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Messages - EBannion

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196
Roving groups of capybaras happily swimming the local ponds and weasels.

Capybaras swimming in weasels?

 :o

197
Well, anecdotally, 100% of the elves who went into my moat died, and only 20% of the goblins who did died.

That might have something to do with the goblins riding Giant Olms which can swim and keep the goblins above the waterline.

198
DF Dwarf Mode Discussion / Re: Valley full of cyclops
« on: April 16, 2013, 03:19:25 pm »
Urist McLegend cancels life: Bored

Seriously, those dwarves are ridiculous. I usually just give up on the bad cases, and cut my losses. Maybe I shouldn't.

I always wait for it to crumble for two reasons.

It seems more Dwarfly to wait for everyone to die than to give up because it's going poorly.

Also, if you abandon, the dwarves in your fort are likely to show up at your next fort in the same world as migrants. If any of them are insane or really upset or coated in poisonous slime, they'll just restart the trouble you had in the last fort again.

199
DF Dwarf Mode Discussion / Re: Valley full of cyclops
« on: April 16, 2013, 02:47:43 pm »
In my old fortress 'Goodwhip' the last dwarf stood in the dining hall, on fire and bleeding from every part of his body after having been savaged by demons.

He lasted for several seasons before spontaneously dying. I don't know what triggered his death in the end, though.

200
A couple of them dodged into the moat when I sent my soldiers after them. They technically died of dismemberment, but there was water involved.

Is that good enough?

201
DF Dwarf Mode Discussion / Re: Valley full of cyclops
« on: April 15, 2013, 09:43:17 pm »
Oh, this looks like an interesting thread--

>tilesets

Ew.

Wow, that was abrasive. Let's try not to insult fellow players while in their thread, eh?

202
I've always suspected that step-efficiency for dwarves was inversely proportional to FPS-efficiency for the fort.

This seems to bear that out.

203
Why does a wider hallway cause an FPS hit? Does it offer more choices of path to search through or something?

204
DF Gameplay Questions / Re: Enquiry about Strange Mood
« on: April 15, 2013, 11:43:34 am »
Wow, I'm wrong a lot.

In my defense, probability seems to have thrown me for a loop here. My current fort has 12 artifacts and I've had zero secretive moods.

205
DF Dwarf Mode Discussion / Re: Valley full of cyclops
« on: April 15, 2013, 11:23:56 am »
Rarely have I seen a more Dwarfly statement.

206
DF Gameplay Questions / Re: How can I make a Wall of only one Stone.
« on: April 15, 2013, 11:23:12 am »
If you want doors or other workshopped items to be made of a particular material, you need to make sure that the closest building materials to that workshop are of the kind you want. Either put a stockpile right next to it set to only hold the things you want, or forbid all of the other kinds of stone or whatever (pretty hard with stone, since you're always making more).

Also, remember that the check to see what is closest doesn't recognize that you might need to go 50 steps to a stair, go down it, then go 50 steps back to get a stone directly under the workshop - the dwarf just sees that it's one square away vertically and goes for it.

207
DF Gameplay Questions / Re: Enquiry about Strange Mood
« on: April 15, 2013, 11:20:28 am »
Oh, look at that. Whoops.

Been a while since I had a secretive mood - they're the rarest (well, besides fell but that has some... specialized requirements.)

208
DF General Discussion / Re: Save abandom
« on: April 15, 2013, 11:13:48 am »
It's much more likely that the last person to have the save accidentally or on purpose abandoned the fort.

You can reclaim the site, starting over with 7 new dwarves and the ability to resettle that fort, or you can start from the save previous to the last person's turn and undo their whole turn to unabandon the fortress.

If the person who abandoned the fort had autosave with backups turned on, you could grab the last autosave and salvage most of their turn, being careful not to abandon at the end.

209
DF Gameplay Questions / Re: Enquiry about Strange Mood
« on: April 15, 2013, 11:11:04 am »
The short answer is no, there's no way to get more details.

The wiki has translations of each of the things they might want, but here're the relevant ones:

A picture of a quarry means stone blocks, not just stones. Masons make them in masonry workshops.

Bars of metal usually means any kind of metal, but if the moody dwarf likes a particular metal (on their thoughts screen) they might want just that kind. Try to smelt at least one bar of as many metals as you can (or buy them off caravans) just in case someone gets picky with a mood.


210
DF Adventure Mode Discussion / Re: Adventurer Needed, apply within!
« on: April 15, 2013, 10:16:03 am »
Alright, so, the glass FB wasn't too bad to kill. Once it climbed out of the magma, it got beaten on mercilessly by my military and eventually shattered apart.

While I was fighting it, another two FB's showed up, one made of peat and one of almandine.

The peat one went to pieces just by looking at it, and the almandine one was actually easier to dismember than the glass one.

Now I've got a pile of really weird body parts in my bone/shell/tooth/horn stockpile.

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