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Messages - twilightdusk

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196
DF Gameplay Questions / Re: alchohol spill
« on: December 23, 2010, 11:47:07 pm »
is this a reclaim fortress by any chance? If there was booze laying around in an abandoned fort, a reclaim will find the booze spilled on the ground near where it was stored.

197
DF Dwarf Mode Discussion / Re: Dwarven Limericks
« on: December 23, 2010, 10:23:41 pm »
hmm, let me try...

The dwarves they embarked on a mountain
but discovered that they must abstain,
from a hoard of trees,
just littered like leaves,
because the elves said "no," the stains. (just pronounce mountain such that the rhyme works ^^;;)

In a desert, the sun so hot,
lived some dwarves who'd rather not,
'twixt the scorpion bite,
the buzzards with flight,
and not enough booze to allot.

198
DF Dwarf Mode Discussion / Re: Best job cancellation method EVER
« on: December 23, 2010, 10:16:56 pm »
Urist McFatty cancels eat: No mouth.
Surely that should be Urist MrAnderson?

Urist McDwarf Cancels And I Must Scream: No Mouth

more like,

Urist Mcdwarf cancels scream: No mouth. x 50

199
DF Gameplay Questions / Re: possessed mood
« on: December 23, 2010, 08:59:45 pm »
It's likely you don't have the right cloth. If it's close to when a caravan should show up, pray that they have the type she needs. In the meantime, wall off the workshop and place a door as the only way in or out. If she goes berserk, lock the door on her.

200
DF Dwarf Mode Discussion / Re: A soldier killed my hunter :(
« on: December 23, 2010, 08:58:18 pm »
which is why you either a) set up jails (restraints or cages turned into a room) or b) don't have a fortress guard (preventing any punishment from being doled out).

202
DF Dwarf Mode Discussion / Re: A soldier killed my hunter :(
« on: December 23, 2010, 08:38:36 pm »
mandate wasn't met, hunter had relevant labor on and was chosen for punishment. you don't have jails set up, so a fortress guard went and beat him with whatever weapon he has equipped.

203
make sure there's not a wall above them?

204
DF Dwarf Mode Discussion / Re: Embark: WAR vs. the red -----
« on: December 23, 2010, 07:22:05 pm »
I think WAR means that you're actively in conflict while ---- just means you're hostile to each other.

205
DF Dwarf Mode Discussion / Re: Marksdwarves any better in .18?
« on: December 23, 2010, 06:58:02 pm »
So just so I have this down correctly, when I'm ready to fight:

Iron Bolts (100)
Bone Bolts (200) CT
Wooden Bolts (200) CT

Becomes:

Iron Bolts (100) CT
Bone Bolts (200) CT
Wooden Bolts (200) CT
?

you don't need the T on the iron bolts, just the C.

206
DF Gameplay Questions / Re: Dwarven Atom Bomb
« on: December 23, 2010, 06:32:29 pm »
ah, misread that. I think that items made from magma-proof material is preserved when someone gets obsidionized.

207
DF Gameplay Questions / Re: Guarding my fortress
« on: December 23, 2010, 06:26:40 pm »
Cave spider silk rope is 7 points each if I recall, so you spend 14 + cost of dogs for your basic defense.

I always have some points left over anyway, so I don't see the problem with spending a bit to get the rope.

208
DF Gameplay Questions / Re: Dwarven Atom Bomb
« on: December 23, 2010, 06:24:25 pm »
well, magma mist happens when something collapses into magma. If the top of that design is cast obsidian than it will create magma mist, otherwise it won't. Reversing the order of it (magma on bottom, water on top) may work better.

This is just my speculation though, if you have it built find a good time to test it and report back to us.

209
DF Gameplay Questions / Re: Completly safe fort
« on: December 23, 2010, 06:21:15 pm »
There's no such thing. If there isn't any soil or water, you'd need to trade to get wood, which opens up a vulnerable point in your design.

210
DF Gameplay Questions / Re: Completly safe fort
« on: December 23, 2010, 06:11:19 pm »
Yea, you need to have a soil layer under the spot you want to grow on, which is why you need multiple soil layers unless you want to flood a large area for mud. I can personally attest to having trees and shrubs grow on Red Sand floors.

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