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Messages - Archereon

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196
Do SCIENCE if you can, see if you get duplicate groups in legends after using the same name for a group

197
DF Announcements / Re: Dwarf Fortress 0.40.02 Released
« on: July 11, 2014, 02:26:36 am »
It can result in you attacking yourself if your adventurer has committed heinous crimes.

198
DF Dwarf Mode Discussion / Re: First Impressions .40.02
« on: July 11, 2014, 01:03:58 am »
Given how discipline works, perhaps we should attempt Dwarven child care (yet again) to try and get utterly fearless dorfs who aren't going to run away from absolutely everything that isn't part of the fort's population.

199
DF Adventure Mode Discussion / Re: Best DF2014 conversations
« on: July 11, 2014, 12:33:57 am »
Was council of owners the group the adventurer had formed or the group that formerly governed the site?

The group I formed. But I did just hit R until I got something that fit a follower of the god of rulership.
Have you tried gifting people who hate you as leader with valuable crap repeatedly and seeing if their opinion of you changes? I've heard that can make them like you more, and given how thought works in fortress mode typically, I have a feeling you can make anyone willing to speak to you adore you.

200
DF General Discussion / Re: what is 2014's doomanimal?
« on: July 10, 2014, 11:30:19 pm »
...inevitably terrifying...
Why must you do this? WHY?

It is sad but not unexpected

It was inevitable.

201
DF Adventure Mode Discussion / Re: I am My Own Worst Enemy
« on: July 10, 2014, 11:27:02 pm »
Yes, and Toady mentioned it, so he's certainly aware of it. You can get rid of the duplicate by fast traveling.

202
I think it's also possible the site has been taken over by bandits, who might siege or ambush you.

203
DF Adventure Mode Discussion / Re: I am My Own Worst Enemy
« on: July 10, 2014, 11:09:40 pm »
Retire, unretire, and you'll find an identical duplicate of yourself sharing your tile under AI control

204
DF General Discussion / Re: what is 2014's doomanimal?
« on: July 10, 2014, 09:35:45 pm »
Let's face it: DF(7+7) / DFIWI didn't give us a doomanimal. It gave us conversation instead. I'm a little angry.

...You could, I suppose, argue that it also gave us doomtrees. I don't care one way or the other.

*spits*

It was inevitable

205
DF Adventure Mode Discussion / Re: Deciphering a certain conflict.
« on: July 10, 2014, 09:19:13 pm »
^ I will sig that if it's alright.

Regarding the OP's question, you could try checking the legends on the people you were interacting with, and try to make some sense of what might have happened.

206
DF Dwarf Mode Discussion / Re: 40.02 My king is a Goblin...
« on: July 10, 2014, 09:16:08 pm »
In all honestly, the way dwarves are generally played by this community, they have more in common with goblins than their ethics in the raws would suggest.

207
DF Adventure Mode Discussion / Re: Best DF2014 conversations
« on: July 10, 2014, 08:48:13 pm »
repeatedly throw him until the heir is in an isolated area
I think throwing turns fights into no quarter. I threw an elf off a tree and it escalated into that from a brawl.

What if the victim is already unconscious though? SCIENCE should be done, but I don't have access to DF right now.

208
DF Announcements / Re: Dwarf Fortress 0.40.02 Released
« on: July 10, 2014, 08:45:37 pm »
Try to do any SCIENCE you can on repeating said crashes; the more relevant data will can give Toady, the faster he'll be able to fix them.

209
DF Dwarf Mode Discussion / Re: 40.02 My king is a Goblin...
« on: July 10, 2014, 08:44:11 pm »
For the last couple of versions, it seems that immortal creatures have a big edge in being your civs ruler. It makes sense. They don't die of old age, so once they're in that's it.

Unless some pesky adventurer comes and kills them.

210
DF Dwarf Mode Discussion / Re: 40.02 My king is a Goblin...
« on: July 10, 2014, 08:19:09 pm »
Well, that's from nearly 2 years ago, so it's entirely possible things have changed since then.

Could someone with access to Dwarf Fortress possibly make a fort, retire it, then run a non-dwarf adventurer over there, retire him/her and see what happens? It would be nice to put this particular question to bed, and/or get some SCIENCE done on retiring adventurers in fortresses. I strongly suspect they'll go completely nuts if they've gone on the typical killing spree but haven't reached the point where they don't care about anything anymore.

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