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Messages - absynthe7

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what is this i don't even

...an AQUIFIER? Really??



So... there's just... there's a river of magma flowing into a river of water, because why wouldn't there be?

...

I need a drink.

+1

Right, and there's no booze. WHICH IS IRONIC.



Hey, notice how we're not growing any fucking plmp helmets? jesus fuck, whatr did i get myself into?

...

So I can't find the still. I'll build a new one! WE SHALL DOMINATE THE WORLD WITH OUR BESTEST LIQUORS!!!

Drink another, if you're keeping trasck.

...

Bobnova the 8th? How many times do you need to die before you take a motherfucking hint??

I CAN MAKE CANDY WAFERS. Like those shitty necco wafers that you get on halloween from old people. +1.

...

two more drinkkls.

Just for the record? Scruffty is a FUDKER. I think there are ore ghists than dwarves. We're all going to die.



-----

Also: There is a bull skeleton inside of the screw pump. Because if there were a deadn bull, who WOULDN';T wedge its rotting corpse into the nearest piece of machinery?

ok. so. Magma MIGHT be flooding the fortress. To whicfh In would respond: look over there!~

I think we might survive. Also - if all living things come to an end it's the dwarves' fault.

-----

Speaking of "Scruffy is an asshole", that reminds me:



Could you NOT kill someone? Like, once? Maybe try it on, see if it fits?

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So, let me tell you a story.

Once upon a time, there was a dwarf.

He totally beat the shit out of everything near him for no reason.

THE END.



By "The End", what I really meant was "is surrounded by a continual nightmare of horror"/ Which, when you think about it, is basically the same thing.

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i no longer know what is happening

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Right. We are interrupte\d by a giant crow.

BADGERS ARE MADE OF PASTA

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Some asshole has gone berserk because of COuRSE he did. Zugklar? Does Zuglar mean anything to anyonje? Because I';mm  pretty sure he's an asshole

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So, apparently I passed out at some point after this, and blacked out quite a bit earlier. Someone went berserk, so I started playing the Mortal Kombat theme song in another tab. My notes read "15 shiots" and "i got the MOVES like jager". I'm hungover, but not as bad as I thought I'd be. A pretty poor showing on my end, though, as I only got through a single season before passing out.



That bottle was full before I started.

Here's the save, and God help whoever decides to tackle this next (still Scruffy's fault!):

http://dffd.wimbli.com/file.php?id=7247

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Fuck it. No one plans to play tonight? I shall take on this burden. I wouldn't trust myself to drive at this point, though I would trust myself to walk. That will likely change as the game progresses.

If you're wondering what I'm drinking, just look at the nick. That's right I'm drinking...
Jagermeister.

Fuck off. It's not a girly drink, and I will kick you in the nuts if you dare suggest otherwise.

I'm at 14 shots over the last hour or so. I think it's about time I loaded this fort up and saw just how fucked I really am.

(Note: that took longer to type out than anticipated. ?Oh what tangled webs we weave when trying to spell while inebraited. enibraieted. Drunk.)

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hmmmm... I have to say, I'm intrigued.

I might be tempted to give this a try tonight, depending on how things go. Are there any unwritten rules on this I should know about? Am I allowed to check out the fort before I get obliterated and at least see what I'm getting myself into? ;)

Still unsure, so if someone else gets tanked, by all means go for it!

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DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 12, 2012, 12:28:04 pm »
Is there a way to remove certain building or construction types from a civ? Or to make it so that certain items can't be made from certain materials? For instance:

Weapon traps can't be built
Wall constructions can't be built
Cages cannot be made of wood

...that sort of thing. I've been messing around with the raws for non-dwarf civs to make the game a little more challenging, and removing or altering some of the cheesier defense methods would help with that, I think. It's no big deal if it's not possible, as I'm simply not building these things, but was thinking of putting it all together as a mod package in case anyone else was interested.

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DF Dwarf Mode Discussion / Re: How to clean my dwarves..
« on: December 07, 2010, 01:53:37 pm »
The main issue is that, while your fortress is filthy, dwarves will get vomit on them whenever they walk through some. Build (C)onstructed stairs and ramps where ever there is a carved one that is contaminated. First, building will automatically designate those spaces to be cleaned, and second of all, constructions get cleaned by idle dwarves far more regularly than carved elements do. Similarly, build (C)onstructed floors or smooth any contaminated floor tiles, for the same reason.

On a similar note, dwarf-washing trenches work far better if the ramps are constructed rather than carved, as the contaminants will get cleaned off that way.

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DF Dwarf Mode Discussion / Re: Below the third cavern
« on: December 06, 2010, 02:34:02 pm »
In my case, it was about 5 z-levels. My situation might not be the norm, though, as I had a magma pool in the third cavern layer (magma pools connect to the magma sea in this version).

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 05, 2010, 07:32:28 pm »
After facing ever-increasing goblin ambushes - the last consisting of four or more squads and more than 25 goblins - Craftsbands has received its first siege!

...Of 16 goblins.

...

Look down, now up. You're in a trap-filled hallway.

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DF Dwarf Mode Discussion / Re: The Misanthrope
« on: December 03, 2010, 09:54:04 am »
If their diplomat dies (he starts coming once you are a Barony) they are likely to immediately declare war. That's what happened to me when the human law-giver decided to play with some skeletal camels.

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I created a bunch of archery squads, and changed the schedule under their active alert to "No order" for most months, and "Train" for a few months out of the year.  I also created an archery range and assigned each archery squad to it.  (By highlighting each squad under the targets' q menu, and selecting t for train)

The assigned squads don't seem to be practicing when I tell them to, although random dwarves from other squads occasionally take a few shots. 

Either this is expected behavior, a known bug, or I'm doing something wrong.  So which is it?

Archery Practice follows the same rules/pattern as "Individual Combat Drill", in that only off-duty dwarves will do it. Marksdwarves that are actively training will instead look for a proper barracks to host dodging classes and the like.

My workaround is to give each marksdwarf squad a barracks from an armor stand or weapon rack and another from an archery range, then set their standing orders such that only half of the squad will "Train" at a time. Half of them will teach classes and the other half take turns shooting the target. When they feel like it. Eventually.

Live targets provide much more XP, though, so sending them after outdoor/cavern critters (or naked goblins in a pit) might be much more effective.

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