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Messages - Vercingetorix

Pages: 1 ... 5 6 [7] 8 9 ... 51
91
DF Dwarf Mode Discussion / Re: Am I out of luck for flux?
« on: November 25, 2011, 05:10:30 pm »
My guess is there some marble hidden somewhere deep down.  Sometimes it spills over on the edges of the map (I've seen this on maps that supposedly don't have any flux).

92
DF General Discussion / Re: What are you going to do first?
« on: November 24, 2011, 04:06:21 pm »
Embark on a new fort and discover new features as they show up.

93
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 09, 2011, 11:46:29 am »
I had a bit of a weird artifact experience; the guy named the artifact silk bag after himself.  I've never seen that before.

94
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 04, 2011, 07:19:30 pm »
The death of Hallhealer's leader has produced madness....fighting in the streets and a great purge as the justice system kicks in after 49 years of neglect.  Dear God...Stalinism in Dwarf Fortress.

95
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 02, 2011, 12:40:27 pm »
It finally happened.  Kogan Mondushorast is dead after 38 years of rule as mayor of Hallhealer...this fortress, as frightening and unimaginable as it might seem has seen stability and growth for that entire period and a fully functional government.  Like previously mentioned, dwarves have human lifespans for flavor reasons so they live to 60-120 years of age; there have been children born who will actually die peacefully of old age.

I think this is actually the dwarven afterlife.

96
DF Dwarf Mode Discussion / Re: 0.31.26 is going to be released this week
« on: September 02, 2011, 04:26:21 pm »
Actually, I think we'll be looking at 0.33 or even higher for the release number.

97
DF Dwarf Mode Discussion / Re: The best way to get rid of children
« on: August 18, 2011, 05:08:05 pm »
Psh, I man up and deal with children the most challenging way of all...keeping them alive until they turn 12.

98
DF Dwarf Mode Discussion / Re: Mandates w/out Justice = Not so bad?
« on: August 15, 2011, 04:50:11 pm »
Nah, the trick is to let the violations accumulate for a while and THEN implement justice.  You'll get to see a Stalinist purge in your fortress.

99
DF Dwarf Mode Discussion / Re: Funniest/most bad-ass fortress names
« on: August 15, 2011, 12:29:24 pm »
My current fort is called Skinbasements.

Depending on how you interpret that, it could be horrifying or... Not so horrifying. ;)

I think it's pretty horrifying no matter what way you think of it.

My current fort is named "Worldbolt", which goes to show my dwarves must think the fortress holds the world itself together.

100
DF Dwarf Mode Discussion / Re: Do you think danger rooms are a exploit?
« on: August 09, 2011, 11:11:16 pm »
If you don't like danger rooms and consider them an exploit, I would like to know if you use Atom Smashers, Quantum Stockpiling, Water Reactor's or any other common exploit.

I'm sure most of you use at least one of the above, so think about that first...

Nope, none of the above...but I do use lots and lots of traps early on.  Since there's little ability for invaders to currently circumvent traps effectively (esp. cage traps), they're sort of exploity, too, I guess.  I don't use danger rooms because I like my dwarves to earn their legendary skills and to give goblins a decent change of inflicting casualties...other than that, IDC.

The upside to this is it often limits tantrum spirals to only 1/2 the fort's population as opposed to the total massacre possible with hulked-out dwarves.

101
DF General Discussion / Re: Dead World?
« on: July 31, 2011, 10:15:08 pm »
Nah, you're right.  Except for a few things most parts of world-gen stop after the generation is complete.  World-gen continuing after that point is a future development goal (I think Release 5 on the Caravan Arc map, if that still holds, involves that stuff) so it's not in there yet.  Needless to say, that would have a huge impact on making the same world interesting to play in since you could very well shape its development with your forts/adventurers.

102
Sounds pretty much identical to how I play...I've gotten so used to managing dwarves that I don't need DF Therapist or other utilities.  Over time things pretty much fall in to place on their own with jobs/supplies/etc.  I also enjoy the luck-of-the-draw artifacts; it makes the really, really awesome artifacts even moreso because you're used to the generally mundane.

The only difference point is the non-use of magma, which I always go for if I can.

103
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 22, 2011, 11:28:27 pm »
After a hiatus, returned to DF to work on a new fort appropriately named "Workmine".  Especially since it's in the middle of the tundra; maybe it's meant to be a dwarven gulag...

104
DF Dwarf Mode Discussion / Re: Old Age
« on: July 20, 2011, 06:33:42 pm »
Only in Hallhealer, where dwarves were adjusted to live as long as humans.  Otherwise, no, unless the king shows up and is already pretty old.  Under normal circumstances, I think a fort needs to survive around a minimum of 70 years for that to happen.

105
DF Dwarf Mode Discussion / Re: Mmm +Goblin Meat Roast+
« on: July 04, 2011, 02:10:15 am »
I did this long ago.  And then sold elf bone crafts to the elves.  I don't even want their larch flutes, I burn those right outside the depot.  But those elves are leaving with last year's merchants.

The joy of sustainable foods.

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