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Messages - TSTwizby

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376
It's actually surprisingly easy, once you've figured out what you're doing, to avoid digging anywhere you shouldn't. If a tile is surrounded on three sides by non-blue rock, its safe. If the tiles directly above it and its neighbors are safe, then it is safe (unless you are on the highest level of the shaft). If you've already worked out where the 4x4 shaft is on that z-level, everywhere else is safe. It gets to be kind of like minesweeper.

In any case, a miner can move fast enough that, assuming they don't do something stupid like go get a drink, you can get them to block off any accidental piercings of the shaft with a wall before anything dangerous happens. But where's the fun in that?

377
General Discussion / Re: Mythbusters: Shit happens - Confirmed
« on: December 12, 2011, 01:51:23 am »
Those myths aren't gonna bust themselves you know!
That is, until there's a myth about a self solving myth...

How about a self busting myth?

378
DF Dwarf Mode Discussion / Re: Pitting hostiles help?
« on: December 10, 2011, 10:23:04 pm »
Mind you, this doesn't always work. I've got a mass pitting system set up, mostly to get rid of the huge numbers of wild giraffes and rhinoceroses I catch by accident, and there's about a one in three chance, if I order an animal dumped, that it will break free and start kicking people.

379
I may need to put off my turn for a bit, due to finals.

380
I wish more people had done architectural traps like the flooding/collapsing the living quarters ones, rather than the just time-wasting/annoying ones like turning off all labors. The best traps are set and triggered rather than simply lobbed in the air at the last moment.

381
I've lost track of who the current player is...

382
I hope not. I was looking forward to my turn coming up...

383
...hello? Anyone?

384
Life Advice / Re: Can someone help me? Where do I go from here?
« on: November 16, 2011, 03:08:24 am »
I've been in sort of similar situations. I tend to get depressed very easily, if I'm having a hard time with school or if I have been lagging in fulfilling promises or the like.

Don't worry about feeling bad sometimes. It's not got anything to do with being a better or worse person. That's just the way you are, whether it hurts you or not. The way I managed to handle this sort of thing is I figured out what sorts of things set me off and what sorts of things helped me calm down again. You seem to have already started doing this, which is very good. There probably isn't any way to keep yourself happy all the time, but no one's happy all the time. If you were happy all the time then happiness wouldn't mean anything.

What I do, when I get worked up over homework or something similar, is try to work on something else for awhile. It's important to get it out of your head, but also that you keep doing something so you don't get apathetic. It helps that I tend to do my homework three or four days early, so I always have something else that I need to work on.

The most important thing really is not to beat yourself up over this. Everyone is sad sometimes, whether they're living in the height of suburban luxury or in the middle of a warzone. Everyone has the right to feel sad.


385
And it's the end. Out with a bang, sort of.



26 Moonstone: We seem to have an unexpected guest.



A strange thing to look at, but it doesn't appear to be a threat at the moment. If it begins flying, I'll wall off the area. No sense wasting the military.

2 Obsidian: I've decided to leave the adamantine alone for a while, give my miners a break from working down in the caverns. I carved out that little platinum vein I found earlier, and I've started producing some nice platinum furniture for the dining room.



Happily, no one has died since the goblins left.

16 Obsidian: This has been an uneventful winter, thankfully. I've managed to finish two projects, and have made a huge amount of progress on the pump stack, and managed to mine out several chunks of adamantine. I am very pleased with recent events, quite a departure from the goblins and trolls and coffins and death which lasted most of my...



Oh shit.

You know what, forget it. I've dealt with this before, we can deal with it the same way. Lock everything up. We've got the drawbridge set up now, finally, and there's plenty of time to wall off the side entrance. We could even have just locked the artifact door to the barracks, if some idiot hadn't left his shield stuck in it. But so what. Just close the doors, wall off the exits, hide underground until they get bored and run away...

I need a vacation.

19 Obsidian: One stupid death, some woodcutter ran outside right before we locked the doors. Ran straight into an ogre's fist. We're locked up safe, the trolls are all gathered around the door, pounding against it pointlessly. Why they're doing this when it is, you know, open, I have no idea. All in all, a win-win scenario- we don't die, they don't need to slog through our rotting corpses to get at the adamantine.



1 Granite: I've had enough of this. I seem to be some sort of magnet for goblins, and I've had enough of watching dwarves get slaughtered, and then watching their corpses rot to nothing as we hide behind the walls. I may have done well. I may have done poorly. I don't know. People seem happier than they were a few months ago, which is a good thing, I suppose. I've managed to finish the barracks, and the waterfall room, though I haven't put any furniture in there yet. I even got about a quarter of the power needed to power the pump stack supplied, which was more than I'd hoped. And I found adamantine. And we survived a siege. Maybe we were lucky, after all. Who knows. I'm done. Good luck, whoever takes my place!



Save: http://dffd.wimbli.com/file.php?id=5188

Yeah, it seems I am indeed a goblin magnet. Two sieges within one year. On the other hand, maybe the adamantine had something to do with it. To whoever goes next: Note that there is a path open to fliers leading down to the lowest cavern level. There is a section of the cave supported by a support and a chunk of floor which is currently being removed, hopefully from the correct side this time. If not, take note and fix. There is a forgotten beast on the first cavern level which seems either nonagressive or incapable of flight, as the first cavern level is also open to fliers due to the modular colony project. Plus, there's a siege going on. I'm pretty sure that unless you actually go and attack them, all the goblins will be stuck around that one door, since they seem to be riding trolls and there's that one bug that prevents building destroyers from moving past open doors. But I wouldn't bet on it. I also don't know where the ogres are at the moment, though I'm pretty sure they left or are by the doors as well.Feel free to try out my cave in trap, but don't expect them to take the bait. I suspect that there are still some problems in the raws, though I didn't bother to check, especially in regards to the large numbers of triplets, quadruplets, etc. We are overflowing in babies.


Current megaproject status:

    The Maze
    Started by: GWG
    Status: Partially completed, waiting on smoothing and engraving.
    Application: Looks pretty
    Notes: Not going to be finished any time soon, but easy to chip away at.

    The Barracks
    Started by: The Master
    Status: Completed by TSTwizby.
    Application: Currently contains barracks, armory, archery range, and mass-pitting system.
    Notes: Suggested use for the rest of third floor is a jail. Barracks area currently devoid of furniture, thanks to trolls.

    Waterfall Chamber
    Started by: TSTwizby
    Status: Partially completed, waiting on the powering of the pump stack which powers the waterfall.
    Application: Intended to be a dining room.
    Notes: Large platform for windmills has been constructed, probably large enough that if every gear assembly were hooked up to a windmill the stack would be powered by now. It's just a matter of time and wood.

    Cavern Pod Colony
    Started by: (name here)
    Status: In progress
    Application: Safe house.
    Notes: Project is of indefinite size, so difficult to determine completion. Six rooms complete so far, four more under construction.

386
And here's another one. This is probably the second to last, as I can't imagine anything particularly spectacular happening in the next two months.



15 Timber: Ah, the irony!



just as we were ready to take the fight to the goblins, they decided their siege was pointless and fled. I suppose it's all for the best, in the end...

16 Timber: And now a caravan makes the worst choice of when to arrive.



They seem to be trying to keep out of the goblins' way, with success so far. I've ordered all the junk the humans dropped to the depot.

17 Timber: It seems there were some stragglers.



The traps we have should deal with them. The caravan is in trouble though.



20 Timber: The caravans are holding out surprisingly well.



They've lost a marksdwarf and a hammerdwarf, as well as two of their water buffalo, but their axedwarves are carving chunks out of the goblins. They might very well make it.

25 Timber: The merchants managed to escape, after cutting down one of the ambushing groups of goblins. I've managed to get us back into the cage passage, and am working to get those cage traps refilled. There are more than enough traps to contain the entire ambush. The liason managed to get inside, but for some reason he refuses to speak with me, and will only talk to the mayor. So much for getting any information out of him. I keep telling myself that I will interrogate some of the refugees, but I can never find the time. Maybe I should just let it lie.



20 Moonstone: And now the cleanup begins.



Fortunately, we seem to have built enough coffins.



This has been a really crazy turn. I don't really expect to get much more done than I have already, given the cleanup that needs to happen, but I actually finished quite a bit, like the barracks and my waterfall chamber, though it still doesn't have any water in it.

387
Sorry for the really long delay. It took surprisingly long for something to happen. This'll be very image heavy.




4 Limestone: After taking a day off for festivities, I took a look at what exactly was down there.



This tribe of olmfolk may prove troublesome. Worst comes to worst, we can drop a section of the cave around the adamantine and keep them out that way while the miners dig it out, but I don't want to risk damaging the vein unless it's absolutely necessary. This is the stuff of legends, here. Now I know why a mining settlement was established this far south, in such an inhospitable land. Now I think about it, maybe the goblins knew too. Maybe they somehow knew we were getting close, chose now to act... I'll need to speak with the refugees.

10 Limestone: We've got our first piece of adamantine.



I've ordered it stored for now, as we have no dwarves knowledgeable about how to extract the metal from the ore. Meanwhile, we have begun thinking of what to do about the goblins. There are two main groups of thought as to how we should drive them off, with the first favoring luring them into a tunnel and collapsing the roof behind them and the second preferring to line the tunnel with traps and let them cut themselves to ribbons. I am inclined towards the second option personally, but the time it would take plus the downside of having no prisoners to interrogate afterwards definitely leaves the other a valid option. I've decided to work on both projects at the same time, and proceed with whichever is finished first.

23 Limestone: We've decidided to build a cavein trap, due to a lack of raw material for traps. The goblins have gathered, almost as though waiting for us go for them.



Except for those few who continue to occupy the barracks,



though how that deer got up there I'll never know.

Meanwhile, omens have begun to occur again.





Perhaps they again indicate our success against the goblins.

27 Sandstone: Progress is almost intolerably slow, for some reason. The merchants seem to have been driven crazy by their long time underground. However, there is nothing we can do for them except put the goods they brought to good use.

10 Timber: Finally, we are ready to spring the trap.



While waiting for the tunnel to be finished, we managed to build a small platform with four windmills on it, which powers the waterfall in what I hope will be the dining room.



We also have begun construction of a much larger platform, which will power the pump stack that feeds the reservoir.



And gotten a fair amount of work done on the modular colony project.



Now we shall see what happens...



I actually ran a test run of this as research, to see if the trolls would destroy the supports on their own, not intending to save the results. It turned out they don't, but something fairly awesome happened anyway.



The bowman who came with the insane merchants managed to drive off the entire siege.

388
Well, the first time through we lost the entire military, both cave crawlers and about twice as many civilians. Four might not seem like much, but it's better than nothing. Anyway, this next update was too good not to post now. I'd forgotten about that group of miners I had digging downwards...



22 Galena: One of our engineers has started acting odd, and has closed himself in the mechanics workshop. To avoid setting off any trouble, I'm letting him have what he wants and building another workshop nearby. Meanwhile, the humans, though somewhat shellshocked are willing to trade. I've ordered our excess clothing and trade goods brought to the depot.

2 Limestone: And we have an artifact!



Something to boost morale, if nothing else, at the moment. Most of the goblins are focused on ransacking the barracks, but some are wandering around, destroying the coffins which lie in the path to the outside, for some reason.

3 Limestone: Ah! A new discovery!:



And... and... WHAT'S THIS!?





With my luck, I thought the first I'd see of adamantine was the top entrance to a shaft.
Should I go for it? It's not as though I have much else to do, with the invasion and all.

389
Here's something to tide you over.



16 Galena: We've managed to hold off the goblins' initial assault with the loss of only one amethyst man.



It did not do nearly the kind of damage we expected when we trained it, but this probably had something to do with being outnumbered twenty to one. Now if we can block off the barracks as well...

17 Galena: It seems we couldn't pull it off.



The millitary has gone off to do what it can to hold the goblins off while the masons seal off the entrance.

18 Galena: some stupid kids are running off to fight.



I can't stop them. I will seal the passage behind them, if I am able.

19 Galena: I suppose we should be thankful for the small miracles.



The kids turned back, for some reason or other. They're safe, though the same can't be said for the dog or the amethyst man.



Total casualties: Rakust Rakustemal, Woodcrafter. 'Foreboding' Logemlikot Ednadzar, Arbitrator. Kubuk Tekkudzimkel, Hammerdwarf. Momuz Rigothurvad, Axedwarf. Kubuk Limulrisen, Marksdwarf. Ilral Rithlutmonom, Swordsdwarf. Mistem Vabokiden, Wrestler. Kivish Nirdastot, Wresteler. Zuglar Rigothkeng, Wresteler. Eral Mosuszedot, Speardwarf. Ingish Ablelstakud, Recruit. Iton Idensemor, Axedwarf Sigun Esmulkadol, Glazer. Rigoth Atirzuglar, Blacksmith. Limul Rungakstukos, Woodcutter. Geshud Regnazom, Animal Trainer. Sibrek Borlonastesh, Fishery Worker. Stodir Ducimcerol, Gem Cutter. Udil Lolkrir, Dyer.

It could have been much, much worse.



Casualties much lighter than last time. We still have four military dwarves left. Sorry, Foreboding.

390
Wow... I'm sorry, I've completely screwed up this save. I'm reverting back now to one I backed up at the beginning of the siege. I'll probably pull off an update by tomorrow.

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