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Messages - SpiralDimentia

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706
DF Gameplay Questions / Re: Danger room seems too good
« on: April 19, 2011, 03:12:27 pm »
I want my current fortress to die. But it won't. Anything the game throws at me, my military has defeated it with little to no injures, let alone casualties. I have two squads, 10 melee dwarves in each, some started with combat skills and most did not. They were on full training schedule. No danger rooms. When seiges happened, I used traps. like locking half the invaders in a hallway, then dropping a bridge and sending my military at them and dealing with the wounds later. Only 4 of them have reached Lord status, but the rest aren' far behind. I started with no military dwarves, and just started my army when the first migrant who knew how to handle an axe became militia captain.

It IS possible and it ISN'T hard to get by without one, easily. I've only been playing for like a  month and it's no problem for me. I suppoe it is an exploit of game mechanics, sort of... but if thats how you want to play, who am I to stop you? Doesn't affect me playing at all.



Edit:
>.>
<.<
We are talking about Dwarf Fortress, right? Unicorns, space elevators, and dragons in wooden cages?

Bahahahahahaha.

707
DF Gameplay Questions / Re: No! Don't go there!
« on: April 19, 2011, 02:19:59 pm »
loitering children.

"Here Urist, go stand over there and put this apple on your head. I want to test my new crossbow.''
...
''Yes, it's completely safe. I've been dabbling in this for a while now.''

708
DF Gameplay Questions / Glory for the Honored Dead
« on: April 19, 2011, 06:14:27 am »
Quick question

it's 7am and I'm scared what would happe if I tried to find out for myself, so it's better i ask here.

AFTER a dwarf meets his end, is it possible to assign him a tomb? I know I can do it while they're still alive, but if he's alive then he obviously hasn't valiantly sacrificed himself in mortal combat yet, so it's not an issue. I mean if, say, an axedwarf HYPOTHETICALLY single handedly hold a forgotten beast at bay while the civilians escape, and keeps him from breaching the lower outpost while the real army arrives, and said axedwarf dies right as the army gets there... would it be possible for me to build him a tomb [or have one pre-made and unassigned] and have my dwarves place him there?


Edt; on a slightly related topic, is it possible to clean up the 'deceased' list? I really, really don't care how many bunnies and guineahens i've killed.

709
DF Gameplay Questions / Re: Dungeon Master and Immigration issues.
« on: April 18, 2011, 11:48:18 pm »
Wait so, he doens't show up, but a quick 5-minute fix makes him show up? This seems like a bug that should've very quickly been dealt with. hm.

710
DF Gameplay Questions / Re: Hey that looks like aOH GOD A BADGER
« on: April 18, 2011, 06:15:27 pm »
I enjoy the extra challenge now. :D

711
DF Gameplay Questions / Re: Hey that looks like aOH GOD A BADGER
« on: April 18, 2011, 05:54:57 pm »
A Bear (Badgerman?) beating the shit out of some guy.

It's a bear, and he's dodging quite well, thank you very much. lol.

712
Least destructive? What does that mean? -Dwarven Confusion.-

713
DF Gameplay Questions / Re: You Question the King?!
« on: April 18, 2011, 05:20:49 pm »
May I just say, as an aside:

I love how you title your threads ;)

Lol thanks. I try to be as interesting as possible to grab attention to my problem.

714
Ive actually been griping alot about this. They will drop their weapons, which will then be forbidden for some reason, and won't pick them back up. I'm not sure why, and I can't find an answer, so I've resigned myself to just occasionally going through my fortress and unforbidding any dropped weapons.

715
DF Gameplay Questions / Re: My beekeeper went insane?
« on: April 18, 2011, 03:09:00 pm »
Can honey bee masterwork?

I see what you did there.

716
DF Gameplay Questions / Re: You Question the King?!
« on: April 18, 2011, 03:00:12 pm »
Well, I don't mean the specifics. Just take the population as a whole, increase it according to a regular civ as time goes on, and have it operate as just a regular city. Maybe the new dwarves build it into a normal town instead of what the player has, the only thing that would continue was the wars that city would have, food production and diplomatic relations. I wouldn't be suprised at all if I went ther ein adventure mode and found out the dwarves went ''You know, I don't think we need a machine that melts kittens, and this magma hallway seems a bit dangerous.'' and did nothing with them.

717
DF Gameplay Questions / Re: Do you smell smoke?
« on: April 18, 2011, 02:13:26 pm »
While walling off the area, my mason trapped himself inside [derp] on top of the magic item. He has since burned into NOTHING. Not even a corpse left.

Dem damn dwarves, man. Dem damn dwarves.

718
DF Gameplay Questions / Re: Do you smell smoke?
« on: April 18, 2011, 02:02:05 pm »
urg. Fuck it, I'll just wall that square off and let it burn.

719
DF Gameplay Questions / Re: Do you smell smoke?
« on: April 18, 2011, 01:58:39 pm »
Wait, wait, herped then derped. I am getting my artifacts mixed up. The burning one is my tower-cap bracelet, not my tetrahedrite one.

720
DF Gameplay Questions / You Question the King?!
« on: April 18, 2011, 01:46:33 pm »
Sort of.

If I play long enough to become the capital and the king comes... then I purpose lose the fort to build another one one in the same world... my king would have to die. So does this mean that the civ i'm part of would become leaderless? Would another be elected at the mountain home? Does becoming the capital then Losing effectively cripple/destroy your particular civilization?

Also, there should be an option to abandon the fort but have your dwarves treat it like another town and keep going. Then this wouldn't be a problem. :|

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