Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Scruffy

Pages: 1 ... 63 64 [65] 66 67 ... 74
961
Define "alive".
Still dwarfing around (oni-ing?), thus displaying the usual lack of sanity and tendency of occasional dwarven stupidity commonly associated with living dwarves suikas. Pretty much just growing a beard sporting a fancy pair of horns, causing petty annoyance while draining your booze stockpiles and looking for a way of getting himself killed.
(Being a zombie is close enough. Atleast zombies suikas are less dangerous for the stability of the fort than living ones.)

962
I often modify the dwarves to mature into adults at 4-6 year olds. That way the can actually become useful before I get bored with the fort.
Plus it's fun having a militia full of 6 year olds with axes.

963
So, is poor old Scruffy still alive?

964
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 17, 2012, 07:39:11 pm »
I just lost two dwarves, with several more injured, to falling worn out clothing.

I have a new micro trash pit, one square channeled out with only diagonal access so dwarves pitch stuff down into it and miasma can't get out.

I forgot to deactivate the zone before ordering the retrieval of some worthwhile items that had gotten in there.

So some hapless haulers head on down and their buddies happily pitched worn out socks and elk legs and such onto their heads.
Heh, I just had a similar thing happen to me. I was digging a well (30z from top to botton)  next to my main staircase and after finishing I ordered all the stones to be dumped so they wouldn't be left in the bottom of the cistern. Soon bodies started building up in the bottom.. Yep, 3 dead and 2 wounded hailers later I realized that the only available garbage dump was next to the very same pit around 20z higher.

965
We should also bring back and export moonrocks.
The moon is a harsh mistress. Exporting rocks one slingshotted boulder at a time and letting the earths gravity do the rest.

966
DF Dwarf Mode Discussion / Re: My latest story of FUN!
« on: August 17, 2012, 05:57:15 pm »
Well, you could try using glass walls (building destroyers won't target them nor can they destroy them) instead of windows and build it so that you have a way of sealing parts of it incase you get an unwanted creature wandering around. (a bit like in resurrecting fortresses with numerous doors, alternative staircases and gates separating different parts of the fort. This will easily lead to a fort with 30 mysterious levers though.) In this case perhaps raising bridges behind the glass in order to prevent the water from flooding in if the window gets broken. Then you can just drain the room from the water that managed to get in and fix the windows before lowering the gates again.

Personally I think that no fort is perfect unless it has a slightly flawed defence so that there always is a small chance of FUN.

Edit: You can also use workshops/furniture as a bait for the destroyers. Also, invaders aim for your meeting hall so make sure the the way there doesn't go straight through your project. That way they shouldn't come there unless they are chasing your dwarves. (Though a statuegarden will attract them) Otherwise you could ofcourse keep the area separated from the rest of the fort but that would be boring.

967
Now I just hope that we could load them in catapults and use them as shock troopers.

968
I just cheat and assign labors to them. They make great candy miners and pit diggers since they are expendable. I have also noticed that either they are extremely lucky or they just survive falling damage much better adults. I just had 2 2year olds fall 10z and both survived without any fatal damage. One even started walking away until passing out.

969
Maybe a race that isnt entirely flying, but brings flying squads (Like we had it in the succession game, only that this one wouldnt need mounts) along. Sounds like the most fun for me.
Giant vorpal squirrels, as deadly as they are fluffy. Bring flying squirrels as air support.

970
DF Dwarf Mode Discussion / Re: Uh oh...
« on: August 16, 2012, 09:51:36 am »
Setting up a cloth industry is not that hard.

All you need is some crossbows, bolts and elven caravans.

The side products of this kind of cloth industry is a shitload crap, that you can trade for even more cloth with the other caravans.
Such a waste of bolts. Just seal them in a chamber and start dropping wooden logs and barrels of lye on them until their mules die and drop their cargo. Then you can just let the hippies flee in terror. Be creative! Personally im just lazy and use bridges to drop them in a pit and dump magma on them. Those ¤Figures of elves taming bobcats¤ and *Featherwood trumpets* burn well...

971
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 16, 2012, 04:17:20 am »
I was planning on mass pitting dozens of war elephants (masterwork) and decided that my marksdorfs needed some practice so I built a retractable bridge 4 levels below the drop point. Everything worked fine until I realized that I couldn't retract it because of the weight so I had no way of efficiently killing them. Even better, I forgot to build a door in time so now they were stuck there scaring my dwarves. Everyone is too afraid to go build that darn door and ofcourse the pit is straight next to my main stockpile and staircase :P

In the same fort I got this:

Wasted two iridium wafers and it was a possession so I didn't even get a weaponsmith.
 

972
DF Dwarf Mode Discussion / Re: Uh oh...
« on: August 15, 2012, 07:56:45 pm »
DOUBLE UPDATE: Tantrum spiral is in full throttle, any ideas on how to stop it?
Seal everyone who you can in the rooms they are in and let them kill each other. A handful should stay alive or calm down and be able to continue running the fort (ie. crafting coffins for the next few seasons ;) ) until the next migrant wave (which will most likely be big). As an extra benefit, the survivors will nolonger care much about anything and most of their relatives will be dead. ;D

973
Are you running any mods?

974
DF Dwarf Mode Discussion / Re: An Ambush! Curse all firends of nature!
« on: August 14, 2012, 09:05:40 am »
Make them wield weapons made from the bones of the vanquished tree murderers! Perhaps not the most powerful possible material but atleast it would suit their ethics.

975
DF Dwarf Mode Discussion / Re: Corai - Look away.
« on: August 14, 2012, 06:12:10 am »
I need those kobolds, if I can implant a lack of self-preservation my modbolds will be further effective in attacking forts.

Because they still run to the hills the second they loose a single soldier.
Isn't [NOFEAR] or something similar an option? Maybe I'm just stupid.
And remove [FLEEQUICK] but I think that [NOFEAR] might override it. Perhaps even remove their eyes so they can get scared by nearby enemies.

Pages: 1 ... 63 64 [65] 66 67 ... 74