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Messages - Ganegrei

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1
Great job you people are doing.

Here's my first request in the thread:

Current game version (40.24), no mods except tile-set.
small or pocket world (for FPS purposes)
moderately short history
moderately flat 2x2 embark (2x3 maximum)
at least two surface biomes
shallow map OR a volcano (either one gives quick Magma access)
lots of ores and gems, steel and glass industry needed, clay optional
partial aquifer, easily bypassed
contact with Dwarves, Goblins, Humans, Elves. Kobolds and Necromancers optional.
no evil weather (husks!).
low savagery / low evil are OK but not mandatory.

Thanks in advance.

This one from this very thread looks like what you want.

http://www.bay12forums.com/smf/index.php?topic=140180.msg5689920#msg5689920

2
Was just starting a new embark when the game genned up the random fortress name, "Tower of Omens."  Aside from being an awesome name, it's an awesome Thundercats reference.

What I am looking for now is an embark site appropriate for that fortress name.

The site should be centered around a natural stone spire, with flat ground surrounding it.  Thinking a 3x3 zone.  Small world preferred for performance purposes.

The plan is to carve the spire into a tower worthy of the name.  I will build artificial structures on the top and sides as necessary.

To summarize, in order of importance:

Natural stone spire, maybe 30x30 at its widest point, surrounded by flatter ground.
A 3x3ish embark in a smallish world.
Trees, minerals, standard neighbors.
Gold.  I plan on gilding the entire exterior of the tower.
Sand.  What is not gold will be glass.
No nearby necromancer tower.
No vampires.

Thanks much in advance!

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 27, 2015, 10:33:05 am »
First game back after about a year.  Embarked on a nice temperate forest biome.  Something to ease myself back into the game.  River flowing down from an off map mountain through a low canyon where the new home will be built.  Bathcanyon the brave colonists planned to name it.

Within a month of arriving everyone had been devoured by giant alligators.

I suppose that is what an untamed wilds zone gets you.

4
DF Dwarf Mode Discussion / Underwater Hunting?
« on: January 09, 2013, 08:25:06 pm »
Hello everyone,

In my newest fort, "Riverbridged,"  there is a big lake with lots of hungry hungry hippos swimming around in it.  My dwarves are all sitting around munching on raw plump helmets while dreaming of nice juicy *Hippo Roasts*

Is there a way to have my hunters/militia reach/slaughter the hippos in a way that will enable them to be hauled to the butcher?

Thanks!

5
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: December 04, 2012, 11:49:23 pm »
Anyone have a line on a good embark or worldgen with embark(s) with the following attributes.  I had a good one a long time ago but lost it in a re-install.

Major river, roughly 7+ tiles wide with FISH.  (This is critical for a megaproject)
High Savagery.
Warmish weather.
Sedimentary zone.
All neighbors: humans, dwarves, elves, gobbos, etc.

Thanks in advance!

6
DF Dwarf Mode Discussion / Re: Mining the blue stuff.
« on: May 31, 2011, 10:05:01 pm »
That's a tough problem.  Maybe the adamantite vein just isn't wide enough to tolerate miners.  Now as for your remark about dwarfyness.  Think of it as an opportunity, as likely to flood the fortress with magma as not, but a valuable chance to pull of something great.

7
DF Dwarf Mode Discussion / Incredible Kills
« on: May 22, 2011, 08:27:27 am »
Post an example of a ridiculous kill your Dwarves have made.  Like something that should never have been possible.

Mine is when a Minotaur showed up relatively early on and I had no military to deal with it.  I managed to cage trap him.  However, later I accidentally marked him to be put out to pasture with the rest of the animals.  So of course one of my carpenters went right over to his cage and set the beast free.  Upon realizing that the beast was not going to go quietly, the carpenter, with no combat skills, no exceptional strength, no weapons, strangled the minotaur without taking a scratch, then walked off for a drink.

8
DF Dwarf Mode Discussion / Re: Fastest Fortress Deaths
« on: May 16, 2011, 09:37:53 pm »
Back in 40d, I embarked on a zone with a volcano.  Turns out the dwarves parked the wagon in midair over the caldera.  Everyone did a quick "oh shit" and fell about 15 z levels into magma.

9
DF Dwarf Mode Discussion / Re: Boatmurdered in D&D
« on: May 08, 2011, 03:53:21 pm »
um... have you ever played dnd?
You need more people for that.

Do you want to be a player, or the dungeon master?
You would also have to ban clerics, druids, paladins, rangers, sorcerors, bards, and tons of other stuff.

What is it exactly that you want?

There is no reason dwarves cant be all those classes

10
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: April 24, 2011, 04:33:10 pm »
Because of Dwarf Fortress, I managed a TPK in a GURPS game I was GMing simply by having the players explore the ruins of one of my forts.

I have TOTALLY also done this.  But I did it in D&D 3.5.

11
DF Modding / Easy Armies
« on: December 10, 2010, 05:42:41 pm »
Has anyone out there made or toyed with an "Easy Armies" Mod.  Like a mod which takes the military system back to what it was in 40d.  The current military system in DF 2010 has resulted in me stopping playing for the first time in 2.5 years.

Thanks

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