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Messages - Spish

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211
Thanks!

I noticed that our created wealth is just barely above our imported wealth, and our exported wealth is negligible. That could be killing migration. Not making it to 20 dwarves is annoying, so we can't Planepacked a super-expensive artifact.
I somehow doubt that. Horrorfailed's situation was significantly worse (in addition to having a 90% migrant mortality rate), and they STILL came in spades once we tapped the adamantine veins. Here it is not so.

BTW
Spoiler (click to show/hide)

212
Haha, this is looking to be a great turn so far. Keep it up mate.

It seems the only way we'll be able to get migrants (or at least enough to start making artifacts) is if we convert the caravan guards to our cause with hacks/mind control. Or force everyone to get married and start having babies. Not even restarting the fortress completely seems to bring us migrants past the first few mandatory waves.

213
He's gone.
ok. no prob. And spish I got two/three words to explain that: Forest/fungus fire.
What are you, an elf? :P

214
What do you think would happen if I caused a cave in directly under the Swamp of Shit, and should I do that?
Then the evil tundra would be a few tiles lower than it normally is/inside of the fortress. I'm not sure why you'd want that to happen, but it gets my vote of approval :)

215
On to contestant #8, then?

216
DF Community Games & Stories / Re: DF2013: The Succession World?
« on: April 29, 2013, 03:32:43 pm »
Yeah, Toady One put in presets for a reason, and I think it would be best to just do that.
The only real reason I would want to adv gen it would be to make caves visible, and increase the good/evil region count, and since it's a community game, we would have time to find the caves.
There are a quite a few things you can't do in a normally generated world, for instance, disabling bogeyman, or combining seeds to get the best outcome possible.

What is our stance on bogeymen anyway?

217
With so few dwarves and minor defences I didn't feel comfortable adding to the threat-list.
Domesticated animals bought from the elves never go feral. And if anything, what better way to supplement our lack of able-bodied dwarves than with giant warbeasts? :P

218
*later* Elves didn't have anything terribly interesting.
The two-ton dragon raptors (trainable) and flame spitting dogs (also trainable) weren't interesting enough for ya? :P

219
Don't forget to dorf DeepBlue as the blacksmith and do that other stuff I asked, making The Wraithlike Spears an all-ranged squad and equipping The Master with a sword that isn't terrible :P

220
Why are we still waitin for this sucka?

221
You could try downloading Aussie's save and try copying the raws over from before the Phoebus graphics were removed (right before my turn, ahah).

222
Sorry guys, now just isn't going to work... if you re-add me to the end of the list that'll work (hopefully)

Still need to fix things...
So why didn't you just pass over the reins when your computer broke in the first place, instead of making us wait two weeks without saying anything?

Gah, you people make no sense! ::)

223
Mainly because you can't be a werebeast and undead at the same time; which is precisely why you can't raise werebeast corpses, haha.

224
Only if the battle is well-documented by the player who witnesses it.

225
Yo Kromgar, here's something else you could try. Reveal the building, talk to Kaslun (this is important), then use Dfusion's "Make Creature Follow" on him. Once he's technically your companion, fast travel out of there before anything nasty happens.

Then, with Kaslun and friends out of harm's way, you can swap into him unfettered :)

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