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Messages - Castamere

Pages: [1] 2 3 ... 5
1
DF Dwarf Mode Discussion / Re: Trader depot in the caverns?
« on: August 20, 2012, 07:33:30 am »
just make three steps wide ramp staircase to the first cavern and they will be able to go to your trade depo
check it with [D] if it accesible

2
DF Dwarf Mode Discussion / Re: Which Extreme Climate do you prefer?
« on: August 07, 2012, 08:29:37 am »
Evil Freezing
Nothing like sitting on a warm fungiwood throne in front of a magma fireplace, sipping the best dwarven whiskey and a nice bearded dwarven wench on your lap while the siege outside is freezing their ass of on the surface and fighting undead polar bears and racoons while getting pincushioned by goblin bone bolts.

3
218. Don't travel through mountain. There might be dragons. That breathe fire. Which roasts you instantly.

4
DF Modding / Re: Runesmith - A DC like tool
« on: June 14, 2012, 12:32:46 pm »
nevermind, wrong thread :P

5
DF Dwarf Mode Discussion / Re: Hilarious Falling Dwarves
« on: June 07, 2012, 09:25:48 am »
so basically you could have kittens at the bottom of dangerous shafts that could be used as safety cushions?

6
DF General Discussion / Re: Your personal favorite vermin
« on: June 06, 2012, 01:19:24 pm »
Hamsters :3

7
Easily: ;)

I build two Trade depos: one outside of the fort, one inside
The one outside is surrounded by drawbridges so that they are airtight when risen.
Also two entrances: the first main one is trapfree, 3 squares wide
the second one is full of traps, one tile wide cage traps/dodge me/whatever, kitten directly above the entrance for thief detection

No caravan: The trapfree entrance is closed and the trap one is opened for sieges/thieves, bridges around the outside Trade depo are lowered
Caravan comes: I wait for the wagons to come on the map, they go for the outside depo. I open the trapfree entrance. Next I raise the bridges that are around the ouside Depo to cut off their pathing to it. Merchants now dash for the Trade depo that's inside the fort

In my opinion the simplest design, you control the situation completely. There also aren't any thief building destroyers and you can rise the depo bridges in case of a siege.

8
4chan /v/
Then I read BoatMurdered
I was hooked instantly :D

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 13, 2012, 09:48:12 am »
Just got plague from the traders (Masterwork mod)
Whole fort of 21 feverish dorfs followed
My expedition leader/miner died
Now my trader/miner died in while digging the staircase due to unknown causes
So basically my whole fort leadership died in one season
Oh well I've got plenty of dorfs

10
Zombies are basically a non-issue against a medium trained iron clad military, with the exception of bunnies and other small critters that can't be killed. very aggressive, will path to your fort

Husks are the toughest BMF to exist to date, capable of defeating HFS. They are indestructable except by bisection or decapitation which is hard
The important thing is that they aren't aggressive as normal zombies or enemies! They often wander off from the map, same as any other wild animal. A liason that got huskified killed his bodyguards by attrition and then went from the map with the message that an outpost liason left unhappy.

I haven't encountered thralls but I believe that they aren't as tough as husks, more like tough zombies. They are still highly aggressive.

But the biggest danger from the abominations is that they often still carry the dust/goo/ash that got them enslaved which gets on your dwarves as soon as they fight them. Thread with EXTREME caution, you don't want your hammerlord zombified with the first contact with that dust and then killing your entire fort. I always prepare a 3/7 bath if I want to fight them or kill them with traps.
Exceptions are mists/fogs that leave nothing

11
Urist Mcgoing20zstothecavernstocleanhimself cancels Clean: Interrupted by Forgotten beast

serves him and his mutilated 20 pieces right for not using the well

12
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 26, 2012, 02:46:55 am »
oh yeah toady, no more 100z magma pump stacks
no you just use a bunch of haulers to make magma available on the surface even in the first year of the fort
and the wood burning for the metal industry is a thing of the past(except steel)

13
DF Dwarf Mode Discussion / Re: Zombie pit design flaws
« on: April 24, 2012, 05:59:31 pm »
make another room beside it with a long corridor to it
throw a kitten as a bait
close the path when all/most of them are in the spare room
clean the pigstay
???
goblinite!

14
DF Dwarf Mode Discussion / Re: HELP!!! Too many resources!!!
« on: April 23, 2012, 03:11:17 pm »
Making a ton of rock craft/any uselles junk and throwing it in front of your walls?
Let the cute kobolts feed their families! And they take it off the map, off your sight off your mind!
And they'll bring more friends to the party next year!
Maybe you can invite some keas too!

The downside could be begative thoughts for the stonecrafter, but when you reach the point that you have too much resources, I surely think that you have at least 5 legendary+5 stonecrafters that are disposable and 2 emerging every year from moods. And having a mist generator surely helps

15
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 21, 2012, 05:48:15 am »
What about an execution chamber consisting of a U shaped track ride, two platinum carts with heavy stuff inside on each end
You drop a goblin at the bottom of the "U"
Release the hounds of Armok and squeeze the goblin into the rough embrace of cart-love
Then the rollers at the bottom speed the cart back up for reload
Unforbid the doors and clean up the Goblin burgers ™ for further processing
Thus making the McUrist's ™ restaurant
Don't ask where we got the meat

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