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Messages - Vercingetorix

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571
DF General Discussion / Re: What is the underground ecosystem based on?
« on: August 16, 2010, 10:34:22 pm »
I always figured it was similar to the Underdark in the sense that the caverns begin as natural formations expanded by conventional underground organisms, many of which are similar to their surface counterparts, and then become progressively weirder and more alien the further down you get, until of course you reach hell (which is similar to the intrusions of the Far Realm or the Shadowdark in the blasphemous 4th Ed., with a bunch of weird and malevolent creatures completely alien in form lurking in areas where the planes overlap).


572
DF General Discussion / Re: Do you have any rules for your forts?
« on: August 16, 2010, 09:32:56 pm »
The general rule I follow is a 10% "tax" per year based on created wealth to be offered to the dwarven caravan (or to one of the other civilizations for the same purpose if and when I become a mountainhome).  Failure to pay it means the difference needs to be made up with the next year's goods prior to trading any.  If I deplete them all, no trade.  Of course, it's mostly meant to keep my stockpiles from overflowing with crap but it also makes me carefully plan out the amount of wealth creation vs. trade goods produced per year.  It can be a pain in the ass if I overshoot with mining or architecture without boosting goods produced.

Other than that, the simple rule is to survive by whatever means necessary based on the location.

573
DF Dwarf Mode Discussion / Re: Naming Fortresses
« on: August 16, 2010, 02:52:52 pm »
The fort's name is "Basinhall", which is oddly appropriate given its location in what appears to be a drainage basin.  Our local group is called the "Labor of Sabres" of the civilization the "Attic of Dance".

574
DF Dwarf Mode Discussion / Re: Naming Fortresses
« on: August 15, 2010, 10:07:23 pm »
I go with random myself.  I feel the name of the fortress can help predict its fate.

575
I believe if your fort is wealthy enough and you abandon some of the residents will form a new group and resettle in it as part of the migrations across the world map.  You have to check the Legends screen to see if it happened and/or go to the site to see if it's a ruin or colored and shaped like other dwarven settlements to be sure.

576
DF Dwarf Mode Discussion / Re: Weird Diplomat
« on: August 15, 2010, 12:46:37 am »
Demon McDiplomat: SO IN CONCLUSION, WE'D LIKE IT IF YOU'D MAKE MORE GOBLETS, CHEESE, AND PREPARED MEALS.
Urist McMayor: Sure, whatever.
Demon McDiplomat: YOU DARE MOCK ME?  TAKE THIS!
*Mason's shop destroyed by Demon McDiplomat*
*Carpenter's shop destroyed by Demon McDiplomat*
*Trade depot destroyed by Demon McDiplomat*
Urist McMayor: All right, fine!  We'll do it!  Just please stop destroying things!
Demon McDiplomat: VERY WISE OF YOU, IT'S A VERY PLACE YOU'VE DUG OUT FOR YOURSELF.  I WOULD HATE IT IF ANYTHING...UNFORTUNATE HAPPENED HERE.

For some reason I couldn't help but imagine the demon sounding like Morbo from Futurama.

577
Columbus, Ohio, of course.  I know more than a couple of people who play DF at OSU.

578
I usually listen to the Benny Hill theme song...even when things are going bad it still fits.

Actually, that's the best time for it.  Once everything is falling apart because somebody didn't get their native platinum bars, it sort of fits to just play it and watch the world implode.

A personal favorite of mine is "I Don't Want to Set the World on Fire" (of Fallout fame) when, well, setting the world on fire.

579
Better than a crop of novice strand extractors, administrators, and milkers. 

Personally, though, I usually just stick people on jobs regardless of skill unless they're working with valuable materials (e.g. gems, weapons/armor or adamantine).  Especially with the crafting jobs (and cooking/brewing among others) it really doesn't matter since there's no real loss...a bunch of novices working around the clock can produce more than enough goods to buy needed supplies, and training masons is as easy as cranking out stone blocks or low-grade furniture for common rooms.

Basically, it doesn't matter how many useless stone trinkets they produce because there's more than enough stone for them to eventually produce an endless number of useless masterwork stone trinkets.

580
An interesting sidenote is that all of those top countries listed are also the homes of the cultures that gave us the Scandinavian/Norse mythological basis for the dwarves featured in Dwarf Fortress.  And, of course, all of the others like Australia, the US, New Zealand and Canada were all settled by people from those regions that brought that culture with them (not to mention Tolkien was from the UK).  A mystery in that case is why Germany isn't also featured on that list along with the cultures it influenced.

Whether that's just coincidence, I don't know, but it is interesting.


581
DF Dwarf Mode Discussion / Re: Killing Nobles?
« on: August 12, 2010, 12:00:39 am »
If only I could actually GET a noble in 0.31.12...

In general, no, there is no penalty.  However, since nobles don't really do anything, they have lots of free time to spend socializing and making friends, so their deaths could cause a problem for those with whom they're closely acquainted.

582
DF Dwarf Mode Discussion / Re: Oh gods ... the frustration ...
« on: August 11, 2010, 11:29:48 pm »
Enemy ranged units can be a little ridiculous; a bunch of dwarves armored in steel getting cut down by goblins using copper arrows is a little much, especially since they're armored from head to toe in the stuff.  Other than that, though, it's usually not a big deal to drive off the goblins or other invaders even when they're mounted.

583
DF Dwarf Mode Discussion / Re: Still not there (military)
« on: August 11, 2010, 10:32:11 pm »
Sometimes they do; I've had giant cave spiders and the like done in by miners in the past.  However, it seems to only happen if they're boxed in and forced to fight rather than ever doing so on their own...even a legendary miner who could demolish anything with his pick took off when encountering a particularly fierce raccoon.

584
To Whom it may Concern:

1. Stop complaining about long patrol and sleeping without a proper room.  You have a fine room right below the barracks and you haven't been on patrol in months...not to mention the fact that the long patrol was a battle needed to KEEP EVERYONE FROM DYING.

2. It's not my fault the human ambassador was a demon.

3. Please stop engraving skinless demons in the dining room and hospital.  I know you like them, but come on now...draw some of the damn querns you like so much.

4. Same to the guy who thought it was funny to make aluminum statues of flies for the same dining room.  You know I don't check what you're making out of a desire to protect artistic integrity, but that's unacceptable.

5. Please pull the lever when instructed.  We don't need another "flooding incident" in the dining room, now partially covered in mud and decorated resoundingly with flies and demons.

6. Adamantine is for armor, not amulets.

7. Slade does not exist.

585
DF Dwarf Mode Discussion / Re: Whats your favorite embark rock layer?
« on: August 10, 2010, 01:41:11 am »
Depends more on the embark site than any inherent preference, although I always try to get at least some flux for steelmaking unless I'm not going to be threatened to any real degree early on...I prefer combat to traps so this is pretty uncommon. 

Overall, my two favorites are marble and granite-

Marble because of the fact that it shows up in many places, including potentially limited sites like volcanoes so I can get flux and iron ore (along with all the other wonderful loot in metamorphic layers).  It even pops up sometimes as a non-layer stone in the caverns, or at least appears to given I've hit it on maps where it's not listed as a layer stone in any biome.

Granite because of the rich mineral and gem veins, often above and beyond that seen in marble.  Also, for inexplicable reasons I like the way rough granite looks.

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