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Messages - ZzarkLinux

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316
Thank you QuantumMenace for this thread  :)

Code: [Select]
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Code: [Select]
Z+1

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If I'm reading this right, we can create a power-free repeater that brings magma from Z level -100 and bring the magma up to the surface, auto-dump it, and fall back down again right?

Instead of traps, could you just have a hallway that has random-magma-drops that invaders must avoid?

Incredible

317
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 20, 2012, 03:35:22 pm »
RabbitHut, the Creepy Murky Shelter
First Previous Next

Journal of Kotonoa, 9th Granite, yr.451
We went to the wagon only to discover that stupid Giant Mosquito Corpse resting on it. It seemed ... somehow more creepy and murky than usual. In my haste, I also noticed some lungfish laying dead. Our food and booze remains in that wagon... but after a meeting, we agreed to get to work with what supplies we have availble inside. The miners were split into 3 groups: two are carving better entrances, and one is digging for signs of any cave or cavern.

Spoiler: Trope Namer (click to show/hide)
Spoiler: Poor Lungfish (click to show/hide)
Spoiler: Burrowing Miners (click to show/hide)

318
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 19, 2012, 12:16:04 pm »
RabbitHut, the Creepy Murky Shelter (founded by MeltedPants, the Secret-Steel)
First Previous Next

Journal of Kotonoa, 6th Granite yr.451
Our journey to uncover the secret of "Bottomless Steel Bottoms" led us here. We were told to flee from the rain clouds, but we're more concerned about the walking dead right now. I think a Giant Mosquito Corpse have followed us here. Still, we managed to toss a roof over our wagon without much trouble. We got the livestock and some supplies underground, but our food, booze, and anvil are still buried in the wagon somewhere.

Spoiler: Site Overview (click to show/hide)
Spoiler: The Hut (click to show/hide)
Spoiler: The Fort (click to show/hide)

319
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 18, 2012, 12:17:11 pm »
After 15 tries, I finally got my wagon roofed and my dwarves are safely underground.
We put a 6X5 roof over top of the wagon and entrance ramp, which protects us from the enthralling rain.

In honor of our wonderful weather that creates Creeping Murk Zombies, I have named the fort "RabbitHut, the Creepy Murky Shelter".

320
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 17, 2012, 09:11:29 pm »
Embarked another RabbitHut to a wonderful Mountain/Bog location.

Typical zombiome -> everything is fine until it started raining acrid ooze.
Some people lay unconscious for a while, but then this happens.
Spoiler (click to show/hide)
(Notice that the dwarf thrall is still pen/pasture large animal the pig thrall)

My rain also enthralls zombifies people !!
I was so impressed that I saved the seed info if you so desire.
Spoiler (click to show/hide)

Now this is where I want my RabbitHut to be. Next

321
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 17, 2012, 01:22:08 pm »
RabbitHut's two naked axedwarves just "killed" some buffalo skin and buffalo hair.

They only got bruises from the fight, and I got ~3 leather and ~5 threads from one buffalo.
It's proof that edged weapons are best for zombiomes.

One axedwarf went from Adequate to Skilled simply by "sparring" with the buffalo head skin. Sweet.

EDIT: That Skilled naked Axedwarf just split a troll's head in two.
Gotta dump that troll body and that immigrant body into a containment chamber fast.

DOUBLE-EDIT: Zombiegeddon
That immigrant corpse rose up and brained a miner before my axes got there.
Now that Skilled axedwarf has a broken spine...

!! Abandon Ship !! Hide while you still can !!

322
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 16, 2012, 05:16:44 pm »
I just had to scum 2 embarks to undead falcons, but I finally got my RabbitHut started in a nice Terrifying mountain desert.
Zombies and Dwarf Blood rain will make it an overseer's paradise.

I've got the dwarves forbidden inside, until the coast is clear to harvest the wagon.

I was lulled into a false sense of security by how his evil dusts would dissipate upon leaving the evil biome.

Maybe your dwarves will engrave:
This is a picture of a wagon and thralls. The wagon is surrounded by the thralls. The artwork relates to the first terrrible thing to happen in snarlingurn during the first month of its founding.

323
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 16, 2012, 11:11:26 am »
Genning a new world for RabbitHut after upgrading to Fedora 17 (I like Gnome 3 myself).

Last embark had so much magnetite ... it felt like cheating.

Seriously, it's harder to exploit the meltingpants bug then it is to just simply embark on an iron mountain.
In an undead biome, the early wood is so critical that having an iron-mountain is was way easier compared to fueling and heating the meltingpants.

And worldgen just crashed again...

324
DF Dwarf Mode Discussion / Moody Dwarf goes Adventuring
« on: August 15, 2012, 01:18:34 pm »
Spoiler: Dwarf gets Smart Idea (click to show/hide)




So I guess the "Kill Order" is still bugged for militia.
They will go to kill the thing -> then go back to "Training" -> then automatically go back outside again to check the fight-scene after a couple days.
Regardless if they're crippled, moody, or just unsmart.

I guess we should still use the "station point" command.

325
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 14, 2012, 07:04:00 pm »
Almost lost control of the surface at RabbitHut, the Hut of Rabbits.
3 things were wrong with my main entrance design:
A) Main tunnel went through a tiny murky pool, so there is open-ceiling
B) Main tunnel is in the center of the map
C) I decided to leave the tunnel open for the first Dwarf Caravan.

Of course, some dwarves eventually got out, and some other things got in.
Thankfully, I had just conscripted my second fully-armored square to the military
Spoiler (click to show/hide)

One militia has a broken elbow, another's foot is cut open pretty bad, but they'll live.
Here's what's left on the surface.
Spoiler (click to show/hide)

Take that you damn keas !

326
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: August 14, 2012, 04:05:59 pm »
Can we get a drawing of the "Waterfall Jumping" bug feature that was fixed ?

Urist has been comforted by a lovely waterfall recently.
Urist has sustained severe injuries recently.
Urist has seen a lovely mist recently.

Urist, Waterfall Adventurer, has been found dead. Died of bliss

327
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 13, 2012, 09:54:51 pm »
The horse head hair attacked us, so my militia responded ...
Spoiler (click to show/hide)

Oh Ren and Stimpy, you can migrate here anytime.

328
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 12, 2012, 08:58:54 pm »
After ~290 years, I embark to a Terrifying Mountain / Terrifying Jungle.
A trio of Chinchilla corpses confirms my delight worst fears...

Seven dwarves named "MeltedPants the Secret-Steel" have embarked to found RabbitHut, the Hut of Rabbits.
They hope to abuse the melting bug.

...Hmm, this is weird...
The only stone available seems to be dolomite, gypsum, and magnatite.
May not need to abuse steel-chain-leggings after all.

329
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 12, 2012, 05:19:37 pm »
Got a week of vacation from work, so I'm genning another world now in 34.11 (still got 34.07 on backup).
I want zombies. I want Desert. I want mountains ....

And my WorldGen just crashed didn't it...  ::)

330
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: August 08, 2012, 09:21:11 am »
Ooh ooh

Could you please "capture the moment" for me?

1) Goblin Ambush meets Militia
2) Lots of blood on both sides
3) Goblins eventually flee onto a frozen pond, and dwarves follow
4) 5-minute lockup as the game processes water thawing...

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