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Messages - Asra

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241
DF Dwarf Mode Discussion / Re: Made an all-cavern fortress
« on: May 20, 2012, 01:26:05 pm »
If you really want to cheese the caverns a bit, you can just wall off most of the corners of the map. If you do a good enough job you won't have to worry about the flying creatures either.

242
DF Dwarf Mode Discussion / Re: The Best animals
« on: May 20, 2012, 01:21:59 pm »
cave scorpions? interesting mod
You know it. But seriously I meant Giant Desert Scorpion. I wonder though, since they don't ever breed, do Giant Bark Scorpions breed or other giant insect breeds? I know they have pretty low life expectancies, but it might be useful to try to shore a fort up with some giant scorpions capable of reproducing.

243
Mod Releases / Re: Civilization Forge 2.60
« on: May 20, 2012, 11:29:46 am »
Any hope on 34.09 compatibility soon?

244
DF Dwarf Mode Discussion / Re: The Best animals
« on: May 20, 2012, 11:11:15 am »
Depends on the fort and Biome. An old classic is the Giant Cave Scorpion, but I also like more conventional animals like the noble war pig. Any animal that can be assigned to my dwarfs is a definite plus, though if I get anything interesting from the pointy ears I usually try to lean towards that or any breeding pairs I get.


Right now, I'd like to have some Walruses or seals. I imagine Walruses would be pretty good with fort defense, what with their size and (I think) ability to swim!

245
A group of angry skeletal elephants snuck into a jungle fort using a diagonal space near a cliff and killed all but three dwarfs, one of whom went berserk, one being bedridden, and one stuck on a wall with no way down.

246
DF Dwarf Mode Discussion / Re: Most difficult embark
« on: May 20, 2012, 10:10:34 am »
I once embarked in a world where the temperature was cold enough to eventually kill all dwarfs outright so I had to quickly dig underground and set things up, especially when the blizzards started coming. It was pretty neat, but once I was underground things became pretty easy to handle since all the default races were also pretty much dead too, except in one or two pockets iirc.

As for a normal default embark location, I have a bad history with evil husks, but haven't embarked on a 100% Terrifying biome yet where the undead will keep respawning after I kill them.

247
Hmm this has gotten me thinking. Since invaders go to the dining room, what would happen if I had the dining room outside of the fort and restricted so the dwarfs wouldn't go there, or is that impossible? Seems like something that can be amusingly used to trick goblins into going into a secondary, completely trap-filled fort.


As for my fort, I usually go with a drawbridge surrounded by cage traps. Never actually considered putting my trade depot inside most of the time, since I don't really care much about the traders themselves. Most of my fortresses have had a castle design with walls and fortifications over the main gate too, though ones build into a mountain usually go for a few different areas full of traps blocked off by bridges and doors.

 

248
DF Modding / Re: I have a simple, yet insane modding idea.
« on: May 18, 2012, 03:51:38 pm »
Dwarfs would not be able to butcher any of them if you give them the intelligent tag, though. So all the food would be plants unless you make them tolerant to eating other intelligent creatures, in which case they'll be eating humans and elves too.

249
DF Dwarf Mode Discussion / Re: So. Catapults?
« on: May 17, 2012, 07:22:48 am »
Ah finally, a use for Catapults. I can't wait to check this out.

250
It's likely that he was from one of your previous fortresses.

251
DF Modding / Re: No Migrants For Modded Race
« on: May 13, 2012, 04:59:42 pm »
And you saw the presence of them actually having a civilization in World Gen right?

252
DF Dwarf Mode Discussion / Re: Elves. Do you like them?
« on: May 13, 2012, 01:30:35 pm »
I neither like nor dislike elves. They're more useful than Humans, by far in this version. I actually like Goblins more than humans, since the very very very few times they end up trading with my dwarfs, it's a nice way to break up the monotony of fortress management. Also all those goblins they bring with their sieges that fall into cage traps to test my recruits is a nice touch.

253
That's why when you want to abandon a fort that is hitting a spiral, consider ensuring that there are no survivors . ;)

That's the funny part, I actually DID abandon the fort. I'm not even sure this dwarf was a previous citizen of my fort, but it sort of makes sense since all of her friends were.
Abandoning your fort doesn't kill all the dwarves there. You need to literally make sure every single dwarf dies and it crumbles to dust, otherwise all of the survivors will possibly become migrants, even the melancholy or babbling ones. I don't think Berserk dwarves migrate though.

254
I usually just lock them in their rooms when they go to bed until they get better...

Good idea. Since they're children it might be hard to do it to all of them separately, but if they all have time to grow up I'll have enough time to work it out. Or I'll find some FUN way to handle it.

255
You had me at the magma-spewing trunk.

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