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Messages - Triaxx2

Pages: 1 ... 5 6 [7] 8 9 ... 141
91
We could probably kill it if we got a shot off with the Ballista. I'm pretty sure that's why we installed it to begin with.

92
Do we have enough Quivers? I've had an issue with that before.

93
Just carve fortifications in the walls. The long range means no enemy archers can run up to it, and any thing that gets webbed behind it should be fine. Plus free FB silk.

We may want to lay down a second interior bridge, and lure the FB in to the trap corridor. Then we can shoot at it until it gets knocked down and captured. Oh well.

94
At least no one dodged into lava. And you're welcome for that. (It seems you can still drown if temperature is off.)

It appears the moat door was never installed or destroyed. Bottom right of the trading island, there's a ramp up out of the magma.

Why does the outer magma bridge retract instead of raising?

95
Perhaps we have one useless member we can station between the husk and the titan? A useless peasant mighty noble who can get them to fight?

96
You know what? We can probably take that Titan.

I'll just be on the wall, cheering you all on. :D

97
Make sure the outer lock bridges can be closed independantly from the inner ones, so you can close them off and finish the second lock. (Or the next overseer can.)

98
Um yes, we have a moat that travels straight in from the lake. Bottom left hand side of the walls. May be able to rush a floor over it if you hurry. If not, have the military waiting.

99
You using Therapist? I find setting chunks of dwarves to have only furniture hauling to help. Of course, that's why the workshops are designed they way they are. Having minimum lateral distance, with just up/down to go for moving things. Raw materials in the bottom, finished goods out the top.

I just checked, and the mechanic's workshop is not properly configured to get stone from the stockpile below it, and give mechanisms to the one above it. The stockpiles are there and set up, but not linked properly. That might help your problem. So would expanding the mechanics workshops. Just duplicate the room structure twice and knock out the interior walls to make a single continuous stockpile above and below.

100
I actually already dug out and installed bridges for an airlock. It's a pretty long, serpentine passage which I intended to fill with serrated glass disc traps, so the buggers get blended as they try to attack, but I didn't get finished in time. Due in no small part to the time taken to make anything with glass.

I had intended to setup an airlock, but when I tried it, we got immediately overrun by an undead horde that not even the military could slow much less stop. So good luck to you on that front.

101
I was attempting an engravement bombing. The Cloudcuckoolander tantrumed at least once, and keeps getting more and more stressed for no reason I can figure out.

102
I'm getting 11 FPS with the game running on high-priority. Calling out the Militia drops it to 6. I turned off Temperature, but it had no effect.

Depending on what weapon you build, I suggest aiming for the lower most area to the north. That's where both of the sieges that hit me came from. May want to wall off the lake so that magma doesn't obsidianize it and let things die there where they can come back.

103
We've got a ghost hanging around, though I'm not sure why. I've ordered a slab engraved for it though.

I've moved two artifact floodgates out of Duck's room, to improve the dining room. I replaced them with Clear Glass windows, to give a better view.

And that is the end of my tenure as Overseer.

---

I'll post the save tonight most likely. Murderflood 209

104
I am attempting a happiness bombardment. The crazy lunatic... err delightful eccentric, wishes to make a work of art. I've had her assigned as an engraver and set about engraving the workshop levels. Yes, it's a bit of a waste of time, but at the same time, no one really cares how they look so it's a good place to practice.

Ah, a Vile Force of Darkness. I've ordered the militia to move into position, and sounded the alarm. The Ballista is ready to fire as soon as anything enters the field of fire. As Vile Forces of Darkness go, this one is pretty big and nasty. There's even a Troll Bowman.

My FPS has dropped to 6 with the arrival of the enemy. The militia charges out to meet them. They crash together in a mangled, tangle of bodies. The siege is broken, not a single goblin or troll survived to flee. I neither died, nor got any kills, but I seem horrified by the fighting. I don't remember being so innocent, but it must have been. I've ordered every weapon we can't use melted for more resources. The armor will need some scrubbing, but most of it should be useful and if the clothes also need it, there's at least enough everyone will stop whining about not wearing pants.

Don't they know ya need to let the jimmies breathe or they don't work?

We did lose one recruit, who was found dead as the militia was returning from the battle. He was found with a Silver Arrow sticking from his neck. It seems he suffocated from paralysis. It is a poor way to die, but he saved the fortress. His sacrifice will not be forgotten.

And now we've had a dwarven child be possessed. How lovely. And he's created a Goat Bone Hatch cover. Yay.

We've had another dwarf give a name to his hammer. Mamotakir.  I'm not sure what it means, but he keeps going around telling others he's going to give the next wave of goblins Mamo-grams. No one's had the heart to tell him it's not quite what he thinks it is. Then again, no one has had the balls to ask what he thinks it means.

105
Not much occurs in fall, until a caravan from Edandatan arrives, bringing much needed goods and supplies. The broker is called and bins of goods for sale are drug to the Depot.

I've asked for all the wood they can bring, some ores and metal bars, all the booze they can put their hands on, and a few other things we're short of. In return they want Crowns and Crossbows, Shields, Bolts and Backpacks.

I've authorized trade of a handful of crossbows and all the arrows we got from the elves in the spring.

I've also ordered some granite walls installed along the bridge leading to the trade island. I've had to make explicit the order of construction. Otherwise stuff will just fall into magma and that won't end well.

We trade for more weapons and tools and most importantly food and seeds. Hopefully the latter will shut up the farmers and the former will give everyone else something to shove in their mouths. We also have enough trap specific items that I was able to finish the third weapon trap on the very end of the entrance, so any goblin lucky enough to dodge the cages and stone falls, will find themselves stepping into a blender. And they will be blended folded and generally mutilated.

I've also ordered the construction of bridges in the new cavern entrance. The plan is to mass produce green glass discs and turn it into the ultimate undead blender. Of course I'm hoping someone smarter than me can figure out how to turn it into an undead trap.

Anyone else picture serrated glass disc traps as looking like the one from Indiana Jones 3? Because I can't stop seeing them like that.

I think I've finally quelched the seed problem. Every single stockpile, except the 6 near the underground farm plots have forbidden pig tail seeds. Not that it's stopped the bloody complaining!

We have received no Migrants this season. I am unsurprised, but I'm not entirely disappointed. More mouths to feed isn't necessarily a welcome thing.

Urgh. The Cloudcuckoolander is throwing a tantrum and has both killed a dog and picked a fight with the Doctor. And worse, nothing seems to soothe her. I'm entirely flummoxed. Perhaps my successor will have better luck.

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