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 - lanceleoghauni

Pages: 1 ... 8 9 [10] 11 12 ... 51
136
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 19, 2011, 03:22:01 pm »
Hah, yeah, That's the way it goes. As spirals go it was an incredibly small one, I think I  killed one of the dwarves like, secret john or something. the guy who went insane was married, and had the same relationship status with the guy as the wife and half the fort, but only he went insane with grief.

Went downhill fast too. Tantrumed 2-3 times for about a second before calming down, then snapped.

137
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 19, 2011, 02:12:45 pm »
So I had forgotten the sheer number of "Criminals" I had and assigned a captain of the guard, luckily he only killed 3-4 people, but already I have dwarves going insane, is there some level of friendship that makes them more or less instantly go melancholy?

138
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 19, 2011, 01:25:52 pm »
I seem to have woken up this morning magically able to use the military screens.

139
My ELITES get copper armor

140
DF Dwarf Mode Discussion / Re: How do you keep the game interesting?
« on: July 19, 2011, 07:12:16 am »
Right now I'm working on a fort with automated defense systems, I've done it once before, but it was smaller scale and not as integrated as I want this one to be. I want to have to fight against the fort as well as the enemies. Malcontents will be caged and pitted into the maintenance levels to make sure everything keeps running smoothly.

that and the Heart Machine. The magma pump sealed away deep in my fortress that activates and controls it all with it's rhythmic pulsations. to which all other systems are tied.

The Rangers, Clad in blue spider silk, leather, and eventually adamantine clothes will have to find ways around the security lockdowns to kill the enemies in a rain of flashing silver.

141
my militaries, when I have them, are always Leather armored Rangers in as much blue clothing as I can find. once I get it, they tend to get adamantine clothing, but at the start it's just Spider silk dyed blue. I tend to go with heavily decorated bone crossbows with silver bolts.

I don't like invincible Champions, so I don't Danger room them, or give them metal armor. it forces me to be tactical in their application and take my existing natural and constructed defenses into account. Though with that much pointed silver flying through the air It's not much that survives.

142
DF Dwarf Mode Discussion / Re: a noob's early existential woes
« on: July 18, 2011, 06:11:08 pm »
I usually mass designate stone detailing and send them to the quarry to smooth every inch of the layer that's nearly mined out.

143
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 18, 2011, 11:33:05 am »
I have no idea why, but NONE of my recent forts have had goblins, and I didn't intentionally get rid of them...

The Game seems dead set to make sure I never have iron, not that I use it for anything.

144
DF Dwarf Mode Discussion / Re: a noob's early existential woes
« on: July 18, 2011, 11:02:26 am »
I tend to pack an unconventional 7 I've been told, but it works for me :P

I bring a manager/Bookkeeper, Leader, and Doctor even though they're rarely needed right away.

145
DF Dwarf Mode Discussion / Re: Enemy Mounts
« on: July 18, 2011, 10:57:07 am »
and that's why everything should have an emergency self destruct lever/pressure plate

146
DF Dwarf Mode Discussion / Re: Not The Best First Impression
« on: July 18, 2011, 09:03:47 am »
Think you missed the sarcasm there, Tiruin.  You might want to give RAK's post another read.

i'm half serious... i do do all that stuff, and i do try to keep everyone alive, but i am not overgrieved when someone dies.  i'd have abandoned this fort in the middle of "the goblin years" if i did, as we lost about half our population (but no tantrum spirals, i am proud to say)

A good overseer isn't willy nilly with his deaths, but doesn't overly mourn them either, unless it was a really cool dwarf. I do the same things.

147
DF Dwarf Mode Discussion / Re: a noob's early existential woes
« on: July 18, 2011, 08:48:48 am »
oh yes, I always START with a manager. they're that freaking useful.

148
DF Dwarf Mode Discussion / Re: Not The Best First Impression
« on: July 18, 2011, 08:47:57 am »
My dwarves are like children to me, they must be FIRMLY reprimanded when they do something wrong, but as long as they do as they're told it's rivers of booze and masterwork roasts forever in streets engraved with the triumphs of their ancestors.

However, troublemakers soon realize that there are worse places in the fort than the mines. I exile them tot he power relay levels, where they become engineers who maintain the rest of the fort, with naught but plump helmets and just enough barrels for it all. their homes are rough, dank, and have naught but a simple bed in a hole in the wall, maybe with a scavenged door made from the wood of an abandoned axle, or from clearing the trees out of the canals in the plumbing level.

149
Dear [Redacted],

Your stunning idiocy and recent temper tantrum which killed: 3 Cats, a Fisherdwarf, and Multiple pieces of Furniture; has brought you to the attention of FortSec. We are here to inform you that you no longer exist. you will not be missed, you will not be mourned, no one will even remember who you are. you are not a hero for attempting to fight us. you have not inspired another to greatness.

There will not even be anything left to bury.

*atomsmashes the ThoughtCriminal*

150
DF Dwarf Mode Discussion / Re: a noob's early existential woes
« on: July 18, 2011, 08:34:02 am »
I agree, eventually specialization is important, but to start with I just mass enable a ton of skills (not all, but needed ones for whatever's going on then) and then when I really want quality I set a workshop to only take high masters or Legendaries and crank out the goods. you get a surprising number of high master migrants, so make use of them! I tend to not give mine too many other jobs unless their skill is useless, and just set their job on repeat until my fort is filled with masterwork barrels or whatever.

Pages: 1 ... 8 9 [10] 11 12 ... 51