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Messages - ElthMysterius

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31
DF Dwarf Mode Discussion / Re: raaaaaaaaaaaaaahh
« on: March 09, 2011, 07:41:05 am »
Actually, doesn't punching raise the "Striking" skill, or am I deluding myself.  All of my soldiers are armed so I dunno.
Wrestling skill, always. Striking goes up with any melee, If I recall correctly.

The Striking skill is for punching. Wrestling is for wrestling moves, even though it used to be a catch-all for unarmed combat back in 40d.

32
DF Adventure Mode Discussion / Re: Your Most Hilarious Deaths
« on: March 08, 2011, 10:53:38 pm »
I think massive dismemberment deaths are always pretty damn funny.

One of my favourite adventurer deaths was when I got a quest to go kill a titan. I had a good advantage early on in the fight, but that all ended when the massive beastie managed to grab me. I imagine his last thoughts went something like this.

"Ha! He's bleeding, and all he can do is grab me by the arm and ohgodwhyisthatpillarflyingatm-"

33
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 08, 2011, 02:06:03 pm »
I know animals don't really have a personality as of now, but I SWEAR the Water Buffalo that came with the wagon is intentionally picking fights with my sheep. It keeps trying to sit on them and they end up kicking at each other. I built a butcher's shop to take care of the problem.

Also, the first dwarven caravan came! And I just finished setting up the magma smelters too! Now I can start making wea-

They didn't bring an anvil?

What is WRONG with you?

They didn't bring any anvils, weapons, armour, drinks, wood, barrels, or gems. Just cloth, leather, meat, cheese and a single bar of steel. That I can't use.

Despite that, I gave them a huge profit margin, as well as a bin full of crafts as an offering. I also specifically asked for anvils, weapons and armour for next year. Hopefully that'll guarantee some useful stuff.

34
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 08, 2011, 01:12:02 pm »
Part 69 of my LP is up.

You know what I was epexcting to arrive? Migrants. Haven't gotten migrants in a long time. But of course that isn't what happended. Putting serious consideration into building a magma pump.

I think, at this point, my dwarf's first word would be "Doom!".

Remember last siege when somebody suggested an underground maze that would be used to lure the siegers in, after which it would be flooded? I think it would be your best bet as of now. You'd have to figure out a way to get ALL the siegers in there at once, and then have a way to block the entrance and exit that can't be destroyed by trolls. You pretty much just have to remain firmly walled-in until it's complete, and have a brave suicidal lucky dwarf open it to the surface. Once the deathtrap is airtight, just connect it to the ocean and you've got a successful slaughter.

Plus you don't really have the kind of terrain that would allow magma flooding. You'd risk obsidianizing the moat and creating a walkable path across it. That'd be bad.

35
DF Dwarf Mode Discussion / Re: Do you "roleplay"?
« on: March 08, 2011, 08:10:42 am »
Coincidently, I'm playing my current fort in exactly the way my dwarves would. I dug out the trappings for future fortress defense, and had my dwarves settle in the half-finished halls refugee-style. They basically just threw some beds and chairs in the soon-to-be barracks, because, why the hell not?

I like to think the main architect came here with an already laid-out plan for the fortress entrance. After it was dug out, the other dwarves asked him, "So, where do we live?" to which he replied, "I'unno."

I think it will be worth it in the future, when I will relive fond memories of my fort entrance being my first bastion as I murder goblins in droves. Old-timers will point towards the blood-soaked halls and tell stories of when they used to farm out of the very dirt that is now caked with blood and vomit.

36
DF Dwarf Mode Discussion / Re: Am I...weird?
« on: March 06, 2011, 02:38:58 pm »
I don't think I've ever been in a game community that was this obsessed with specific numbers. Not that I'm surprised.

Off-topic question. How do you count in base 1? :P

37
DF Dwarf Mode Discussion / Re: Wtf garnierite?
« on: March 06, 2011, 02:35:14 pm »
Stud EVERYTHING with nickel. Just put that shit on everything.

It'll give your crafts, furniture and weapons a bit of flavour for no real cost other than dwarfpower. Plus, smelting and studding all that nickel ( if you have magma ) is good practice.

38
DF Dwarf Mode Discussion / Re: Catching FB's
« on: March 06, 2011, 02:27:20 pm »
Have a tame Giant Cave Spider chained up behind a wall of cage traps. Trap-immune creatures will still get hit by a trap if they get webbed on top of one, and thus you can easily (depending on the kind of FB) catch a Forgotten Beast this way.

Would a setup like this work?

Code: [Select]
#########.#
#^^^^^^^^^#
#.#########
#^^^^^^^^^#
#########.#
#^^^^^^^^^#
#.#########
...........
....S......
S = Giant Cave Spider
# = Fortification
^ = Cage Trap
. = Open Space

The FB comes from the top, and has to go through all these corridors of fortifications filled with cage traps, while the spider shoots webs with impunity.

39
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 06, 2011, 03:57:49 am »
A little bit of inattentiveness caused, uh, this.

Actual spoilers ahoy!
Spoiler (click to show/hide)

40
DF Dwarf Mode Discussion / Re: Confessions of a DF player.
« on: March 03, 2011, 08:11:36 am »
I... tend to focus on one aspect of my fort while leaving all other aspects horribly underdevelopped. One fort had a vast, prolific farming area and a militia consisting of around 20 hobos with sticks. Or the one time I had every military dwarf clad in steel, each with their own engraved rooms and tombs, while the rest of my dwarves had barely any food or drink and slept in the hospital.

I usually go with the 'quantity over quality' approach to trade goods. Sure, a masterwork platinum scepter encrusted with star sapphires is worth a lot... but a few bins of random stone junk is much easier to make, and will achieve the same effect. I just hate micromanaging my trade goods so Urist McGemsetter won't stick my valuable baubles on ropes and socks.

I love plump helmets. Most of my farms, when not producing pig tails or quarry bushes, will be making plump helmets. This often results in having hundreds and hundreds of plump helmets in my food stockpile, and my dwarves getting sick of dwarven wine. I hardly ever grow sweet pods, dimple cups and cave wheat, even for booze.

While I usually avoid trap gauntlets ( and almost never build cage traps ), I'm not above placing a few here and there to deter goblin thieves, and to potentially soften up invaders before my military descends (ascends? I mean, they're in a cave) upon them.

When I breach the cavern, I usually wall off the ground-accessable parts, but I leave the lakes alone. So while I'm safe from wandering trogs and crundles, Forgotten Beasts and other aquatic/amphibious creatures can still find their way into my fort. This ensures lots of Fun without the common annoyance of having to deal with interrupting cru-

Elth Mysterius, Forumite cancels Post: Interrupted by Crundle
x24

41
Dwarves engraving the same thing over and over again is pretty much par for the course. Engravers will usually end up latching on to a favourite subject, and engrave it 90% of the time. Sometimes it's an artifact, sometimes it's the mayor being elected, and sometimes it's a dragon burning the same elf over and over and over again.

42
Forbid all of your soap except for those reserved for hospital use.

43
DF Dwarf Mode Discussion / Re: How do I fix "no path" spam?
« on: March 02, 2011, 08:33:09 am »
Yeah, it either sounds like you accidently blocked a passageway with a workshop, or locked a door, or have a stair/ramp that doesn't connect to the other floor right. If your dwarf is just standing in one spot spamming the error message, it also means he's unable to reach your meeting hall. When that happens, I usually try to trace the path myself, examining every door, ramp and stair on the way.

44
DF Dwarf Mode Discussion / Re: Make up fake cheats.
« on: March 02, 2011, 08:20:27 am »
Punching in the Konami code gives each of your dwarves 30 lives, a Īsteel machine gunĪ and a =rope reed bandana=.

45
DF Dwarf Mode Discussion / Re: DigVein designation idea
« on: February 25, 2011, 12:22:19 pm »
Honestly, this should go in the Suggestions forum. And it's not like nobody wished this feature was in already...

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