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Topics - Cabbagetroll

Pages: 1 2 [3]
31
DF Dwarf Mode Discussion / Little things
« on: June 18, 2011, 09:15:15 am »
What are some little things that you like to imagine are going on in your fort? For instance, whenever a creature (dwarf, human, elf, whatever) goes berserk, I like to imagine that, as the soundtrack for Dwarf Fortress, "Touched By the Crimson King" starts playing.

32
DF Dwarf Mode Discussion / My military
« on: June 17, 2011, 06:19:01 pm »
All ten dwarfs in my military have reached legendary status in both fighter and their respective weapon skills. Should I deactivate them and return them to civilian life, ready to be called on at a moment's notice, or should I leave them active? My current setup as each group of two dwarves training for eight months at a time, then taking a break for four. Should I change it up, or leave it like it is?

33
DF Gameplay Questions / Cave-in questions
« on: June 15, 2011, 03:39:13 pm »
1. Is there any creature who won't be destroyed by a cave-in?
2. Do Fortifications provide support?
3. What happens when you cave-in onto an extended bridge over an open space?
4. Will invaders who can demolish stuff ever attack a support?
5. Completely unrelated to cave-ins: I have two fish people in a cavern who have turned "Friendly" on the unit list. I believe they have each slain a Forgotten Beast. Is this normal?

34
DF Dwarf Mode Discussion / Weapon Defense
« on: June 15, 2011, 11:48:52 am »
Here's the deal; my newest fort has an entry way that also serves as a convenient method for executing invaders. A flaw in the design, however, keeps the controlled cave-in feature from getting everybody; there's a 1-tile wide perimeter where invaders are safe from the cave-in. I have decided to either use upright spike traps or weapon traps to take care of those left over, but I can't decide which to do. Therefore, I leave it up to you fine fellow dwarves to make my decision for me. I have a weaponsmith that I am training to legendary, as well as a mechanic training to legendary, so the traps will (eventually) be of very fine quality, whatever you decide. If you have alternate suggestions, let me know.

35
DF Gameplay Questions / F2: how do I do this
« on: June 15, 2011, 11:36:58 am »
I am trying to set a function key (F2) to take me down to my forges, the same way F1 takes yout ow where your wagon originally was. How do I do this?

36
DF Dwarf Mode Discussion / Real mature, guys...
« on: June 06, 2011, 08:22:09 am »
I decided tospruce up my jail with some nice engravings to keep the prisoners from losing their minds from boredom/sadness. In the east part of my jail room, there is, in consecutive order: an engraving of forgotten beasts (which happens to be the symbol of the fortress, apparently), an engraving of circles (the symbol of the local civilization), another engraving of circles, and another engraving of forgotten beasts.

In short,
Spoiler (click to show/hide)

They graffitied(sp?) the jail cells. My little dorfs made me giggle, and for that, I thank them.

37
DF Dwarf Mode Discussion / So many prisoners (Spoilers here)
« on: May 04, 2011, 09:11:10 am »
What should I do with them? I plan on auto-mass-dumping them into my lowest cavern level, since I have a circus tent down there, but I was wondering what you collective brilliant minds could come up with for me to do with them all.

38
DF Gameplay Questions / Glass Weapon Components: Good or bad idea?
« on: April 24, 2011, 04:44:18 pm »
Specifically, menacing spikes. I'm wanting to make a line of them at the entrance to my fort and set them off against siegers, but I don't know if I should use glass or not. Can anybody help? I've got several masterpiece mechanisms available, if that has anything to do with anything.

39
DF Gameplay Questions / New world
« on: April 11, 2011, 07:55:02 pm »
How would I go about making a world with a lot of metals, sand, and volcanos? I'd prefer aquifers to be minimal, but I can deal with it if they're unavoidable.

40
DF Dwarf Mode Discussion / Human siege
« on: April 06, 2011, 09:02:39 am »
If, hypothetically, I had access to a bronze colossus in a cage, and I released said colossus into the wildnerness outside my fortress, would said colossus begin to terrorize the human encampment at the edge of the map? Operation: Magma surprise, while funny, was rather ineffective in dealing with them, and this is my next idea. Thoughts?

41
One of my miners, the only legendary one I have. Little bit of a backstory: a human diplomat was murdered by goblin lashers during a routine visit. Naturally, the humans assume my dwarfs assassinated her because she was taller than them all. Long story short, human siegers hanging out on the edge of the map, lighting campfires then running from the smoke. They stay in the same area. My plan: surprise magma attack. I dig a tunnel near where they are, get the flood gate system ready, everything's good. The only problem is the risk to the dwarf who will open the way. Enter Atis.

Her cracks out of the mountain behind the surprised crossbowmen, the proceeds to calmly walk down the tunnel he just dug, batting away SIX crossbow bolts in the meantime. The Floodgate had already been set to shut by the time he got ten tiles into the tunnel, getting him to safety. All that was left was to crack open the volcano, and let the magma flow. Atis, however, had miscalculated.

Instead of using the ramp he had carved to flee from the ensuing magma flood, he mis-steps down the corridor, suffering pretty devere damage to his feet. Bleeding, he makes his way down the hall, carves himself a ramp to safety, and waits on rescue miners to come open the tunnel he's in. Does Atis just sit there and bemoan his injuries? No. He goes and begins to clean the blood off of the floor from his massive burn wounds. He is now my favorite.

42
DF Dwarf Mode Discussion / This is what happens...
« on: April 04, 2011, 06:48:57 pm »
...when you have soil in your fort and connect it to the underground. I had a dorf enter a strange mood, and he cloistered himself in his room. I figured that I just didn't have the proper workshop ready, so I see what his skill set is. The only thing that I didn't have that he might have used was a leatherworking shop. After building that, nothing. I start to get a little unsettled. I think, "Okay, maybe he just needs a glass furnace or something." After building two furnaces (one magma, one regular) I still have nothing. I'm really getting unnerved, until I look at his room: a tree had grown right in the doorway, and he just couldn't get out. After the tree was chopped down, little Mr. Zuglar claims a Mason's workshop, and proceeds to build a statue of an elf that just loves to travel. I now have a legendary Mason. Joy.

43
DF Gameplay Questions / Daylight sickness
« on: October 15, 2010, 10:06:30 am »
Will dwearves who in an INSIDE LIGHT area remain unaffected by the the sun's nasueating rays? I have made an indoor sun room to keep them from getting caught in the rain, and I want to make sure I am not making them sick.

44
DF Dwarf Mode Discussion / Megaproject
« on: October 14, 2010, 09:07:31 am »
Hey.

I'm on an island with a volcano, and I find myself primed to make an un-Armok-ly amount of glass blocks. What should I construct? What testament should my dwarves leave for the universe to say, "We were here, we made pretty terrible artifacts, and we drank a lot?"

45
DF Gameplay Questions / Stange Mood Troubles
« on: October 06, 2010, 04:33:06 pm »
I've got a glassmaker possessed. He has claimed a glassmaker's furnace and mutters about:
raw...green...
blocks...bricks...
tree...life...
rough...color...
cloth...thread...
gems...shining...

He has gathered his raw green glass (just one, there are more available, so that's not the issue) and now sits there expectantly waiting for Blocks, of which there are already very many. Why doesn't he go grab one? What am I doing wrong?

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