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Messages - GreatWyrmGold

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54451
That's nice and all, but I want to know how many migrants to kill once I have everyone I want and then some. Or should I just drop all worthless migrants 10 z-levels into my meeting area?

54452
DF Gameplay Questions / "Controlled" Cavein
« on: June 08, 2011, 05:54:03 pm »
How can you keep miners from channeling from squares that will collapse when they finish channeling? It will help make my big-pit-digging much faster.

54453
DF Modding / Re: Dorf Space: Version 1.4!
« on: June 08, 2011, 05:23:25 pm »
Basically, a horde of unkillable super monsters, who will rip you apart or impale you.
Goblins on steroids, giant badgers whose team lost the game, bronze colossi made f rotting flesh, nobles who mandate the killing of other dwarves...?

54454
DF Dwarf Mode Discussion / Re: Search for Dead Civ
« on: June 08, 2011, 05:18:10 pm »
But the problem is I keep getting additional (third, fourth, eightteenth) migrant waves.  What do I need to do/find in order to ONLY get those first two waves of immigrants?
I have had success by removing caverns, but don't play any one fort for long, so...??
how does removing the caverns remove migrant waves?
The same way not adding kobold farms removes kobolds: Unable to farm, they cannot get food and so starve, and so the civ dies.

54455
DF Dwarf Mode Discussion / Re: Search for Dead Civ
« on: June 08, 2011, 05:04:38 pm »
But the problem is I keep getting additional (third, fourth, eightteenth) migrant waves.  What do I need to do/find in order to ONLY get those first two waves of immigrants?
I have had success by removing caverns, but don't play any one fort for long, so...??

54456
DF Adventure Mode Discussion / Re: Can you kill off a fort?
« on: June 08, 2011, 05:03:38 pm »
If it was possible to embark on an (inhabited) human fortress killing them off would be way easy.
  • Lock front gate
  • ??????
  • Horribly mutilated and/or burned humies
I'm guessing it would be more like:
1.) Embark
2.) "Oh crap I'm in the courtyard oh no the humans are swarming my dwarves oh crap oh crap hey cool my dwarves just killed the lord oh crap..."
3.) Your settlement has crumbled to its end.

They don't respawn in my experience, at least in Fortress mode. Just give your dwarves some combat skills and weapons and let them go to town.
You'll have to kill them all.
I think they respawn in a
You'll have to kill them all.
d
They don't respawn in my experience, at least in Fortress mode. Just give your dwarves some combat skills and weapons and let them go to town.
venture mode.

54457
What death toll do you need to drive off migrants?

54458
DF Dwarf Mode Discussion / Re: Boxing Ball of Flesh
« on: June 08, 2011, 04:52:59 pm »
But it's tender and flamegrilled. And guaranteed to be bone-free as well.

[Edit]

Besides, I'm pretty sure you can't fit a 70 kg ball of flesh into a hamburger without mutilating it.

[Edit-edit]

Probably.
You can't mutilate the corpse in the first place. That requires you to chop off a body part, and flesh blobs only have a body.

54459
DF Adventure Mode Discussion / Can you kill off a fort?
« on: June 08, 2011, 04:48:04 pm »
Is it possible to kill enough people in a fortress that it becomes abandoned? I discovered a fortress with walls made of native platinum that I want to embark on, but it still has people in it. A few underprepared dwarves are no match for a fortressfull of soldiers.

54460
Cool, so my turn soon.

54461
Can't help notice there is a dwarf named Dodok in Soaplanterns.

That's... ominous, don't you think?
...Why?

Do some research regarding The End of Boatmurdered...
...Ah.

54462
DF Adventure Mode Discussion / Re: Raider lifestyle
« on: June 08, 2011, 04:36:22 pm »
Thanks for the advice, but you have no idea how difficult it is ( for me ) to kill even a single bogeyman.  I can't hit even one of them most of the time and every time they touch me, my muscles, fat and skin are flayed, my bones chipped broken, eventually they just gang up on me.  It's endless and very painful.
Indeed. The only adventurers I've had survive bogeymen were mind flayer void master demigods.

54463
DF Modding / 31.25 Embark Anywhere: Is it anywhere?
« on: June 08, 2011, 03:59:31 pm »
Where is Embark Anywhere or a similar utility that works with DF v31.25?

54464
DF Modding / Re: Dorf Space: Version 1.4!
« on: June 08, 2011, 03:15:40 pm »
Question: Can you provide a quick overview of what the mod offers in the first post?
You can now live out your Dead Space fantasies!
Remember the glorious days of mauling necromorphs? Now combine that with Dwarf Fortress. This is the bastard child you get!
This about sums it up.
All I know about Dead Space is that it involves zombies in space. Therefore, I understand 51% of this mod's flavor and probably ~25% of its mechanics.
Not exactly "zombies" but more re-animated and re-formed corpses that are capable of advanced thought and quick movement. They are less zombies and more mutated creatures made from bodies.
Alright, Dead Space involves smart, fast, technobabbly zombies. What differences does this add to DF?

54465
DF Gameplay Questions / Re: Vertical building destruction question
« on: June 07, 2011, 09:35:45 pm »
I once had a well that drew water from a cavern. I expected flying creatures to fly up, so I built a O-shaped wall around the well shaft that went from the surface of the water to the top of the cavern.

A forgotten beast which was both a flyer (or at least able to climb the wall) AND amphibian climbed up through my well to enter my fortress.

So I am pretty certain they can destroy objects directly above them.
Wells don't stop creature passage. To test: Punch a hole in your dining room floor, hook up a waterfall, and build a well. Not in that order, ideally, and definitely not in the opposite order. Watch Urist McTimmy fall into the well as Lassie McAnnouncement announces the job cancellation.

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