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Messages - doublestrafe

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256
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 25, 2014, 01:46:31 am »
Floating in the air above my retaining wall is a two-urist wide, double level aqueduct--one level for magma, one for water. The pumps are in place. Exactly 100 floodgates are staggered along the outer rim, ready to hook up as soon as I get all the levers built. Operation Cement Pond is proceeding apace. Almost.

One single tile of wall is getting "Creature occupying site." The mason is not standing on the target site in any way. Nothing is there. It's empty. Masons have attempted from different angles. Nobody's walking into it at the last second. But it consistently gets "Creature occupying site."

Argh.

257
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 22, 2014, 11:13:32 pm »
My embark has evil weather that does nothing but knock dwarves out for a week and then make them dizzy for another couple of days. I spent so much time avoiding it for fear of husks, and now I just ignore it. But my duke just got really unlucky and got a dose of it just as a couple of mosquito man corpses were approaching. Guess he didn't demand that tomb for nothing after all.

Operation: Cement Pond proceeds slowly. I've kept my population at 80 and that's kept my FPS at 40, but it also means I don't have that many workers. Considering returning some of my militia (currently 25) to civilian life, since I've now walled off the entire border in preparation to pave it over with obsidian. I've already completely ignored one siege. I'll need to keep the marksdwarves, though, as flying undead are ridiculously common.

258
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 21, 2014, 05:44:13 pm »
Some random miner made a legendary Nether-cap blowgun.

"Urist! Fire on that goblin!"

"Capthain, I am unable to conthinue sthooting."

"What's the matter?"

"My thungue ith numb."

259
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 20, 2014, 05:54:00 pm »
Two years later, my master macedwarf still refuses to use a weapon and is now calling herself an Elite Wrestler.

I have walled off the entire map 5 paces from the outer edge in anticipation of paving the edge in obsidian in its entirety. There is only one way to the edge, which is at my fort entrance in the north. I'm in the process of clearing the edge of trees and debris. At one point I uncovered five separate goblin ambushes around various points of the map, and to my shock my military was able to deploy from the fort and kill all the goblins without any civilian casualties. Apparently, when dwarves only have one direction to run, they can actually manage it pretty well. I've since set my troops to patrolling in a big loop around the perimeter.

I only have the vaguest of notions how I'm going to manage this obsidianizing project. It's going to involve timing, since the magma is just going to run off the screen. This is going to be fun.

260
This sounds familiar. According to that thread, domestic egglayers are too light to trigger a pressure plate.

261
DF Dwarf Mode Discussion / Re: undead are overpowered!
« on: April 15, 2014, 01:41:10 am »
I, honestly, believe that if it doesn't have a functioning brain it shouldn't get back up. "Remove the head or destroy the brain" Stick to true zombie lore, Toady!

I don't mind the divergence from the "true zombie lore" (though the true meaning of that statement is debatable).  Mainly because I've gotten burned out on the whole zombie thing and find it rather refreshing when a new spin is put on it.  Though I must admit, I find it hard to believe that the same severed head can continue to attack my dwarves after it has been hit with a steel battle axe twelve times.  There should at least be a point where maximum mutilation is reached and the body part is simply in too many pieces to be a threat anymore.

The pile of masterfully minced Urist McDeadguy pushes the Axedwarf in the head, tearing the muscle, jamming the skull through the brain and tearing the brain!

262
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 15, 2014, 12:28:53 am »
This bothers me more than it should.



I guess the reason it bothers me is this:
Spoiler (click to show/hide)

263
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 14, 2014, 09:44:07 pm »
One of my Mace Lords, who has been standing guard and sparring in front of my fortress for the last nine years, has laid down his weapon and is insisting that he is a Wrestler. He is Accomplished in wrestling, whereas he is Legendary +21 with the mace. The military menu says that he does in fact have his mace, which is patently not true. I'm considering assigning him to muck out the zombie pit.

264
  • No.
  • Yes.
  • No. No.
  • Not sure what you mean. Live animals will eventually leave. Forgotten beasts and anything undead won't.
  • Forgotten beasts are already dangerous building destroyers. Building destroyer status does not determine whether it's possible to atom-smash; body size does. I'm honestly not sure whether you can atom-smash extra-large corpses, but nothing survives cave-ins.

265
Actually, cage traps are the best, if you make enough of them. The thing about cage traps is that you might be able to catch the necromancer(s) alive, which would be a HUGE boon to your fort, as you can use them to build an unparallelled archer training facility.

266
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 08, 2014, 02:35:35 pm »
I had an average, unskilled dwarf run into a kobold. The kobold stabbed her infant daughter, cutting off its arm. Her husband, one of the guards, killed it, but the baby quickly bled out and died.

Later, she ran into another kobold. This one stabbed her in the hand, severing the motor nerve. This was apparently more than she could take, because she flew into a rage, shattered its elbow with her hurt arm, bit its finger off, then punched it in the head until it died.

Later, she got a mood and made an artifact corset (I've been playing with clothing, yeah) with a picture of the kobold thief that had killed her daughter. She's now a legendary weaver.

In my fort, the weaver hates kobolds.
Spoiler (click to show/hide)

267
DF Dwarf Mode Discussion / Re: How To Generate a Good Fort Mode World
« on: April 07, 2014, 10:26:59 pm »
How does anybody manage without an aquifer? Admittedly they can be a bit awkward if there are thralls breathing (or not, as the case may be) down your neck, and you're doing a single-pick challenge or forgot to pack a pile of alunite or something, but outside of that they're incredibly convenient sources of infinite water, power, and fun. What's not to love?

268
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 07, 2014, 05:22:58 pm »
I just got my seventh artifact in this fort...and the second artifact honey badger bone shield with a picture of monsters on the front. The first one has a forgotten beast, the second has wererhinoceroses.

269
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 07, 2014, 01:58:05 am »
Successfully domesticated giant wrens. Good eatin' on one of them. Once I had a clutch of fully domesticated hatchlings, I butchered the earlier generations so they wouldn't breed any more untamed birds.

'Siegfried' Äsberdan, Animal Trainer, is throwing a tantrum!

270
It's nice that my mayor's deity provides benevolent guidance, but he really ought to find a better delivery mechanism.


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