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Messages - GreatWyrmGold

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52996
following. would love to sign up to succeed down the line if there is still room.
Of couse there is room. Do you want me to sign you up?

@GreatWyrmGold I love the bedroom expansion! Great job! Also, how did you find that I wanted andesine tables? Thats so dwarfy to find little things like that. :o

Thanks. Also, what do you mean "Andesine?"

I should have the update up as soon as I upload the pics. I actually played enough to make two new updates, which include several neat acquisitions from the elves and a LOT of beestings.

52997
DF Gameplay Questions / Re: Dwarves won't use wood stockpile?!
« on: November 24, 2011, 05:28:47 pm »
Do dwarves have wood hauling on? Do they have other things that they're doing? (In one of the most impressive feats of programming ever, dwarves have been programmed to determine what you want them to do the most, and then do other stuff. Bear that in mind when you make fortresses.)

52998
DF Gameplay Questions / Re: How bad are the spiders?
« on: November 23, 2011, 10:54:26 pm »
Even tilesets won't change much. Graphic packs might add a little oval with squiggly lines attatched every so often, which you then want to catch, tame, and use to farm silk. They say the first step to overcome a fear is to use the object of your fear to kill goblins!...Wait, only I say that.

52999
I finally have an update! It lasts about 1-1/2 months, but I've played about half a month past that. Not much except migrants has happened.

-----

From the journal of Ustuth “GreatWyrmIron” Toolrazor, Expedition Leader of Firepunch.

Granite 1, 15
Alright, here I go with my thoughts. We have a large semi-fractal beehive with individual hivelets being installed...

...near a wallless courtyard that enters into the front entrance and a carpentry area.
We also have a fairly standard dining room (aside from the rough walls and two masons' workshops), a trade depot stuffed with clothes, a couple dozen bedrooms, a few coffins holding our dead, and a large amount of natural resources we haven't exploited yet.
Let's start fixing those problems.

Granite 4, 15
I create a mini-courtyard next to the crypt-wannabe by removing ramps. Once a floor is installed and a perimeter wall erected, the mini-courtyard will be a Mourning Area.

Granite 7, 15
A beekeeper was stung by a bee. What a fucking surprise.

And computer crashes. Let's try again.

Granite 1, 15
Alright, here I go with my thoughts. We have a large semi-fractal beehive with individual hivelets being installed, near a wallless courtyard that enters into the front entrance and a carpentry area.
We also have a fairly standard dining room (aside from the rough walls and two masons' workshops), a trade depot stuffed with clothes, a couple dozen bedrooms, a few coffins holding our dead, and a large amount of natural resources we haven't exploited yet.
Let's start fixing those problems.

Granite 2, 15
Someone's been playing blocks with the tables.


Granite 4, 15
A drake being chased through out courtyard (long story, involves the idea of tasty duck) scared off a couple of workers despite the fact that it's harmless and being chased by our militia commander.

Granite 5, 15
A perimeter wall was started, without interruption from drakes.

Granite 6, 15
A beekeeper was stung by--breaking news--a bee!

Granite 7, 15
Another duck-based interruption. It didn't last long.

Granite 10, 15
The beekeeper was stung by--breaking news!--a bee!

Granite 13, 15
A guineacock got into a fight with a wild drake. I won 5 silver pieces from Kosoth Ringspeak, one from Abel Linecrystal, and 15 gold pieces from Iton Bowltreaty for betting that the guineacock would win unscathed but the drake would still be in good health, all to be paid once we get coins. From various others I won everything from a spare copper to three two-legged rhino lizard skulls to dibs on the cave lobster. Our little fowl was an underdog, and no-one thought they'd back down.
I hope Iton didn't intend to embezzle the money needed to pay for the bet.

Granite 17, 15
The beekeeper was stung by--breaking news!--a bee!
Also, a turkey gobbler lead a guinecock back home, presumably congratulating it for its victory a few days ago.

Granite 20, 15
A yak cow was stung by--breaking news!--a bee!
Wait, WHAT?

I assign a pasture for the yak IMMEDIATELY.

Granite 22, 15
Now the guineacock has been bee-stung!

Granite 24, 15
A gobblette or whatever you call a baby gobbler has grown up. I contemplate why we have four male birds but no females of their species.

Granite 27, 15
Noticing that we have a surplus of coffins, I decide that we could expand our cemetary.

Slate 1, 15
A horse foal was born. A filly, I think the female foals are called. A baby mare. A pasture is assigned immediately.

Slate 6, 15
A guineacock was stung by a bee! People need to stop traipsing through there.

Slate 7, 15
Iton has done enough mining to declare himself...a broker. Huh.

Slate 10, 15
The beekeeper was stung by--breaking news!--a bee!
I set our new farm plot to grow half pig tails, half plump helmets.

Slate 11, 15
The beekeeper was stung by--breaking news!--a bee!

Slate 12, 15
I design a new wing to the Housing District, including a couple larger bedrooms with space for a cozy little office/dining room.

Inspired, I design another couple wings, including a few rooms for a future mayor.
I feel in an architectural mood, finishing up with a new staircase! It leads from one corner of the new wing to the corridor by the upper dormitory--I forgot to mention that, didn't I? Well, here's a picture:

Anyhoo, it runs down from there to by the trade depot.

Slate 17, 15
Migrants have arrived!
First is a leatherworker/fish dissector who likes flesh balls and tends to calmly keep to himself. Next comes a sanely-grounded, conservative soaper with some combat experience, assigned an axe. Next up is a small, skinny little animal trainer/gem cutter. Next comes a short high master weaponsmith (!) who likes fine pewter, maces and humans' beer and has long, braided graying brown hair. A keet quickly darts in afterwards, followed by a teacher/persuader/talented armorer who likes fine pewter and giant lions. Next is an average-looking liar type of person with a big, weak puppy who I think will be good at a main-gauche type of fighting style (the dwarf, that is, not the puppy); a stonecrafter who dabbles in metalcrafting and likes iron men for their stern appearance (I personally prefer X-Men for their intelligent villains); another new recruit; a short comedian, soaper, and wood burner who likes cats and seeds (eating longland grass ones, that is) who I'm keeping safe due to her comedy; a gigantic, muscular donkey foal; a woodcrafter/speardwarf who likes steel and (no surprise) spears as well as anvils and giant bats; a skinny religious mason who likes crosses, merfolk, and odd deities (one a goddess of gambling, luck, and the like, the other a god of muck); a puny animal trainer/high master furnace operator/suturer/appraiser who has expensive tastes like galena, platinum, great white shark leather, and pig bone; a biter/trapper who will be given free will to do both in the military and civilian services respectively (although will you please use a mace when you fight); a short, muscular, and tall-eared shearer, bone doctor, and glass maker; her overly artistic good-for-nothing woodcutter/fisher husband who likes tales of adamantine and cave spider silk (that is, likes cave spider silk and tales of adamantine); a rope-thin yet powerful weaver/gemcutter; a marksdwarf/ranger/metalsmith who likes capybaras, realgar, and long walks on the beach stalking the hated toad
[He absolutely detests toads.]
and also battleaxes (presumably for hacking through underbrush and hand-to-hand combat); a VERY short presser (I mistook him for a child) who likes goblets and rose gold; a short, long-haired glassmaker/gem setter with a weak mind and a preference for tin; a weak, calm, pacifistic farmer; a skinny tactician; and a gigantic turkey gobbler. It took until the 19th to process everyone, and longer than that to get them working.
We now have thirty-three citizens! Insane!

-----

And as to why I mention all of the bee stings, it's mainly to parody the game doing the same. "Urist McBeekeeper has been stung by a honeybee!" X a lot.

53000
DF General Discussion / Re: Least intelligent race?
« on: November 23, 2011, 10:44:53 pm »
Elves might reject metal and love trees, but there is one thing they triumph in.

You know how hard it is to get elves mad at you? You pretty much have to kill them, violate their corpses, AND profane their holy woods.
Why? It's not pacifism. It's self-preservation. Dwarves kill each other over petty crimes and/or in fits of rage, or due to negligence, or by sloth, or by poor design, yet dwarves still live together. Elves just come, sell their spare critters, wood, and (sometimes) cloth, buy up dwarven fashions or metal/stone crafts or whatever, and GTFO before the trade depot explodes.

53001
DF General Discussion / Re: If You Could Choose One Thing
« on: November 23, 2011, 10:40:41 pm »
Making EVERYTHING moddable. If nothing else, it would accelerate development time.

53002
Have you ever noticed that your mind tends to explode when you try to think about magic from a scientific standpoint?

Magic makes it possible. Also, I think that if two species don't ever breed with each other because of different appearances/behaviors/etc but are physically able to produce fertile offspring, they are considered different species, but when sentience is involved, that goes out the window. Especially when you add alcohol to the equation. Guess what dwarves have a lot of?

53003

Also, can we please stop it with the stupid Necro910 magma meme? It was never funny, results in constant pointless thread derailments, and has only gotten ever more stupid and annoying as he's done it to death and beyond, and other people encouraging him has only made it worse.

+1

That whole schtick has gotten pretty old.
The use of magma as the dwarf's best friend is as old as DF, if not older. Let Necro910's succinct summary stand forever!

53004
DF Modding / Re: A couple questions about modded shops and plants
« on: November 23, 2011, 10:03:49 pm »
Yet another question that came to mind today while putting the finishing touches on a workshop and its reactions.  If moods are hardcoded to the vanilla shops, does that in turn mean that non-dwarf races will not go into moods?  I haven't seen one yet with my modded races, but I keep rebuilding a new world do to new changes made.
I think the [TRANCES] tag has something to do with it. There's some tag that affects it, but no, it isn't just dwarves, because dwarves aren't hardcoded either.

53005
DF Gameplay Questions / Re: Retire Wounded Soldiers?
« on: November 23, 2011, 10:02:18 pm »
My veterans tend to retire directly to their coffins. The only living cripple I can think of had nerve damage from...some kind of wild animal, and got drowned with the next batch of migrants. Said cripple had little to no military skill, so I didn't care.
If I ever got a living-but-crippled champion, who somehow survived the medical system my fortresses tend to have, I'd probably keep him for something, not that I know what.

53006
He did upload it to DFFD
thing is when I downloaded and tried out the save, DF crashed.
Also it was a folder that I downloaded and not a .rar or a .zip
Wait, did you unzip the save? It was a .zip when I uploaded it...

53007
DF General Discussion / Re: What Would Urist Do?
« on: November 23, 2011, 10:00:42 pm »
Nothing. He wouldn't even notice. The elves, on the other hand, would reject the elfmadien once she bore a strange, hairy baby about 9 months after marriage, whereupon she would be captured by the dwarves where her husband lives and only be spared if they realised she had a half-dwarven baby.

What would Urist do if he was half-dwarf/half-elf, his (elven) mother was killed, and he didn't know who his father was?

53008
DF Modding / Re: -Hydra Rising- An original sci-fi mod- Preview Edition
« on: November 23, 2011, 09:55:23 pm »
Actually, it works in 31.25...is that not what you meant?

53009
DF General Discussion / Re: Real-Life Cotton Candy
« on: November 23, 2011, 09:53:58 pm »
And how long until the US army weaponizes that? Strap some missiles onto it, stat.
Probably the army developed it and weaponized it 2 years ago.
And I bet it still took them longer to weaponize it than DF players would take.
Hey, I'm a DF player...I wonder if DARPA is hiring...

Well I know what I'm bringing with me if I'm ever locked in a deadly space battle with aliens.

Peanuts.
Hell yes.
Are you kidding? If I'm going to attack somethiung with my nuts, I'd us...wait, that doesn't sound right...
Look, brazil nuts or, ideally, coconuts would be much better. Ideally ideally, steel spikes.

Interesting, if this is indeed true. However, I have some skepticism about it's actual strength.

It's as strong as metal, they say, but what kind of metal? Is there some sort of comparison? Is it comparable to high quality steel? Copper? Sodium? They also tried to claim that spiderwebs were stronger than steel, but that's hardly the whole truth, and very misleading.
Spider silk can hold more than steel of the same cross-section. That's how I understand it.

53010
DF Suggestions / Re: Reserve items for Strange Moods
« on: November 22, 2011, 10:24:11 pm »
Agreed. There are workarounds at the moment, but having dwarves just straight up take items out be easier. Opinion question; should they be able to take trader's things to satisfy their mood?

Yes. Minor diplomatic faux paus that would be. Right up there with stabbing them during the trade debate.

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