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Messages - Vercingetorix

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76
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 20, 2012, 11:21:49 pm »
Danceoils, 304.  The fortress is thriving, especially now that the two known vampires have been imprisoned for their crimes and are awaiting hammerstrikes as punishment and if necessary a trip to the sanitation chamber to cleanse them via magma.  Our fortress is named "Danceoils", an appropriate name given our migrants need to dodge the vile, oily muck in order to reach the fortress without blisters.  We were fortunate and struck a rich
Spoiler (click to show/hide)
vein with an easily isolated center and have been able to produce excellent equipment for our burgeoning militia.  The former outpost liaison is now a migrant and proud leader of our military reserve. 

We've been cautious to entomb or dump corpses and body parts into magma just in case of incidents.

77
The good: new creatures, evil weather, new unit screen, vampires.  Also, dwarven migrants from worldgen is really cool; I got a 131-year-old dwarf in a migration wave, which was pretty neat, and I also got the former outpost liaison as a migrant...I guess he liked the place.  The evil weather's also pretty nice if it's tame because it guarantees steady training for the diagnosis skill.  FPS also does seem better than in 0.31.25, although I also got a new laptop in the interim so it's hard to tell for sure.

The bad: Haven't encountered anything really, this release seems pretty solid in dwarf mode.  The only real issue is it's a lot harder to generate old worlds due to the sheer number of events/historical figures.

Overall, with the new cities and stuff the world feels a lot more immersive.

78
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 19, 2012, 06:44:47 pm »
I discovered a vampire but accidentally convicted the innocent person instead...we'll get him next time, after all murder only gets a dwarf 201 days in prison.

79
DF Dwarf Mode Discussion / Re: Vampire CSI
« on: February 19, 2012, 06:33:36 pm »
Got one!  Key points:

Like others mentioned, he had tons of previous civilization memberships, but the real convincing attribute was his mood; he had no modifiers related to enjoying a fine meal/drink/etc. or dining room.  Also, one other interesting point; his description was having slightly wrinkled skin and graying hair, but neither of these attributes start until at least age 80 in the raws.  His age in the description was sixty-five, so that's also solid evidence.  The way I found him was he in fact had accused someone else of committing the crime so I took a look at both of them for suspicious traits.

Another interesting note was the first dwarf cursed with vampirism by Ikal had been cursed in 216; the current year is 302 so that dwarf would be at least aged eighty-six by today.  I'm thinking that's our vampire, although it could be one of the others cursed in the 270's.  Every vampire came from a fort named Gripcloister, incidentally.

80
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 16, 2012, 08:20:53 pm »
Well, first fort failed due to mosquito man swarms...

The new world I genned, I embarked on a terrifying tundra/untamed wilds mountain range.  The frozen elf blood snow remains on its part of the map along with the zombie yak men, so no trouble there.  Hit a solid magma pool in the second cavern that'll give our industry a jumpstart.

Overall, one thing I have noticed is dwarves are a lot better at picking up weapons and fighting off enemies than in the previous version; I've had to order my miners to use their picks as weapons to defend our cavern space until it's secured, and they've already finished off a cave crocodile, a giant olm, and a crop of troglodytes with no injuries (and no zombies since this is in the non-Terrifying mountains).  Once we remove the ramps we'll be good.

81
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 15, 2012, 08:44:41 pm »
So much putrid rain here...

Is there anyone who didn't immediately embark on a Terrifying region to see the new features?

82
DF Dwarf Mode Discussion / Re: Does Dwarf Fortress have a moral/aesop?
« on: January 28, 2012, 04:11:58 pm »
No matter how badly things went for you in the past just get back up on your feet, grab your copper pick and STRIKE THE EARTH.

83
DF General Discussion / Re: Demographic insight
« on: January 17, 2012, 10:47:49 pm »
There is a disturbing shortage of accountants in here, so I will assume the role of forum bookkeeper.  Just give me my own office with a rock throne and rock table and a glazed clay pot of dwarven wine and I'll keep track of Toady's assets to perfect precision.

84
DF General Discussion / Re: Demographic insight
« on: January 16, 2012, 08:58:33 pm »
gender: Male
age: 24
race: White
profession: Accountant
social class: Middle class
perferred sock color: Black
favorite way to kill a goblin:  With a squad of well-trained soldiers.

85
DF Dwarf Mode Discussion / Re: Killing a Forgotten Beast with no army
« on: January 16, 2012, 08:31:22 pm »
Legendary miners can sometimes do the deed if it's made of a favorable material.

86
DF General Discussion / Re: Will another DF release ever come out?
« on: January 15, 2012, 05:20:00 pm »
Personally, I preferred the 1D version.

I wish there was a pen-and-paper version of DF!

87
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 14, 2012, 03:22:32 pm »
The prospect of the new release excited me so much I'm back in the saddle after a few months' hiatus...a one-level cavern fort this time (except for mines), with emphasis on massive corridors and spaciousness.  I.e. sort of a Moria feel.

I've also sworn off magma smelters/forges/kilns/etc. for added difficulty.  Considering this site has flux and iron I'm already well enough off.

88
DF Announcements / Re: Dwarf Fortress 0.31.25 Released
« on: January 11, 2012, 07:26:44 pm »
The new version is so close I can taste the troubling rain...this is amazing, easily as exciting as the buildup before 0.31.01.

89
DF General Discussion / Re: Raining Blood
« on: January 06, 2012, 08:24:42 pm »
The new evil regions sound, well, terrifying, and make me think of Poltergeist when I'll be embarking.  Hopefully we'll have holy water as well as axes to combat the evil...

90
DF General Discussion / Re: how to deal with finite coal?
« on: November 26, 2011, 11:56:24 pm »
By what I've heard in the past, it's not a stockpile thing, it's caused simply by not having wood. However I don't recall seeing any true confirmation of this; you could do science to find out.

I've noticed I get a ton of wood no matter how much I have in stock...possibly it's similar to the elves bringing tons of rope reed cloth in terms of profit margin.

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