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Messages - plisskin

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436
Dorfed!

Bah, who needs metal when you have hordes of goblins? :P

To be serious: I completely overlooked that! Perhaps we'll all make like the elves and wield swords of wood? Mind you, which is better armour: wood or leather?

Either way, I'll try to trade for a few mismatched weapons from caravans and such.

-> Leather armor. <-

Watch an elf fight . . . anything in their home-made gear sometime.

You can get by using a squad of wrestlers if you vastly outnumber your foes and have some armor. I'd suggest slaughtering animals and making bone bolts to compliment wooden crossbows for your military until you can harvest goblinite. And the safest way to harvest goblinite is with traps.

437
This game could get very interesting if we have a FB infection problem.

Think John Carpenter's "The Thing," but in the desert with dwarves.

Tolkafox, did you take a screencap of the region/world before embarking? I'm curious exactly how isolated we are.

438
You can take the proud place of fort defender / hunter then, in the original seven! I can't promise you a long, happy life though. ;D

What true dorfy life is long and happy? I hope to die with my knife in a gobbo's stinkin' throat.

439
DF Community Games & Stories / Re: Wooddipped, an Elven Succession Game!
« on: February 19, 2011, 08:22:53 am »
This is really cool. The added density will make those woods less desirable for furniture/bins as well. I mean, who but the magma-happy in a Dwarf fortress makes metal bins?

A thought: if you want an Elven "steel" analogue, something costly to make but powerful, make it so that ironwood requires a complex reaction to create "Witchwood." The recipe could be something like:

3 units of the nut oil
2 units of ironwood
1 unit of raw glass
1 cut gem

The glass/gems, conceptually, are the requirement of "crystalline dust" for Elf mumbo-jumbo hoodoo magical wood treating. But in effect, this forces Elves to trade for the required goods to make something normally unattainable for them: steel-equivalent materials.

Or I guess they could just . . . trade for steel bars. But reaaaaaaaactioooooooons.

440
Dorf me up a soldier nicked "Therleth" with the job title of "Saboteur." Give him/her a knife and a crossbow.

Man, it's too bad the "ambusher" skill can't be used against goblins.

441
Looks like glass is about as deadly as Christmas fruitcake. But who cares, we have cotton candy weaponry.

If we keep playing with our candy, we'll get migrants. It's our luck that the fortress hasn't had too much Fun yet with such a skeleton crew. Just how far are we from dwarven civilization?

442
DF General Discussion / Re: A "What Fort Are You From" thread
« on: February 19, 2011, 07:21:49 am »
The city of Rome, Italy. Good place to embark. Hills, a river, trees...

Did i said we are full of Megaprojects?

And legendary meals, not like it needs to be said.

443
DF General Discussion / Re: A "What Fort Are You From" thread
« on: February 17, 2011, 11:09:37 pm »
I also come from The Land of Ports in the joyous wilds of Oregon in The States of Unity. I still live there.

Zounds! My meager quarters were around the seedy migrant slums of "Foster," in the southeast of yonder Land of Ports.

444

The new DF makes these dwarfs look like vin diesels. My 31.19 fort is sitting on dirt chairs eating at dirt tables and exporting dirt crafts. Their buildings are made out of dirt. I think my manager just shoved all of the iron in his room demanding it be turned into steel and nothing else. We went from hardcore pillagers of the earth to peasants living in mud.

High master beekeepar, at yer service!

I'm not even going to try .19 for now since I was just getting used to this version. Once I'm satisfied with playing .18 I'll try out Cavedwarf Fortress™: Histories of Bee-stings and Skiffle.

I can't wait for Toady to implement playable instruments and dwarven bards playing the jug.

445
DF Gameplay Questions / Re: Yay for therapist!
« on: February 17, 2011, 12:45:38 pm »
Oh hey, a DTherapist thread. Don't mind if I just ask:

Is there any way to mass-select labors instead of enabling/disabling them one-by-one, such as turning off all hauling labors? Is this what custom professions are supposed to be for?

446
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 17, 2011, 11:17:14 am »
I modded in furniture bees which make furniture out of their wax.

That's madness.

Quote
A few people are taking up presumptuous assumptions about other people. A lot more assumptions are going on about what Toady's view is.

I'm fairly new to DF, and I keep getting surprised by how many people are complaining about changes and bugs between releases when the game is at such an early stage of development and has no staff except for one guy.

Once a game is declared finished it is open season, but . . . we're not even beta-testers for this game yet yet. We are practically playing his design notes. With any other dev we wouldn't even have the right to play the game at this stage.

Quote
This release made me think.. will nobles suddenly start mandating the construction of eggshell thrones?

I'd gladly build them some eggshell rooms over steel menacing spikes.

447
Building destroyers can take down floodgates IIRC. They can pretty much trash anything except for walls and fortifications.

Retractable bridges would definitely do the trick, and the lever setup can be done simply by carving out a control room and building the levers down the left or right side of the room as they correspond to the appropriate Z-level.

comme ça:

X = Wall
L = Lever in hideous beautiful microcline
+ = Floor

XXXXXXX
XL++++
XX++++
XL++++
XX++++
XL++++
XX++++
XL++++
XXXXXXX

The top "L" is the surface-level bridge, and each one "down the line" opens the next one below it. Make a burrow in the room and have Urist McLeverpuller yank them one by one from top to bottom. A fall of two to five Zs per retractable bridge should ensure enough twisted ankles and bonked heads by the time they land in the caverns.

Or you could try to get the top retractable bridge set up using pressure plates, but those things are a bit wonky. I've never gotten them to work right, and a couple of goblins would need to get in first to trip the plate that damned their brethren. Having someone assigned to the Control Room burrow as soon as an ambush or siege occurs would likely be the better choice.

Oh yes, and add some notes by the levers letting everyone know which is which for full clarity.

448
DF Community Games & Stories / Re: Wooddipped, an Elven Succession Game!
« on: February 16, 2011, 11:42:03 am »
I pop in this thread and you guys are giving elves actual weaponry.

Fortunately, the concept of trees so hardcore they're analogous to metals is way too cool. Is there any way to increase the amount of time it takes to fell them, so as to make harvesting them more time-consuming and dangerous? Could these trees require a special reaction of their own: a process of treating the wood itself? Essentially different "wood alloys" similar to bronze and steel but not quite as potent.

449
Did we roll well on glass damage, or does it even pierce cloth? It looks like it'll be our primary building/trap material and all.

The multi-stage Goblin Disposal Unit looks appropriately ambitious for 16 dwarves to carry out. I'm having a hard time visualizing it, though. Will there be a single pump stack that blasts water through a series of reservoirs descending down through each Z-level to the caverns? Will the deluge keep flying FoBees from rampaging back up it?

450
I've had aspirations towards an Underground Water Park, if it weren't for my poor FPS.

The idea is as such: embark with a river. In some big open caverns wall off a significant portion from outside creeps and monstrosities. Build water troughs. Have said water troughs pour onto other water troughs descending through the cavern, being pumped back up at the end via a stack to the surface and into a channel that leads to the river again. Build a lever and a burrow at the top of the trough path. Designate dwarves to pull lever, which opens the floodgates to permit the flow of water that sweeps them down the path of the troughs to land on a pad of very wet dogs over grates that drain to the pump stack that sends water back up to the surface of the embark to keep the caverns from flooding.

Dwarves get happy thoughts from all the generated mist and therefore are having tons of fun flying down their dwarfy water-slide, while learning to swim and, in case the water park doesn't pass safety regulations, eliminates them from the troublesome burden of handing out mandates!

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