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Messages - Internet Kraken

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256
I just don't get where this sudden hatred for clown came from. It's like it popped up over night, and it all seems rather pointless. It's not like we're trying to be funny when we call HFS clowns. It's just a way of avoiding spoilers that's been going on for a long time. Don't see what the problem is.

257
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2010, 05:29:23 pm »


Also, Mr. Kraken, where's that LP you spoke of? Gotta read that.

It's one I'm just starting, and I haven't actually posted it yet. I'm going to be running it over on the Escapist since one o my goals is to introduce new people to Dwarf Fortress. I'm aiming to get the first update done today though. I have the introduction and prologue finished, by writing about the game is probably going to be the most difficult part.

Do be sure to post a link once it is up.

Here it is.

That took way longer than I thought it would. I know it's nothing special, but I'm trying put as much effort into it as possible. Hopefully
I didn't fuck anything up majorly. Now to see if this was actually a good idea or not.

258
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2010, 03:10:03 pm »


Also, Mr. Kraken, where's that LP you spoke of? Gotta read that.

It's one I'm just starting, and I haven't actually posted it yet. I'm going to be running it over on the Escapist since one o my goals is to introduce new people to Dwarf Fortress. I'm aiming to get the first update done today though. I have the introduction and prologue finished, by writing about the game is probably going to be the most difficult part.

259
There's a lot of unnecessary hostility in this thread.

260
Spartans? Is that what we're calling them now? I prefer clowns.

Seriously spartans doesn't make any sense.

Really? I prefer demons.

Well obviously when we're trying to keep things from being spoiled, albeit somewhat pointlessly.

261
DF Adventure Mode Discussion / Re: The Easiest Titan Fight Ever
« on: November 15, 2010, 01:40:09 am »
yeah, i killed a twilight demon or something (genesis) by pushing it over it just died like that.... sweet bronze chain leggings tho.

I'm pretty sure twilight demons are in vanilla DF as night creatures.

262
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2010, 01:35:57 am »
Was it walls or fortifications? Never actually seen dwarves dodge through either before, but I guess fortifications they might be able to. I guess another solution if you have a spare reaction, is a swimming training reaction. Afterall your dwarves are living on the ocean it'd be reasonable to assume that they'd spend some time learning to swim.

Solid walls. Not sure why but they don't do shit when it comes to dodging, so fuck em. As for training swimming, I was considering modding in some way to do that but never got around to it. Currently the only methods I've found to train it in vanilla DF are unreliable at best and a source of fun at worst. When I tried to make a swimming room in Townbrush I flooded the mines and caverns, so I'm not exactly keen on the idea of trying again.

263
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2010, 12:30:09 am »
Hmm, Mr Kraken, as undwarfy as this may sound... But maybe you should consider investing in safety rails for your dwarves. You never know, it could help keep your stuff off the ocean floor at least.

I tried that once. They don't work, at all. I have no clue why, but solid walls don't prevent dwarves from dodging through them into the ocean. I only put walls around certain buildings to protect them from flying enemies (wall around food because of god damn buzzards).

Revenge is sweet though. More buzzards came and tried to steal food. Luckily new migrants came, and the soldiers were able to fend them off. I breached the caverns soon after, which was nice since I was able to do quite early on. The caverns look a lot less pleasant than the surface though. Skeletal kruelers and a giant skeletal olm. Luckily, none of them appear to be able to reach the farms so I shouldn't have to worry about them.

264
Spartans? Is that what we're calling them now? I prefer clowns.

Seriously spartans doesn't make any sense.

265
I want worlds to procedurally generate their own mythological creatures, not just titans and forgotten beasts but everything.

I don't know, I think it's good that not everything is procedurally generated. It gives players more common ground to talk about. Everything being procedurally generated would be excessive.

I think Night Beasts are procedurally generated though, as I can't find the raws for them. So there is that now.

266
"Likes Griffons for their strength"

Never seen that one before, and now that I look through the custom Refuse options I see Griffon, Centaur, and Chimera. A portent of things to come?

Those have been in the game for quite a while, reaching back to 40D I think. They always had the [DOES_NOT_EXIST] tag so I don't think Toady has any plans on making them real. If he wanted to he could quite easily.

Now that I think about, procedurally generated Chimeras would be pretty damn cool.

267
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 14, 2010, 10:50:12 pm »
THOSE FUCKING BUZZARDS

Things were going relatively well until they showed up. I had forgotten just how fucking annoying they are. A swarm of them flew onto the map, and immediately they made a beeline right for the food stockpile. Before I even noticed several of them were already in close proximity to the food. I ordered my soldier to stand guard, but not before several buzzards made off with many plump helmets. But more were coming, so my soldier still had a job to do. He and his earth golem fought well, smashing and slashing several of the buzzards and scaring others off. But there are so many god damn buzzards that when they were off fighting some, more would swoop in and steal food.

Still, my soldier fought  bravely and did well considering the circumstances. I was proud of him. So of course he had to go and fuck this up. In true Townbrush fashion, he flung himself into the ocean and drowned like a moron.

So now I have significantly less food, a dead soldier, and no protection beyond a war earth golem and two untrained ones. While certainly powerful, they lack direction so their ability to protect my dwarves is limited. I guess I'll have to deal with any threats by piling civilians on them until they collapse.

268
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 14, 2010, 09:22:28 pm »
Well Townbrush is still technically alive, but it's basically dead to me. If I ever do go back to it, all I'm going to get are two dead Dwarves over the course of the next month. So I've decided to move on.

Since I'm also starting an LP, I have to play two forts at the same time, which is something I've never done before. Of course, I'm only going to recount the details of non-lp fort; Granitepainted.

I generated a rather interesting world. Right in the middle was a massive terrifying ocean. Biggest one I've ever seen, and it stretched through multiple different biomes. I was having a hard time choosing were to settle. I was debating settling on the terrifying desert, but I didn't want to go into absolute murder so soon after Townbrush. I settled on something much calmer; a serene swamp resting next to the terrifying ocean. So I'll get a mix of wonderful creatures of nature and abominations of darkness.

Thins have not been going well, as I've already run into multiple problems. First, I can't cut down trees as I accidentally brought along one axe. I guess I forgot to replace it with a training axe, as I was trying to free up points to take along more Earth Golems. So I couldn't cut down trees, as my soldier is holding the axe. I figured it would just be as simple as having him chop down trees, but for some reason he refuses to do so. So fuck it, I'll have to do without wood until the caravan arrives and brings me another axe. Second problem is that the ocean has no fucking fish in it. This must be a glitch, because it makes no god damn sense. This is three embarks I've been on in which the ocean was depleted of fish in less than seconds.

Aside from that, this fort looks to be faring much better than Townbrush. Even my lp fort is in a more dangerous area. It has zombie conchmen and hippos living in the river. The only wildlife I've seen at Granitepainted are adorable little snailmen. I must admit I have a soft spot for them, since they were a common animal in one of my first "successful" forts. That was back when I actually embarked on mountains and lives underground.

269
found the reason: there are two goblin civs, at war with each other. they ambush at the same time, kill each other around my fortress revealing each other and then the winner throws himself to my traps.

Wait.....this can happen? Since when?

Since a long time ago, I'd guess. Worldgen creates goblin civilisations and if there are two goblin civs and a dwarf one in an area, they might be at war with each other just as likely as they are to be in war with your civ.

I always generate huge worlds with multiple civilizations though, and I have never had more than one civilization per race visit my map. I figured you could only get one civilization per embark.

270
DF Dwarf Mode Discussion / Re: Why migrants are useful.
« on: November 14, 2010, 05:23:25 pm »
I find that often migrants will come with some pretty solid military stats, so I recruit those with and leave those without to hauling duty
perhaps you should try turning down the population cap

I always just lowered my pop cap when I got sick of migrants. Creating elaborate traps to kill them seemed pointlessly cruel.

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