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Messages - Eric Blank

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17056
Getting Away With Murder by Papa Roach is an excellent battle anthem for sieges.

17057
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 13, 2010, 04:02:44 pm »
I flooded it. ALL of it.

6 people drowned because they got caught in stockpiles after trying to store items, and didn't go upstairs like they were told. now about 1/3 of the fort is flashing red and threatening a tantrum spiral. We lost everything, even the food and booze. Luckily I put doors on the dining room entrance so I saved almost all of the dopes that refused to leave. I suppose we have enough food sources and booze can wait...

Think I'll savescum and forget the 9 months that have passed since my last save.  :-\

17058
DF Dwarf Mode Discussion / Re: Comics thread.
« on: August 13, 2010, 06:31:32 am »
I don't get it.
Might be a more general punchline, but every Armok-damned time I detect an ambush, it's by one of my poor civilian dwarves getting killed, whether it be a poor woodcutter, poor hunter, or poor fisherdwarf. Discovering an ambush while taking out the trash is very dwarven. Might or might not be funny, but extremely dwarven.

In response;

Spoiler (click to show/hide)

Too lazy to photoshop, don't own a drawing pad, so I spent 45 minutes in paint instead :P

17059
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 13, 2010, 05:07:43 am »
It's been a rather eventful year in Goldenlabored.
First, I received an artifact ring worthy of the Worst Artifacts thread. It did name a couple historical figures for me to look up, A rabid grizzly bear and a dwarf by the name of Olin, both more than likely deceased, although hunting down a rabid bear would make an interesting adventure mode goal...

Second, the elves, their diplomat, and a Cobald liaison without a caravan came. I decided to piss on the elven parade and 1. deny their requests to stunt our woodcutting (I honestly need to clear quite a few trees with the construction projects going on, but screw them anyways.). 2. I offer them a wooden bin full of wooden crafts. 3. I seize all their interesting goods. I was disappointed they didn't bring me anything interesting anyway, least boring animal they brought was a rhesus macaque, i was hoping for to see tigermen, which can at least double as fishermen (the only labor tamed, intelligent animals will currently perform, besides bringing what they catch to the stockpile) on top of being relatively interesting. Oh well, there are wild ones, rarely, on my map.

The Cobald, on top of coming unaccompanied, just said hello, complimented me on my wonderful architecture (chaos as far as my forts usually go), and took off with surprising speed. Maybe he's just afraid of the wildlife?
Summer involved absolutely nothing but work.

Finally, in Autumn, I finished the moat around the fortress and wall off the crossing point. The entire process, spanning 3 z-levels, involved only a single cave in, it was quite thoroughly unexpected. Immediately afterward, two trade liaisons, unaccompanied by caravans for unknown reasons
Spoiler (click to show/hide)
, arrived. The first was a Cobald from the local Cobald civ, and the second, surprisingly, was Nothing, from Nowhere, the local orcish civ. I wasn't really expecting to not see you so soon, nobody, especially not unarmed and without a platoon consisting of no-one.  :P

Spoiler (click to show/hide)

Haven't actually let them in yet but the dwarf caravan should be right behind them and I would like some of the weapons I ordered. I intend to craft a horrifying experience for the orc to see if i can prompt war out of them, they were meant to act like goblins but without the ambushes. The Cobald can go on admiring my architecture unless I decide war with them would be fun too.

Had about enough for tonight, goodbye.

17060
DF Dwarf Mode Discussion / Re: Wonder how most forts fall?
« on: August 13, 2010, 01:45:21 am »
I have to vote Other. Most of them die from my lack of interest and eventual (very gradual) deletion.

17061
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 13, 2010, 12:21:28 am »
I haven't been able to hold onto a fort long enough to get ambushes in months, how do you stay fixated on one long enough to GET sieges?

17062
DF Adventure Mode Discussion / Re: Draw your adventures
« on: August 11, 2010, 05:36:02 pm »
You should probably hold back on the hopes of seeing something truly awesome that wasn't made by you or someone else, generated towns and cities are boring now and I don't think toady has improving them/making customization options for them very high on the to-do list.

17063
DF Adventure Mode Discussion / Re: Draw your adventures
« on: August 11, 2010, 04:14:12 am »
You're not alone. It's supposed to be a baby i think though.

17064
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 11, 2010, 04:10:37 am »
So I decided to start a fresh new fort and genned a new world to go along with it. The only tropical ocean was an evil one, but I decided to embark on it anyways. I don't think it will be that bad.

My fort is progressing as it usually does. This time I building everything out of orthoclase, and the yellow looks much nicer than the usual brown. I have seen a few zombie lesser kraken wandering outside, but so far all they did was freak out the woodcutter. A zombie demikraken was dispatched in a single blow by a war octopre so I'm not particularly threatened by their presence. What is bothering me are the fucking vultures. They keep flying into my food stockpile and stealing stuff. I need to get a wall built around it quickly. In the meantime I'll just have my macedwarf stand guard and hope she can swat the buggers out of the sky.

One thing I do like about evil biomes are the purple trees. I never knew evil biomes had these. They look nice alongside the orthoclase.

EDIT: Oh wow. The vultures stole almost all of the food. My Dwarves are living off of scraps. I really need to get some fish cleaned.

EDIT 2: Scratch that. They stole all of the food. That means nothing to eat. In addition to that, there's nothing to make booze with either. I'm about thise lose this fortress because of the damn birds.

vultures/buzzards always get me too. I learned pretty fast to get everything below ground immediately.

I started a new fort, abandoning the metropolis idea (at least in that location in that older world), too much work, not enough patience. I created an orcs mod complete with a civ definition that only allows them to siege, no ambushes or snatchers for them, 100% real +orc meat biscuits[8]+ (assuming I'm ever capable of fighting them.)

Found a nice sight, flux in the north, igneous in the south, me right where i can get it all. It's all savage-neutral tropical moist broad-leaf forests with giant tigers/leopards and elephants. Right next to a river.  I might mod the raws to make the soil a sand type (dorfs are persistent enough, they should be able to purify sandy loams) Most of the problem fish suffocated downstream do to the way rivers exit the map, i expect the rest to die within a few years and leave the alligators to be tamed. It even has silk since I modded in some more silk-producing spiders.

I intend to construct a large tower to the top of the map and cap it off with a huge glass dome for the king. It'll be a labyrinth of narrow passages filled with wild animal cages all linked to a lever that operates the gates allowing my adventurer access. So far as plans go, it's doomed.

17065
DF Dwarf Mode Discussion / Re: Using utilities, or not...
« on: August 11, 2010, 03:52:01 am »
I don't use DT. Normally I just change everyone's profession name to whatever their supposed to be doing.

Exactly what I do, on top of changing everyone's job description to include everything in their 'class', all farmers do every job under the farmers list, all craftsman blah blah blah etc. It becomes incredibly easy since I only ever need to assign jobs at the workshops and it gets done, quickly. The only people I ever manage to keep perpetually working are the stoneworkers, always have something for them to be doing.

17066
DF Dwarf Mode Discussion / Re: Whats your favorite embark rock layer?
« on: August 11, 2010, 12:35:53 am »
I try to look for areas with sand, and preferably a mix of different layer sets, and biomes, in the same 4x4. Never found a volcano near flux.

17067
I'm not sure I should even attempt to wrap my brain around what just went down in your brain, it might be contagious.

17068
I usually prefer either an album of Celldweller's instrumentals, or this other track i haven't been able to pinpoint that is used in this oblivion mod; http://tesnexus.com/downloads/file.php?id=24453
Located in sounds\music\special. They're featured in the quest added by the mod (worth the download :D), and I use them in the same order;
A serious spoiler if you intend to actually play through this awesome quest
Spoiler (click to show/hide)

The other soundtracks are also worth a listen and fairly relevant to DF.

I'm not sure I should even attempt to wrap my brain around what just went on down there _v_

17069
DF Dwarf Mode Discussion / Re: chickenman
« on: August 09, 2010, 07:58:25 pm »
chickensplosions?

Thermonuclear chickensplosions?  ;)

17070
DF Dwarf Mode Discussion / Re: chickenman
« on: August 09, 2010, 05:03:00 pm »
doesn't genesis mod have chickens?

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