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Messages - NewSheoth

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181
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2010, 05:58:05 pm »
Added: Also, are all those + on various spots on the ground floors or walls underground? If so, that's quite a lot of work. And did you hide your mine entrance under the flooring on the topmost middle isle? Regardless, it's going to look great once water starts flowing.

The + are where I ordered my military to smooth the entire surface. The flooring covers the barracks and farms. I haven't needed to do much mining for stone due to the northern part being carved out of rock. The kimberlite furniture was made with stuff brought with me.

Yeeeah. Mega-projects are mega-. Also, hee, kimberlite furniture. Nice job indeed.

My expedition leader chopped both arms off a troglodyte ... and then bit it in the foot and shook it around.

:D

Did he bite it in the second foot too? Or did it just bleed out as it was? Or the head? Regardless, an... interesting choice of attack on his part.

Paddleowners is off to a smashing start. Marble and cassiterite out the wazoo, delicious Unicorn Meat to sustain my dwarves, an Accomplished Miner immigrated to complement my original miner, and in the two migrant waves that came before the first caravan (bringing my population to 22, including 3 children) I had no less than 6 highly qualified military dwarves and a High Master Glassmaker. And then my Metalcrafter became possessed, creating a silver bracelet adorned with warthog leather worth 25k dorfbucks a mere days before the caravan arrived with much needed booze!

Well, only 2 barrels, but that should sustain my dwarves while I brew all those plump helmets they brought.

Urist McGemcutter has died of thirst.

What? Well, I guess he was too far away from the caravan. Cut it closer than I-

Urist McPotashmaker has died of thirst.

Hey! WHY ISNT ANYBODY DRINKING! I KNOW THERE'S BOOZE I JUST BOUGHT IT, WH-

Urist McPopular had died of thirst.

WHY ARE YOU JUST SITTING IN MY DINING ROOM GO TO TH-

Urist McLegendaryMiner has died of thirst.

SONOFA-

Urist McWeaponandArmorsmith had died of thirst.

OH GOD WHAT IS HAPPENING

Urist McFatherof3 Has died of thirst.

DRINK YOU DUMB BEARDED SONS OF BITCHES

Urist McAxedwarf is throwing a tantrum!
Urist McAxedwarf has toppled a still!


FUUUUUU-



*ahem*  As it turns out, only having two barrels of booze means that only 2 dwarves will drink at a time, which is no good when 22 dwarves are dehydrated. Since my brewer was one of the first to die, nobody was increasing my stock of booze, meaning that everybody was just standing around in the meeting hall dying of thirst and getting ever more miserable. I can't wait until mugs are useful.

Commence Operation Statue Garden: A Marble Block Too Far!

Impressive. Truly. That's why I tend to turn barrel production into some sort of an assembly line at times. Even when I do, though, it's not enough. It's never enough.

Oh, and that's why I try to base my meeting halls around wells. Either using a murky pool drained into a reservoir regularly or a river or a cavern.

182
Ghosts are supposed to be threatening and otherworldly. Throwing in Casper kinda undermines that, even though he's a rapist.


Yeah, and lava is supposed to be threatening too.  :P

Are you thinking what I am thinking? LET'S COMBINE THEM!!

183
DF Dwarf Mode Discussion / Re: Weaponizing ghosts, for !!SCIENCE!!
« on: November 15, 2010, 05:49:10 pm »
I feel so at home. So good. We've just learned that we're now having ghosts in our fortresses and one of the first things that crops up is weaponizing them. This is truly Dwarf Fortress. I love you !!scientists!!.

Actually, KillerClowns made a pretty nice scheme here.

I'm trying to keep as many dwarves as possible (droves of axedwarves all the way!) and thus thinking about using traders - if they get ghostified that is. Can do the same with a depot - wall it off, drop something dangerous in once they get mad, watch the show, wait for the berserker ghost fortress guards.

184
And again, as Urist Imiknorris said and Ungulateman sigged: That's the great thing about this forum. We can derail any discussion into any other topic. It started off as an epic tale of the magma sea freakin' flooding hell, and ended up as hostility to TVTropes and demon nickname discussions.
Here at Bay12 forums we're all having strange moods and building very unlikely discussions out of completely clean topics.

185
DF Adventure Mode Discussion / Re: Wow a lot has changed, and omg wtf?!
« on: November 15, 2010, 03:41:17 pm »
Ohh, thank you! It's nice to be able to loot bandits and then take their goods to a shop to be sold. I also love the faster sleeping.

I'll keep an eye out for more caves.

The night creature killed me. He was too strong. =/

Though, I tested out aimed attacks on my next adventurer. Biting someone's eye out has never been cooler. <3

You can bite people in the mouth. And then shake them by their mouth and rip their heads off. Yeah, kiss of pwn.

186
DF Adventure Mode Discussion / Re: Wow a lot has changed, and omg wtf?!
« on: November 15, 2010, 03:25:11 pm »
So I haven't played DF since 31.13, (Or whatever version was before the new cities/towns), and I'm just trying it again, and Adventure mode looks a lot better. Though, I can't seem to find any caves. =/

Also, where do I find shops? I've searched all through the hamlets in my area. Are they only in towns?

And, I accepted my first night creature quest. My only words on how bizarre this thing is are "What the fuck." It's the "Husband of the Bleak Crone" An extremely hairy dude with a carving knife. He just hops around stabbing everywhere. I can't hit him. And he's already stabbed one of my companions in the face insta-killing him. I may just run away. @_@

First of all, caves are all there, they're just not as apparent on the new travel map. If you're still dissatisfied, gen a world with more caves and voila!

Shopkeepers are back in business. Their shops are all in towns - actually, I think that whether a settlement is a town or a hamlet is defined by whether it has a shop or not... or at least I think so. Anyway, they're displayed as yellow 'blocks', while usual houses are white 'blocks'. On the world map, towns with shops are displayed as +.

And night creatures can be darn weird. Though I usually get hulking brutes with multiple tails, a trunk and/or wings. Had three-horned charcoal-black cracked humanoids with asymmetric limbs once. The best way to disable them is to diminish their combat capacity and bash their fucking head(s) in. Can try choking them (reminder: wrestle their throat, then apply chokehold, then choke) but this may be difficult if not outright impossible sometimes, you may get stuck in an endless grip adjusting loop while it stabs you in the face.

187
DF Adventure Mode Discussion / Re: What is your fighting style?
« on: November 15, 2010, 03:17:41 pm »
You can switch off dodging with the [C] menu.

Then you just have to be careful with charging him - you can tumble forwards while entangling with the enemy and end up in the water as well. Or so I think.

Also, thanks for the tip, I completely forgot about that.

188
DF Adventure Mode Discussion / Re: How do you start with armor.
« on: November 15, 2010, 03:16:53 pm »
Whenever you've slaughtered a kobold ambush, take some time to check their corpses. I found a steel shield that way.

This. The best weapons my adventurers have ever wielded came from kobold ambushes. My speardwarf got a steel spear from one, and another got a steel sword, to name a few.

189
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2010, 03:10:41 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.

190
An artifact adamantine war hammer named Zan Usan, "The Artifact of Murder," back in 40d.

Also known as Ironic Name. It was an adamantine war hammer after all...

191
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2010, 03:02:21 pm »
Spoiler: Big image (click to show/hide)

So I'm about two-thirds of the way done with my island chain. I figure I can carve the large remaining mass into four more islands. Any ideas as to where to cut?

This is fucking awesome.

And where to cut... hmm... make an elegant curving cut around the left-uppermost quarter, a cut through the pond or, if you want to keep the pond, not far from it, branching into a cut going to the western riverbed under a slight upwards angle?

Added: Also, are all those + on various spots on the ground floors or walls underground? If so, that's quite a lot of work. And did you hide your mine entrance under the flooring on the topmost middle isle? Regardless, it's going to look great once water starts flowing.

192
DF Dwarf Mode Discussion / Re: Weaponizing ghosts, for !!SCIENCE!!
« on: November 15, 2010, 02:57:30 pm »
Ok I figured it had to be done eventually, so I started a thread.

The goals of this project are

  • To figure out what individual types of ghost can do.
  • To determine general ghostly behavior.
  • And finally to use the first two to discover a means of using ghost to destroy invaders.

Current ghostly knowledge. This is not set in stone, if something turns out to be wrong it will be replaced.
  • Ghost are unharmed by atom smashing. And appear to be able to walk through walls.
  • ghosts come in multiple varieties. Each of which can cause different events.
  • Ghosts tend to stay near where they appear. certain exceptions aside.
  • Ghosts can be put to rest by engraving slabs. Or putting the remains in a tomb.

So who else wants to experiment with this? I am currently getting a fort up and running but as soon as possible ghostly research will begin.

Mighty good, gentleman, mighty good! Let the research commence!

I propose a time-consuming but possibly efficient method - build a depot outside, near where sieges like to come from, or midway to your fortress, and wall elf traders in! They will eventually go mad and die! Use the berserkers to your advantage, turning the depot site into a ghost watchpost!
Assuming you mean a trap depot, not the depot used for trading with less irritating civilizations that sounds pretty good. Though then you have the problem of whether or not non citizens can get slabs.

Yes, I do mean a trap depot.
As long as non-citizens can ghostify, they will not NEED slabs. After all, we need them to patrol the area and go berserk on the sieges, not sleep calmly somewhere.

193
There's a lot of unnecessary hostility in this thread.

Agreed.

194
So, just elves, except worse.
Next thing you know, you'll be getting a demon ambassador saying "We are very partial to the slade beneath your fort...."

We demons are partial in particular to the slade in hell beneath your lands. Although we are loathe to spare a single pebble to your senseless quarrying, we are willing to-- wait, you can't mine it, right? Whew. Still, I will try to return next year as I am able.

195
DF Dwarf Mode Discussion / Re: Weaponizing ghosts, for !!SCIENCE!!
« on: November 15, 2010, 02:41:27 pm »
Ok I figured it had to be done eventually, so I started a thread.

The goals of this project are

  • To figure out what individual types of ghost can do.
  • To determine general ghostly behavior.
  • And finally to use the first two to discover a means of using ghost to destroy invaders.

Current ghostly knowledge. This is not set in stone, if something turns out to be wrong it will be replaced.
  • Ghost are unharmed by atom smashing. And appear to be able to walk through walls.
  • ghosts come in multiple varieties. Each of which can cause different events.
  • Ghosts tend to stay near where they appear. certain exceptions aside.
  • Ghosts can be put to rest by engraving slabs. Or putting the remains in a tomb.

So who else wants to experiment with this? I am currently getting a fort up and running but as soon as possible ghostly research will begin.

Mighty good, gentleman, mighty good! Let the research commence!

I propose a time-consuming but possibly efficient method - build a depot outside, near where sieges like to come from, or midway to your fortress, and wall elf traders in! They will eventually go mad and die! Use the berserkers to your advantage, turning the depot site into a ghost watchpost!

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