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Messages - Vercingetorix

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211
DF Dwarf Mode Discussion / Re: Funny engravings/statues you've had
« on: May 07, 2011, 11:55:21 pm »
What was it?

An engraving of another dwarf being elected mayor.  I wish the engraver had a grudge towards them but that would have been too perfect.

212
I really like that general idea, especially if it were affected by your mining as well; namely, the more you dig out the greater the possibility the atmosphere of the location would shift towards a more evil alignment.  However, on the other hand it would be interesting to have ways of re-sealing breached tubes or strengthening those seals and "purifying" the region either in adventure or dwarf mode; the thought of building a DF version of Watcher's Keep to contain some great evil is intriguing, and the thought of a powerful enough hero or civilization driving back those monsters and sealing them again is equally interesting.

This also fits in to some things I'd like to see as far as the &&& go; there should be multiple tiers so to speak of them, much like regular beasts, semi-megabeasts and megabeasts.  The third category would be demons almost godly in strength and abilities; this of course could also tie in to the thickness of the spoilerite...thickness can either be a good thing or a very, very bad thing depending on what actually lurks below it.  It's also possible those very powerful ones would be more interested in mastery over the civilization rather than its extermination; right now, they seem to be basically bestial in dwarf mode except for human/goblin leaders.


213
DF Dwarf Mode Discussion / Re: Funny engravings/statues you've had
« on: May 07, 2011, 07:16:07 pm »
"The Ignoble Long Dung" is probably my favorite of all time.

214
Shoot, I can't predict what it'll look like in ten months, let alone ten years.

215
DF Dwarf Mode Discussion / Re: Millenium Fortress
« on: May 04, 2011, 09:36:13 am »
I'm up to 21 years...I'll try this as well.

216
DF Dwarf Mode Discussion / Re: Why doesn't the Dwarf race thrive?
« on: May 02, 2011, 03:14:46 pm »
Fortress mothers and worldgen mothers are very different.

That's true...I think you'd have to adjust the child cap in the init to make your population more comparable to the worldgen.  It is kind of cool to have two huge dynasties forming in my fortress, though.

217
DF Dwarf Mode Discussion / Re: Why doesn't the Dwarf race thrive?
« on: May 02, 2011, 02:56:43 pm »
This combination means that dwarves reproduce slowly, and are often at a disadvantage in wars and other conflicts. 

Tell that to my dwarves - they won't stop popping out babies!  I've got one dwarf who gives birth 1/year like clockwork!

Our fort's population was capped at 30...we now have enough children born and enough grow up to
trigger sieges.

218
DF Dwarf Mode Discussion / Re: moody dwarf is a d***
« on: May 02, 2011, 07:01:15 am »
He might want clear glass...or a regular type of gem.  Either that or you don't have enough for the artifact.  Beyond that, no idea.

219
DF General Discussion / Re: Your Earliest Dwarf Fortress Memories
« on: May 01, 2011, 04:56:27 pm »
did you guys all started playing DF before Google was made? Because the moment I discovered i had no idea what the hell was going on I just googled 'Dwarf Fortress tutorial'.

I discovered DF pretty much by accident and taught myself how to play using the Wiki as a guide.  Of course, I'm also the type of person who never does tutorials or reads the manual for a game so that's not out of the ordinary for me.

220
DF General Discussion / Re: Single run of the worldgen
« on: May 01, 2011, 04:51:17 pm »
Actually, if you kept playing successive games of Fortress Mode long enough for dwarves to have children and grow up wouldn't they eventually take over the world through sheer numbers?

221
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 30, 2011, 04:20:50 pm »
Twenty years of Halltraded...the kids are starting to grow up, alleviating our labor shortages as well as replacing some of our older soldiers (I set maxage to be 60:120, so they retire at 50 and are moved in to a reserve squad) with fresh recruits.  Of course, the concern now is that our population is scraping dangerously close to siege level, but since 36 of our population is children we don't have a functional population potentially strong enough to hold out.

We shall see.

222
DF Suggestions / Re: Alien Creature Behaviors and Myth
« on: April 28, 2011, 05:51:00 pm »
I've always found the redcap to be an interesting supernatural creature, especially since it's a castle-specific monster who murders travelers in order to keep itself alive.  Abandoned human castles where evil acts occurred, those located in or near evil regions or alternatively abandoned goblin citadels would all be potential sites where they could reside.  Furthermore, they don't really have a clear origin story so there's plenty of room for in-game myth and legend to cloud their history.


223
DF General Discussion / Re: Experience with very small fortresses
« on: April 28, 2011, 01:57:23 pm »
I know, but you're still going to take losses. I have 30 elite dwarves who engage goblin sieges in melee. I lose about 1 dwarf every 4 years or so. Its rare but unlucky hits do happen. It also takes longer than 4 years to get an elite dwarf. With 30 of them this means the remaining 29 elites can cover for the 1 rookie until he gets up to speed.

I have a similar situation; however, it does appear that those new recruits train very quickly if put in to a squad with a group of elites; my fort's population is maintained solely by children becoming adults and I've already trained up one of them to expert hammerdwarf/legendary fighter in two years.

224
DF Dwarf Mode Discussion / Re: What's your usual embark point spread?
« on: April 27, 2011, 11:02:39 am »
I honestly start off with six peasants and one dwarf with a point in appraiser.  The savings go in to bringing more supplies and skills are learned on the job.  The drawback is it can take a little longer to get your industries up and running but you'll have plenty of food/drink; another upside I like is that it will delay the arrival of ambushers because your created wealth will be lower relative to your population, which makes it easier to get a military up and running and/or traps if you're short on weapons-grade metal.

225
Nothing like completing a comprehensive patrol around the outside of the fort to make sure there are no ambushes and then having one pop up right when the human law giver decides to take off after his "meeting"...needless to say, the lawgiver is dead and we're going to take the blame.  It'll be siege time next year...

Similarly with civilians working outdoors, although it taught me a naked legendary miner armed with only a copper pick can incapacitate a goblin lasher enough to get away.

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