Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ColonelTEE3

Pages: 1 ... 13 14 [15] 16 17 ... 41
211
DF Dwarf Mode Discussion / Re: Best artifact ever... DENIED
« on: February 11, 2008, 07:04:00 pm »
I've had many a would-be artifact creator be denied at his request of glass in any form, simply because sand does not exist in any form whatsoever on my map. Its a barren, jagged, rocky wasteland, devoid of any plantlife or sand, and the only water source is a tiny brook that curves in from one corner of the map, and immediately curves back out of the map on the adjacent side, and it freezes for half the year... So, i don't think i can get sand from it either. But i thought dwarves only demanded resources that could be found on the map?

212
DF Dwarf Mode Discussion / Re: biggest plumbing job ive ever seen
« on: November 20, 2007, 12:50:00 am »
Is there a random level limit for each map? Or are they dependent on the surrounding area? My latest fort is on a normal grassy plain that i cant seem to dig beyond the 16th z level. And how do you know theres magma on your map? Is there magma on every map at some extremely deep z level? Is there a way to pierce the 16th level i'm on if the "up/down staircase" wont work?

213
DF Dwarf Mode Discussion / Re: This is getting recockulous
« on: February 19, 2008, 07:02:00 pm »
Im pretty sure the hydra and one of the colossus' came during 1065 and the first colossus came in '64 so yeah, its pretty frequent but not all at once, thats not what i meant.

214
DF Dwarf Mode Discussion / This is getting recockulous
« on: February 19, 2008, 03:00:00 pm »
http://img266.imageshack.us/my.php?image=recockulousxq1.png

I captured Pari, and the hydra, the second colossus is still roaming free until i lure him back too. All of these have been within the last couple years. Has anyone else had similar experience with this?

edit: captured the second colossus as well now. My throne room is going to start getting clogged with these things lol.

[ February 19, 2008: Message edited by: ColonelTEE3 ]


215
DF Dwarf Mode Discussion / Re: No Hope?
« on: February 18, 2008, 03:34:00 pm »
The justice system can do nothing but exacorbate the problem. They will punish tantrumers with beatings and jailing, which will give the tantrumers more unhappy thoughts, or worse, the beatings could be bad enough to kill them and then all of their friends and family's will get super bad unhappy thoughts from that. Take all of your fort guards off of the fortress guard, and remove your captain of the guard too. It might not be a bad idea to try and get your remaining unaffected, or still un-tantruming dwarves to move to a different part of the fort to live in, and build a micro-habitat for themselves that they could self sustain on indefinitely. Thats what i did when i had 100 dwarves tantrum over 8 deaths to starvation causing about 90 deaths or extreme injuries. It will die down eventually, immigration will help, but if you do get immigrants in the middle of it, try to get them to move away with your other unaffected dwarves until its over. The key to rioting is quarantines; if you know someone cant be helped (berserkers/melancholy), and/or if they are tantruming but have no friends or family, lock them in their rooms. Its important to keep dwarves that are destined to die away from the main public; witnessing deaths, and having to walk through their miasma from the rotting bodies, cause strong widespread unhappiness. Hope that helps.

216
DF Dwarf Mode Discussion / Re: Cave adaptation
« on: February 16, 2008, 09:24:00 pm »
Actually, i made an artificial ceiling for the outside portion of my fort to help my citizens avoid the unhappy thought. It does create a problem for my soldiers who do have to fight outside though... unless i make an artifical sky.... hmmm....

217
DF Dwarf Mode Discussion / Re: What's at the bottom of the world?
« on: February 15, 2008, 06:10:00 pm »
I never made it without biting, ask Mr. Owl.

218
Well, goblin forts are poorly designed for dwarves unless you seperate the factories from the living quarters. Some goblin forts have two "buildings" they have constructed, usually not too far from each other, but definitely seperated. Use one for your workshops and constructions, and the other for dining rooms and bedrooms. Beds will be hard since there arent many tiny cubicles for dwarves to have individual rooms.

219
DF Dwarf Mode Discussion / Re: Dwarf likes/dislikes ...
« on: February 11, 2008, 11:33:00 pm »
I love mimes but i hate it when people dont talk to me.

220
DF Dwarf Mode Discussion / Re: Hydra tallow stew
« on: February 12, 2008, 01:45:00 am »
That would be cool if toady implemented varied foods from each level of cooked meals, and make like.. burgers! Or.. cake!.. Chicken Parmesan!

221
DF Dwarf Mode Discussion / Re: Hydra tallow stew
« on: February 12, 2008, 01:37:00 am »
Well when i hear the word roast, i think of like, roasting beef over a fire. I don't know, its just a context thing.

222
DF Dwarf Mode Discussion / Re: Hydra tallow stew
« on: February 11, 2008, 07:01:00 pm »
What i want to know is how dwarves make "roasts" entirely out of plant seeds... -.-*

But yeah it would be cool to have something like hydra meat just sitting there, forbidden to be eaten because it is too awesome. Then you go and show your fort off to someone and be like "so over here we have the still..kitchen...oh, that? oh, thats just some hydra meat from that Hydra i killed, yeah.."

I remember on my adventurer, i would carry the skulls of legendary opponents i had killed after i burned their bodies down. I had a dragon skull at one point and i thought it was so cool...then it biodegraded..  :(


223
DF Dwarf Mode Discussion / Re: Almost Unprovable Strange but True Facts
« on: February 11, 2008, 11:20:00 pm »
edit: Actually, that one falls under #2, ill try and think of a new one

Heres one everyone can agree to:

#4: Despite being surrounded by even hundreds of armed and trained soldiers, dwarves will stop at nothing to claim free socks from the battlefield.

[ February 11, 2008: Message edited by: ColonelTEE3 ]

[ February 11, 2008: Message edited by: ColonelTEE3 ]


224
DF Dwarf Mode Discussion / Re: justice sucks
« on: February 11, 2008, 01:18:00 am »
Killing them is only a temporary way to deal with them, and has bad side effects. Dwarves wont be as ready to migrate to you if your nobles keep dying, or any dwarves really. The best way to handle them is to incapacitate the ones dealing out justice, enough to stop them, but not enough to kill them. The best way i found that works is putting them in "hamster cages" with their own well, water supply, and garbage dump that you dump food down and un-forbid for them.

225
DF Dwarf Mode Discussion / Re: *spoiler* hidden easter egg
« on: December 30, 2007, 12:59:00 am »
I was always confused about named creatures other than the usual races (gobs dwarves elves etc). Ive seen plenty of named creatures like horses get their names from killing other things, but what makes something qualify as a "resident" to the dwarves?

Pages: 1 ... 13 14 [15] 16 17 ... 41