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Messages - ZzarkLinux

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241
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 13, 2012, 10:09:30 pm »
Journal of Hikari, 20th Hematite, yr.454
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The pain child suddenly complained of hunger, but all she did was howl and refuse rest, so nobody wanted to feed her. So eventually we let her pass, under the watchful eye of two militia guards. Then someone alerted us of a kobold ambush on the surface. Three, no, four squads of kobolds started attacking zombies on the surface. We had started placing some guard dogs, when I heard a militia shout that some child had wandered upstairs, and that kobold zombies were unlocking doors...

The zombies were ignoring the trap-hall in favor of a shorter route, and we could not stop them because of the hacked doors. I really didn't want the militia to stand and fight, but I got too scared to seal-off the access hallway. We knew that there were some zombies covered in creeping murk...

In the end, we lost a farmer and two militia. One of them became a creepy murky axedwarf. Moliwa has sealed herself in a room upstairs, so we are digging frantically to free her. And our sweet pod seeds are up there !


Spoiler (click to show/hide)
Spoiler (click to show/hide)

242
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 12, 2012, 11:36:44 pm »
You know those "loyalty cascades" that husks sometimes get?
And they fight each other endlessly?

I've got 3 husk zombie dwarves who have been punching another husk for over a year.
!! They are all elite wrestlers now !!  :o

EDIT: And I just got an announcement
Chinami RinRin, Dwarf Seige Engineer Creeping Murk Zombie has been killed by a trap.
Oh No ! Not my Seige Engineer Creeping Mur.... wha??

243
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 11, 2012, 09:55:41 pm »
Kobolds, Zombies, and !! Elves !! are spawning on my surface. Some of them are overflowing into the trap hall.

Time to seal the bridge and let Armok sort them out.

EDIT: And my first goblins too. About time they showed up.

244
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 11, 2012, 08:51:46 pm »
I wonder who would win in a fight, your Fiendish Smoke Husk Corpses or my Creeping Murk Zombie Corpses?
Either way, that fight would be awesome.

Has anyone made a fort yet where the only playable civilizations are various Nefarious/Gloomy/Acrid Husk/Thrall/Zombie people?
A Smoldering Ash Zombie caravan has arrived
Just in time, we were running out of brains !

245
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 11, 2012, 07:26:34 am »
Journal of Hikari, 5th Slate, yr.454
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30 adults. 17 children. 140 zombies. One headless zombie. And a dead baby.

Misao mandated bracelets. Misao forbade export of Bracelets. Misao made a PlanePacked steel bracelet, with images of dwarves being killed by zombies. We have no broker or economy, so we have no idea how much that thing is worth. Or how valuable any of our jeweled statues are.

Improving the entrance corridor. Needs decontamination area. Zombies broke into the corridor. Militia and traps work flawlessly. Migrants accept order to "kill dwarves"


Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

246
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 10, 2012, 08:00:45 pm »
Oops, I left the zombie door open a little too long...

But it's not so bad. All the water zombies will drain into the aquifer trap hall just fine.

(That's what happens when you play too much Organ Trail: you get rivers confused with zombies)

247
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 09, 2012, 07:12:21 am »
Journal of Hikari, 28th Obsidian, yr.453
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Kotonoa went mad, cursing about our MeltedPants ritual. We read through her notes, and found both helpful things and ... weird things. I'm not going to describe what was mentioned until I hear more from the others. Still, after some thought, I've decided to continue on with logging this fort's progress.

We built three slabs today. One for Kotonoa, one for our butcher Lisa, and another for Rin. Kotonoa claimed 2 dwarves before being dumped away... I've heard that some people saw Lisa fall into the magma, so I blame that on the zombie too.


Spoiler: Dont be a Lisa (click to show/hide)

248
The workaround I found helpful is:
1) Cancel construction
2) Forbid the item used for construction (so dwarf does not try it again)
3) Unpause and let dwarf walk-off of the tile
4) Designate your wall to be built
5) Wait for Urist to accept the job ('q' over the wall will not display "Construction Inactive")
6) Unforbid the block from step 2

I think it happens when you "rapidly designate new construction", and Urist happens to be standing on the spot you designated e.g. when building a multi-level wall.

Thankfully I haven't had to pierce an aquifer yet...

249
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 06, 2012, 06:50:02 pm »
Wow, splitting the ocean to put down a zombie? Impressive.
I feel like zombies and dwarves really are meant to be together.

EDIT: Follows to succession fort
Dang, now I'm gonna be distracted lurking another succession fort.

250
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 06, 2012, 06:42:59 pm »
Heh heh

My dead Expedition Leader just zombified, and tossed the butcher down the magma chute.

Guess I'll be down to 30 adults in a few frames.
On the bright side, maybe he'll spot more candy on the way down.

251
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 04, 2012, 06:52:05 pm »
Journal of Kotonoa, 15th Moonstone, yr.453
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Dear Journal, what is wrong with this place? Our MeltedPants ritual is strong, but the dwarves do not appreciate it. I watched in horror as one diplomat arrived, turned, and then left unhappy ! How dare he, after all our hard work !

I have melted the most masterwork of pants, yet the ritual and the dwarves demand more. My masterwork pants, they melt in futility. I was fine with the first melting, but when I lost my second masterwork then I just felt miserable.

Some other dwarf is going crazy over an acacia log. With our lumber shortage, he must be nuts. And that child, he just keeps screaming in terror. I'm not sure what's wrong around here anymore.


Spoiler: Wood Moods are Useless (click to show/hide)
Spoiler (click to show/hide)

252
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 03, 2012, 07:59:17 pm »
Journal of Kotonoa, 10th Moonstone, yr.453
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Tsukasa died from forgotten beast extract. Only 5 of us original-dwarves remain. Even though our population is ~40 dwarves, I still worry if we will make it out of here alive.

That child is still restless in his bed. Every time we try to help him, he interrupts his sleep. He still seems terrorized by some unknown zombie. Also, he strangely doesn't seem to get hungry or thirsty. He's only 1 year old, I'm not sure how long he plans to stay hospitalized.

Other than that, things are quiet. So I sketched some pictures of our lower fort.


Spoiler: Lower Fort (click to show/hide)

253
Spoiler (click to show/hide)

Almost missed this gem, request for front page.

254
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 01, 2012, 09:24:19 pm »
Journal of Kotonoa, 30th Timber, yr.453
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Hexes broke my pathing.
It's neat, but I gotta build looms right next to the webs or else the dwarf gets confused.

A injured child refuses to rest.
Instead, every time I deconstruct his bed he gets "interrupted by zombie" again even though that zombie is sealed away 30 levels above.

I used to bs about dwarves getting nightmares, but I guess wishes do come true  :D

Spoiler: Dwarven Hauling (click to show/hide)
Spoiler: Dwarven Resting (click to show/hide)

255
DF Dwarf Mode Discussion / Re: Your Evil Weather
« on: September 28, 2012, 11:19:26 am »
As it is, the severity of threats often forces drastic measures, but competently executed drastic measures are too effective at removing challenge entirely.
An analogy would be a RTS meant to be very challenging and complex... which is, however, unbeatable unless you rush the AI with a rather limited scope for variation. If I have to hold back to make things fun, holding back shouldn't cripple me.

That's a good point.

The default setting I guess is "hard mode" right now, where you get no warning about approaching rain clouds, and zombies just hang around on the map. If zombies migrated, and we got more warning about rain clouds, then there would be more strategy on the surface then just "rush underground".

But hard-mode should still exist !!

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