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Messages - Sting_Auer

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226
DF Dwarf Mode Discussion / Re: OH GOD ZOMBIES
« on: March 03, 2012, 02:12:51 pm »
I bet ☼60☼ that this battle is going to outlast my fort.

227
DF Dwarf Mode Discussion / Re: OH GOD ZOMBIES
« on: March 03, 2012, 02:04:27 pm »
Oh man, this is awesome.


Pigeon brutes, flame banshees, spider devils, horned brutes, brine spirits, and scorching fiends fighting hordes of undead kobolds, dwarves, and insect people.

228
DF Dwarf Mode Discussion / Re: OH GOD ZOMBIES
« on: March 03, 2012, 01:40:11 pm »
This was probably a REALLY bad time to release the circus for the first time huh?

Best time.  Direct the HFS to the surface.

Already working on it >:)


I'll use migrants as clownbait

229
DF Dwarf Mode Discussion / Re: OH GOD ZOMBIES
« on: March 03, 2012, 01:30:10 pm »
This was probably a REALLY bad time to release the circus for the first time huh?

230
DF Dwarf Mode Discussion / Re: OH GOD ZOMBIES
« on: March 03, 2012, 12:54:32 pm »
In hindsight, making a fort in a sinister mountain, surrounded by sinister plains, a sinister lake and sinister grassland was not the best of ideas. Butchering things for bones is not safe in any part of the map as far as I've noticed. At least the bones don't get automatically revived. Did I forget to mention that the lake spawns an insidious gloom at random? No idea what it actually does though.

Currently constructing a zombie trap-churner. Lots of copper axe blades, and crushing up/down bridges on the level below to get rid of the more stubborn ones. Migrants are making their way in pretty well, but random deaths and all the traders losing their cool is sort of annoying.

Also, elves = fast zombies. Jesus christ how horrifying.

Wait... the mist was spawning from the water?


This requires ‼SCIENCE‼


EDIT: In other news, I currently have 49 zombies above my fortress, and the number is growing.

231
DF Dwarf Mode Discussion / Re: OH GOD ZOMBIES
« on: March 03, 2012, 11:13:25 am »
I really should have posted this in my "This isn't going well for the merchants" thread, but I derped :(


Oh well, this is the new zombies thread

232
DF Dwarf Mode Discussion / Re: OH GOD ZOMBIES
« on: March 03, 2012, 11:04:29 am »
Yeah my fort in a 1/2 evil biome is sealed off as well - not because of swarms of raised zombies, but because of thralls. A single thrall buzzard severely maimed both of my bronze-armoured soldiers, who promptly passed out from pain and then spent the next hour getting pecked at in the head (bronze > buzzard beak) before my drafted miner bisected the thing.

I still haven't gotten thralls or husks :<


Only undead, instant death clouds, blister-everywhere-oh-god-the-kittens-are-dieing rains, and blood rain.

233
DF Dwarf Mode Discussion / OH GOD ZOMBIES
« on: March 03, 2012, 10:59:33 am »
So many zombies D:


My fortress of 49 dwarves has sealed itself off from the outside. There are simply too many undead, most of which are insect people. two kobold ambushes got slaughtered by a giant grasshopper and a swarm of thrips men, and most of them are now raised as well.


So, so horrifying.

Luckily, I have a stable food supply, and I suppose that I'll be safe from sieges. I will be slowly building up a hammerdwarf army and we will try to reclaim the surface.


Man, I love this game.


Share your zombie stories and experiences!

234
Nah, the merchants escaped.

Now I have to worry about the two kobold ambushes that got pwnd by a giant grasshopper corpse and a bunch of louse man corpses.


I've already sealed myself off from the outside so hopefully I'll be good

235
DF Dwarf Mode Discussion / This is not going well for the merchants...
« on: March 02, 2012, 11:23:44 pm »
Merchants showed up in my terrifying region, escorted by a swordsdwarf and a macedwarf. The swordsdwarf is just making more enemies and the macedwarf got both of his legs broken.

The merchants are running around in circles.



I have 19 dwarves safely inside, and I completely sealed ourselves off from the outside. Population by reproduction for the win?\

EDIT:


STOP POSTING HERE PLEASE I made a new thread about my general adventures with zombies.

236
Necromancer: There's got to be some way to deal with those... Bridge..a...pults? Bridge-a-pults. Let's just chuck a bunch of fodder at it until they the dwarves start to leave it alone.

237
DF Dwarf Mode Discussion / Re: Since we can cut rocks now...
« on: March 01, 2012, 11:33:48 pm »
Is it a stone after you smelt it into a bar?


So no.

238
DF Dwarf Mode Discussion / Re: Since we can cut rocks now...
« on: March 01, 2012, 11:29:58 pm »
Would I be able to cut it after smelting it into a bar?

239
DF Dwarf Mode Discussion / Since we can cut rocks now...
« on: March 01, 2012, 11:21:56 pm »
Wouldn't cut native gold be a REALLY good idea?

240
DF Dwarf Mode Discussion / Re: Military Immigrants
« on: February 29, 2012, 04:24:26 pm »
Also, the ones with military skills are more likely to survive world gen when towns get raided, so they are usually chosen.

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