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Topics - Kestrel

Pages: 1 ... 3 4 [5]
61
For me, it would have to be Oblivion.  For all its faults (and there are MANY), there were areas that truly inspire certain construction projects.  For those of you who played it to completion, do you recall the finale of the Gray Fox missions, where you had to go beneath the main city, wander through endless sewers and catacombs to steal the Elder Scrolls? 

I'm not attempting to reconstruct that area verbatim, but it certainly inspires my catacombs to be huge, twisting corridors, heavily adorned with statues, chests, and other odds and ends.  Beneath that will be the beast pits and prisons for my worst offenders.

The settings in Oblivion were huge, illogical, trap-filled corridors, populated by ghastly horrors and other oogly booglies.  Too bad I can't tell dorf ghosts to hang around the catacombs.

A friend of mine gorgeously recreated the Mines of Moria from LotR in Minecraft.  I expect that probably influenced a number of DF creators as well.

What game/movie settings have inspired your layouts?

62
DF Dwarf Mode Discussion / Woodcutter won't cut wood?
« on: April 23, 2011, 02:58:20 pm »
My woodcutter has only two jobs.  One, cut wood.  Two, militia commander.  I've set his copper axe as part of his militia uniform, but given a kill order he won't go pick it up.  When the squad is inactive, he won't go back to cutting wood, and he won't pick up his axe at that time either.

Okay, before making this post final, I removed him from the squad.  Suddenly, he likes chopping wood again.  Can anyone think of why he won't pick up his axe while he's in a squad?  Thanks.

63
DF Gameplay Questions / What about cities?
« on: April 20, 2011, 08:35:49 pm »
I've done some searching through the forums and development feed and come up empty handed, so I'm guessing I missed Toady's detailed description of how cities will work, probably somewhere within the two hour long podcasts.

Are these city tiles only going to be interactive with Adventure mode?  Or are embarks going be able to branch somehow into cities?  Can someone explain a little better what it's going to entail and where I can read up a bit more on it?

Thanks

64
DF Dwarf Mode Discussion / Longest you've gone without an ambush?
« on: April 20, 2011, 10:58:32 am »
Frosthalls is now well within its fourth year, built underneath a glacier.  Plenty of migrants, no shortage of traders, and a plethora of forgotten beasts battling ant men in its caverns.  But since I started the embark I've yet to strike a vein of goblinite.  I suppose that's fine, since I've no intention of using the surface for anything but trading.

What's the longest you've gone?

65
DF Dwarf Mode Discussion / Fort Within a Fort
« on: April 16, 2011, 09:26:43 am »
My dorfs are mining out and engraving a self-sustained Hall of Elites, in which only my legendaries and near-legendaries will live and work.  They'll have the best masons, cooks, nobles, soldiers, etc.  It should span about 20 z-levels once finished, and will be just over 100 levels beneath the surface (less magma pumping that way).  The key is, once it's finished and my legendaries have moved in, they'll pull the lever that raises the bridges and seals them off from the outside world until they absolutely need something (which ideally they shouldn't).  In the event of a horrible invasion my best workers should be totally unreachable and protected.  I also embarked on a glacier, which seems to have zeroed out invasions for the first few years, but I'm still getting migrants and some traders.

For those who have attempted a similar construct, what sort of thing should I bear in mind while putting this together?

Thanks.

66
DF Dwarf Mode Discussion / Squad not attacking target?
« on: April 15, 2011, 08:33:25 pm »
I settled a glacier, deciding not to fear the first cavern for lumber gathering, so long as I properly trapped the entrance, etc etc.

I also set my woodcutter to be a proficient axedwarf, and put him in charge of a squad of one.  Eventually, a giant bat got in a heated argument with my miners over whether they should live or not, and I designated the bat as a kill target for Urist McAxedorf.  On the unit page, it listed his job as "Kill Giant Bat," but he just stood completely still.  The bat managed to make it down a 3-wide hall, so I'm positive there was nothing blocking or preventing my axedwarf from attacking the creature.  Instead, he just remained in my weapon/armor storage pile.

While I suspect the problem may lie with how his weapon designation was set up.  Initially I designated a specific axe for him, but when he didn't budge I just told him to use whatever the hell he wants.  Still nothing.  The axes were also free and not being held by another dorf.

Thoughts?

67
DF Dwarf Mode Discussion / You know you've played too much DF when...
« on: April 12, 2011, 11:47:01 am »
.........You dream of smelting platinum ingots on a magma furnace.

...Seriously, it's gotten that bad..

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