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Messages - Koremu

Pages: 1 ... 8 9 [10] 11 12 ... 15
136
DF Dwarf Mode Discussion / Re: wtfembark: A hole in the ocean
« on: January 10, 2013, 08:02:28 pm »
My immediate reaction is that the easiest way to work on this thing will be to undermine and create a trench a few Z levels deep at the most North-Easterly peninsula. You'll then be isolated from the Zombie Elephants and be able to work (and use them as Marksdorf practice)

Does everything in the evil biome spontaneously reanimate?

137
DF Dwarf Mode Discussion / Re: What to do =)?
« on: January 10, 2013, 01:21:57 pm »
What's the best way of doing with such things, I wonder!
Magma

138
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 10, 2013, 11:35:47 am »
The loss of his wife, his child and his cat has hit him hard.
Who needs family anyway? The cat is the worst. How can he live without his mind controlled? Assuming dorfs have anything that we can call a "mind".
cat farm.
I have seen many players tempting the fate but you, sir, you are punching it straight into the face.
.sigged
We were lucky the Goblins wasted so many arrows on the cat farm.

Wasted? every single one of those arrows was well spent.

It's my only source of sustainable Leather. A Crocodile ate my breeding pair of Dogs 5 seconds after embark, and the Traders keep bringing me male Dogs. Profiteering scum.

139
DF Dwarf Mode Discussion / Re: wtfembark: A hole in the ocean
« on: January 10, 2013, 11:23:21 am »
The water biome is benign but the southwestern land biome has zombie elephants.  8)

Not once you get to the Magma it hasn't!

140
DF Dwarf Mode Discussion / Re: Breaching a 7 layer aquifer.
« on: January 10, 2013, 11:21:51 am »
Always a good idea if you get a stack of non-Aquifer layers atop each other.

I would advocate the "drain into the layer below" approach, although I only ever use a 1*4 area with an attached stairway.

I also recommend the use of Grates for safety when doing it.

141
DF Gameplay Questions / Re: Doctor: Second Job?
« on: January 10, 2013, 11:18:07 am »
You want your Doc to have a job which will keep him safe, so ideally a completely workshop or other "safe area" based job. So not Miner, Carpenter, Plant Gatherer, or anything like Mason, Mechanic or Carpenter which might see him disappear to the ends of the earth to build a wall or pump in a hazardous environment.

You also want him to be available to drop all other jobs and concentrate exclusively on medical care when required, so you don't want to give him a job which is important, or one where he's the only person with that job, either.

Lastly, I wouldn't give him Brewer, because in the kind of event where you need a medic, you may also need emergency supplies of booze.

I often just give him Planter (because I usually have a few of those). My curent one is a Butcher though.

Miner

142
DF Gameplay Questions / Re: Is this a good layout?
« on: January 10, 2013, 10:54:02 am »
Aren't ramps faster for pathing and movement than stairs, by one step?

144
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2013, 12:12:47 am »
The Goblins came. Many are dead, among them Udib Lekmuthkat the medic. I have appointed the Butcher to see to the wounded. He at least knows what bits go where. 15 adults, 5 children and 2 babies remain alive, although Tirist Vaboktomus may lose his leg.

Lor Solamducim is refusing to drink beer. The loss of his wife, his child and his cat has hit him hard.

I have ordered caskets made for the deceased. All non essential work is to stop. We were lucky the Goblins wasted so many arrows on the cat farm.

We've pulled together an ad hoc squad of 5 to see to the defences. The traps are re-armed and ready.

145
Dear Urist McMiner

I realise that I haven't built you a bed yet. I know it's been a tiring time, digging out the storage area & plantation, and now I'm asking you to dig into an Aquifer for me.

But, for the love of Armok, don't go to sleep in the aquifer draining trench!

146
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 16, 2012, 04:31:37 pm »
Sooooo... My blacksmith decides to go fey and starts tinkering something at the magma forge... End result is a lead statue about founding of the fort with some curious piece of history about choosing of vampire as the general of my civ in yellow spessartine. The name for such a grand statue is ominous, though; Anilbomrek, the Glorious Whip.

Artefact Statues are one of the best items to get. I once had the first artefact in a fortress turn out as a Steel Statue of my Expedition Leader surrounded by the rest of the Expedition labouring, relating to the founding of the Fortess.

I set that up in the main dining hall and every Dwarf had happy thought from eating in an incredible dining room and viewing a sublime statue.

147
DF Dwarf Mode Discussion / Re: If Bay Forum were a Mountain Hall...
« on: April 08, 2012, 07:31:53 pm »
I'd be fairly safe.

I know, real life, how to work metal.

148
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 06, 2012, 04:36:48 pm »
Started a new fort.

Civilisation named "The Charcoal Mechanisms"
Fortress named "Blazegates"
Group named "The Gear of Kindling"

This is bound to turn out well.

149
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 04, 2012, 11:56:42 am »
NOPE, Minecraft has red stuff which creates power, and music boxes, and minecarts.

K

We have Pitchblende. It's only a matter of time before someone mods in Yellowcake to run a steam generator.

150
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 04, 2012, 05:06:35 am »
If Toady implements points & allows pressure plates to be triggered by passing mine carts, this could lead to great improvements in dorfen ‼logic‼

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