that made it dragged a half dozen gems, an iron bar, a stone block, a roll of cloth, and one of the logs down to the shop alongside the 3 stacks of bones (30 bones in all) he used, all of them gone! It's only worth 1200 DB! it's the least valuable artifact in the fort, my chefs can make dog tallow bisquits more valuable than it!
It's being a fey mood and him now being legendary is negated by the fact that I already had a child bone-carver, and she's already 8! You're 7 years behind and 100% less likely to survive until I get bored with this fort kid, you could have at least become something more useful than a second delayed-usefulness-until-adult-and-then-still-useless dorf.

17034
I think for the symbol quality problem that you're simply misreading it; The dwarf carved a rendition of an engraving that was masterfully done, and was the symbol of your government. He's making a crappy picture of a really awesome picture of your symnol, the symbol itself is not masterfully designed dwarves, just dwarves. When dwarves make renditions of images the quality level of the original image is displayed in the text.

Your dwarf preferring to eat herself is humorously non-sensible to the innocent-minded. :P

17035
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 22, 2010, 03:23:02 pm »
My fort had a horrible 2 years. We've been under siege the entire time, never a caravan to be seen, and my horribly untrained militia horribly outnumbered and horribly under-equipped, so the bridges were left sealed except for one attempt to capture some of the orcish swordsmen. We captured about 12 of them, including their mace lord and his spiffy silver mace, now held by my militia commander. Nobody died trying to get them in the cages, but we did suffer several casualties (only injuries, no deaths) to the bowman squad that didn't stop until they'd reached the bridge. Said bowmen then moved to the top of the hill behind the fortress walls, but still across the moat, where they took pot shots at everything in that general area, including both the fortress' owned cats, who were the only ones killed for over a year.
The next summer, there was a gap in the sieges. I took it as a full-seasons break from the fighting and let everyone out to collect the elves' trash, some logs, and the clothes people has been spamming the announcements page for for over a year and a half. Needless to say, this was stupid. As soon as the first craftsman across the bridge turned south towards the elves, they discovered a Cobald ambush. Why Cobalds? WHY?! It was the orcs that slaughtered your liaisons, not us! Despite the dorf-sized fuzzball macemen and their elite crossbowman master in an obviously wonderful position to send 100% of the dwarves on the bridge running in completely the wrong direction, only the craftsman panicked, everyone else walked calmly back to the meeting hall as they were told, allowing me to shut the gate.
I immediately decided to rescue the idiot, so i drafted him to the extra squad and had them stationed by the north bridge, which i lowered and waited patiently for him to cross. It was at this time the orcs came back for another siege, catching him way out there by the east walls and pounding his face in with their maces. I closed the bridge and forgot about the ordeal, tending to the construction of the guard towers, when i remembered I hadn't cancelled the extra squads' orders, and that there were two more idiots sitting out in plain sight of the orcish bowmen that once again walked right up to the bridge and started shooting at them. One of them, a legendary tanner, died before I could give orders. Now with two people dead some farmer, owner of one of the recently dead cats, started tantrumming and I was afraid the rest would join him. Crisis averted by the legendary dining hall and *dog tallow biscuits*.
I've since built a small arena for the schmucks we caught last year and have been sicking my troops on them. No progress yet as far as skills, but they've killed all the orcs that didn't make an immediate beeline for the door and the cage trap in it.

17036
DF Dwarf Mode Discussion / Re: Freezing
« on: August 21, 2010, 03:13:59 pm »
I've noticed this too. I think it occurs when shrubs are of a species that does not survive in a certain season, and thus dies when the season changes. In deon's genesis mods' botany section, the vast majority of tropical plants don't grow in the winter, (even though they would logically exist year-round in their natural habitat, which also goes for the underground plants) so that could be the problem if you're using it. I've been contemplating changing this so my maps don't constantly overflow with the dead to the point that nothing can grow. It's not really 100%, it's more like 95%

Vegetation currently isn't directly affected by temperature unless it's on fire, so they don't actually 'freeze to death', it's just that the season changes.

17037
DF Dwarf Mode Discussion / Re: Dwarves randomly heavily bleeding
« on: August 21, 2010, 02:34:57 pm »
Apparently, yes, it is that hot outside. Are you in a scorching biome? That's the only logical explanation.

17038
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 21, 2010, 02:33:35 pm »
I just suffered an amazingly pitiful loss. My entire army, my entire fortress, was defeated by a bunch of loonies on war tigers and grizzly bears. The only three people left alive are an Erush, an insane farmer, my new mayor, Ushat, a farmer that was knocked off a bridge during the fight and swam to safety on the other side of the walls, and her eldest son, Ducim. None of them have access to the food stockpiles, but luckily none of the orcs' mounts are building destroyers. They might survive long enough for the orcs to leave so I can let them in/out/where the food is.
Our only kills for the fight were five war animals and the axe lord that couldn't swim...

17039
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 20, 2010, 08:36:11 pm »
I have to agree with that. It's been 5 years since I started this fort and the only two people with personal quarters are the bookkeeper/manager, and mayor, the former because I like having an accurate stockpile count and the latter because she whines a lot. Nobody ever sleeps in their assigned rooms anyway, so it doesn't really matter until toady fixes that.

Anyway, I got my first siege in this fort today, a single spearman squad led by a master lasher on a war tiger. Frightening for the poor dope immigrants I locked outside this spring, not even a single job cancellation from anyone inside the fort. I only have one bridge left to complete and link up when i finally get a break from the migrant/siege combos.

17040
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 19, 2010, 06:00:29 pm »
This year has been... odd.
Mandrills! Mandrills everywhere! My militia commander drowned when he jumped off the bridge to fight one, then decided to go for another. Since then I'm proud to announce the swimming program has cured this problem by making the majority of the fort (the entire military) water-safe swimmers.
However, said swimming program resulted in the death of a baby when she was washed up on top of a statue and completely unnoticed for months when I performed the opening of the doors incorrectly. Didn't even notice until i got the message that she'd died of thirst.

30-35 migrants came over the spring and summer, I despise the idea of letting my pop go above 50 so I locked them out, I still need to come up with a quicker way of killing them since I missed the caravan waiting for them to finally die, and I actually let the 2 remaining ones in, since they were able to survive on rodents and aren't yet insane.
The metal industry burned out already, I can't produce enough fuel at the moment to keep things going non-stop, so it'll have to be micro-managed even more.
All the walls are finished though, hurray! All that's left is to construct and link up the bridges, set up traps, and build the numerous guard towers.

And unfortunately I won't be able to get a foomen mayor or leader any time soon, so I guess I'll just have to deal with this blubbering idiot's demands for tables... So many tables...

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