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Messages - caddybear

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346
DF Dwarf Mode Discussion / Re: Free Coke
« on: May 02, 2012, 03:51:06 pm »
I tried snorting coke once... the carbonated bubbles made me have a sneeze attack. I don't understand why people want to use it that way at all! Its so much better to simply drink it.
It's best to snort it off a hookers hind quarters.

GOD NO

347
Making a massive overland city with towers of marble and obsidian with temples and waterways and gardens and have a fully functional underground fort underneath. Quite easy, but I never manage to convert the idea in my head into the game and it ends up looking crap.

348
DF Dwarf Mode Discussion / Re: Relocating a Fortress
« on: May 02, 2012, 06:33:11 am »
For your future ventures, backup a copy of a clean world as soon as you generate it. That way you can have a few different alternate paths playing out on the same world, or trash the whole thing and start over "fresher".

I've adjusted my playstyle over the years to not sweat the small stuff. If you have a flawed fortress, try to bring it to a dwarfy end if you can.

Well, lesson learned. I did make a copy and abandoned, I'll probably make up a narrative reason for that. Oh well, time to find a similar embark near my parent civ that makes sense to colonize.

Or maybe even go a bit of adventuring to add some more fun.

349
DF Dwarf Mode Discussion / Re: Relocating a Fortress
« on: May 02, 2012, 05:52:53 am »
I like engraved walls =P

350
Yeah that is better for safety from flying building destroyers ( which never happened to me, so I guess that's why I'm not too worried about that ), I like putting the stairs inside so I can take the archers to the roof for some sniping action if need be.

But then you probably should have dedicated archer towers anyway.

351
DF Dwarf Mode Discussion / Relocating a Fortress
« on: May 02, 2012, 05:21:20 am »
There is one thing I hate in my forts. Design errors. Spend 5 real time hours to find out it doesn't actually look all that good after all. What do you do when this happens? I like the world I've genned, it's just the way I want my roleplay to go, but my fort isn't as majestic as it could be, which is a shame. I tried regenning the same world, but even with the exact same parameters and seeds the history turns out to be different, makes me sad.

As you can probably figure out, I don't want to abandon just now. What are my options here?

352
Verily, you should pump magma into the caverns until there isn't anything left alive that isn't magma safe, and then arm your entire population and charge the rest after the magma is drained.

353
DF Gameplay Questions / Re: Genetics and dorfs?
« on: May 02, 2012, 04:13:16 am »
Someone do this.

354
DF General Discussion / Re: Dwarf fortress copy: A game of dwarves
« on: May 02, 2012, 03:05:51 am »
It's more of a Theme Hospital kind of thing rather than DF.

355
DF Adventure Mode Discussion / Re: What Annoys You?
« on: May 02, 2012, 02:57:17 am »
So you never were so hungry that you can actually fill yourself with food and still not be sated? Yes, that is a thing.

356
Easiest? Put stairs inside that goes to the roof and put a hatch cover on it, then lock it after you're done building the roof.

357
Put a roof over it!

358
DF Gameplay Questions / Re: Bolt material
« on: May 01, 2012, 06:46:38 am »
Bone bolts are alright for hunting and training.

359
DF Gameplay Questions / Re: migrant skills not so random...
« on: May 01, 2012, 06:29:12 am »
Just remember to turn the hauling off for the legendary guys when you have enough peasant rabble.

360
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 01, 2012, 06:03:40 am »
It is now Autumn.

First wave of immigrants arrived at the gates of Amethyst of Waves. 8 able bodied nagas prepared to work for the glory of the Hazy Number. Oh and the constant war means they have great military skills, we have the beginnings of a marksnaga and a swordsnaga squad since about 4 of them are soldiers.

On the other hand, we have no metal industry whatsoever, a problem we will have to address as the migrants brought reports of Dark Strangler activity. It's strange they'd venture so far north but we've seen their kind before and they're dangerous for the unarmed and untrained.

Work continues on the surface settlement we're building, main reason for this is to fool the human scouts and second is we have no architect skilled enough to design the towers and the impregnable fortifications our people are known for. Unless the Royal Designer arrives by next summer, we're going to have to file a complaint about the outpost liaison who still didn't arrive.

We're also cutting as many trees as we can before the elves arrive. We've always had cordial relations with our woodland friends and even though they've never directly helped us in our struggle with the humans, they've had their share of war with creatures known as Putrid Blendecs. Serpent Queen has ordered us to be discreet about woodcutting and try to use as much stone as possible, we really can't afford a diplomatic crisis.

As it stands, we are trying to get the bulk of our operations underground while keeping some workshops and farms aboveground. The goals for autumn is:
-Start the smelting industry
-Craft some stones into goods to impress the nagan traders and spread the word of our success. We have to be careful about how wealthy we need to look, too much means the humans could start the war again before we're ready and too little means the public morale and our chances of attracting skilled labor goes down. I don't envy the broker.
-Dig out the barracks and create the water system that will flood a pool at will. Nagas can swim very well, but we can't take any chances when we're next to an ocean and the secret settlement plan involves building the royal palace over the ocean itself. We can't have the soldiers who might fall down from the battlements drown in the ocean.

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