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Messages - Lich180

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106
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 15, 2014, 03:21:35 pm »
Across the forest, a rumbling, churning sound can be heard. The first in years, breaking the silence of the woods and mountain. Giant kea flee from the advance of this strange pair of beasts drawn by four other beasts.

The first caravan of Frenzysilvers has arrived!

Spoiler (click to show/hide)

Our hard times have ended, a liaison follows close behind. 3 years have passed, with only the seven starting dwarves present. The fort has been barely scraping by on the materials at hand, plump helmets and a few scrounged plants from what grew inside our walls making up our diet. With zombies and necromancers at our doorstep every single season, it has been a challenge to not go insane from staring at the low walls making up our line of defense. Migrants have been too afraid to risk the journey, and now we may finally have a chance at welcoming more citizens into our gates.

Spoiler (click to show/hide)

4 axedwarves train constantly, and have made a stunning improvement over the Years of Isolation. Each one was once weak, and now is a force to be reckoned with. They need more experience fighting actual enemies and not kea or kea people, or zombies for that matter.

Our meager supply of kea bone crafts, used clothing (some with the stench of rot still lingering) will have to suffice for now, for it is all we can offer for meat, cheese, fish, and drinks that we desperately need. Our armorsmith, Onul, is in discussions with the liaison in between hauling items to the depot for trading. We requested breeding pairs of turkeys, assorted plants we can't find ourselves, seeds for underground crops, and a few other optional items like iron, pig iron and steel to help boost our supply.

The three of us civilians with no military skills are wearing bronze armor, and have crossbows made from local wood. Our quivers are made from the hides of the giant kea that plague us, and the bolts inside our quivers are also made from the pesky kea menace. We have to be thankful for them, though. The kea have given us food, and the few blocks and items they have made off with are a small sacrifice to give them for keeping us alive long enough to see this caravan.

107
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2014, 09:17:36 pm »
First season in 2 years that hasn't had a siege show up at some point, or still be hanging around. Finally. Maybe migrants will come this autumn... and a caravan!

108
DF Gameplay Questions / Re: fruits and nuts
« on: July 14, 2014, 07:58:58 pm »
They are just an "infusion" coating the ground for now. Gathering them is planned to be added in soon.

109
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2014, 07:36:43 pm »
My military is now competent enough to stand against a few zombies at once, with minimal happiness loss. 2 are still sensitive to the undead, but the other 2 may have a bit too much fun... one decided grappling the zombie into submission, then punching it in the head until the head popped like a watermelon under Gallagher's hammer would be appropriate.

110
DF Dwarf Mode Discussion / Re: Enough with the climbing!
« on: July 14, 2014, 07:09:41 pm »
Put a meeting zone up somewhere, it seems to help keep them from climbing around and getting in trouble.

111
DF Dwarf Mode Discussion / Re: First Impressions .40.01 AND BEYOND!
« on: July 14, 2014, 06:51:08 pm »

Mangled means head, lower body, or upper body pulped. If head lower body or upper body are pulped the necromancer cannot raise the corpse.

Ah ok, I figured that was the case, just wanted to be sure.

112
DF Dwarf Mode Discussion / Re: First Impressions .40.01 AND BEYOND!
« on: July 14, 2014, 06:25:07 pm »
Have we figured out the exact parameters for necromancers raising the dead?

I have a few mangled skeletons from zombies that laid siege to me, and a necromancer that is standing maybe 6 tiles away. Not sure if "mangled" is counting as the body part pulping, but it seems to be working.

113
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2014, 04:22:48 pm »
No migrants or caravans again this year. Necromancer and an axegoblin showed up early autumn. Got my weaponsmith and armorsmith making steel bars, taking turns smelting and mining out more materials. Mason is doing fine, making blocks and farming. Axedwaves are sparring and training constantly, hopefully they will get skilled enough by the time steel gear gets made that they can hold their own against these invaders.

Might go to a nice, calm embark for a while soon. 12 towers might be too many :P

114
Honestly I don't have a problem with random climbing, as long as my dwarves have a spot to hang out. Meeting zone or wagon, statue garden or whatever.

Otherwise they try to climb all over the place and fall to their deaths.

115
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2014, 02:39:44 pm »
The siege finally lifted, but the one zombie still is chilling out in the trees. It is now the second spring, food and drinks are very low, and a path into the caverns has been opened in hopes of getting enough silk to make a bolt of cloth to bandage our mason, who broke his upper spine during the winter.

This is the longest I've gone without migrants in a very long time, haven't gotten either of the 2 hardcoded waves, unless that has changed as well. Haven't seen anything about that at least.

Update while typing: managed to save my mason. cave spider silk cloth, pig tail thread, and micromanagement of burrows to force my ad-hoc doctors to work to feed and water the poor guy got him back on his feet. Didn't realize how hard it was to only have 2 dwarves who do something besides spar, even when they are off duty.

116
DF Dwarf Mode Discussion / Re: 2014: Equal rights
« on: July 14, 2014, 02:30:02 pm »
What was that ancient Greek fighting force, made of gay couples? The theory was they would fight better if they were with their lover. Don't remember their name, or I'd link it...


117
DF Dwarf Mode Discussion / Re: 2014: Equal rights
« on: July 14, 2014, 02:17:23 pm »
How about Atheism.

I would say atheism wouldn't fit too well, by the simple fact that Gods are actually visibly acting upon the world.  Agnosticism may fit better because of that.

It happened with the Dwemer in Elder Scrolls. Didn't go too well for them, what with the vanish-from-existence thing. And why not have a modifier like this one being tested here, to have a chance of disbelief/agnostic/don't care/somewhat-religious/devout/militant? Even more options!

118
DF Dwarf Mode Discussion / Re: 2014: Equal rights
« on: July 14, 2014, 02:06:34 pm »
Wonder how Loud Whisper's test is going?

119
DF Dwarf Mode Discussion / Re: 2014: Equal rights
« on: July 14, 2014, 01:57:27 pm »
I think we need to calm down and focus on discussing the issue, rather than attacking each other. Ad hominem only leads to bad places.

I'm not using ad hominem, I'm stating facts. Straight, white people are oppressive. Sorry if I hurt your feelings.

Not all of them. Stereotyping is just as bad. The few give the majority a bad name.

120
DF Dwarf Mode Discussion / Re: 2014: Equal rights
« on: July 14, 2014, 01:54:37 pm »
You guys are making too much fuss over this. Really.

Gay dwarves are a thing, and that's OK. It is neither good nor bad, it just is now. Thats fine with me.

(Will never understand why sexual preference makes people lose their minds like this.)

Conversely, since this kind of thing DOES, INVARIABLY happen in real life (People going apeshit over what somebody else finds preferable in the bedroom-- and people going apeshit over people going apeshit about what people find preferable in the bedroom) I think it should also be a thing in the game.



Pretty much. In a game where the community has spawned mermaid bone farms, destroying entire ecosystems by draining the sea into a cavern, "childcare" and stuff, why get all worked up over something simple like gay marriage?

I like the change, and if you don't like it, turn it off. That's an option, after all.

And keep things civil, guys. That is by far the best part of this community, being able to actually discuss things without everyone ending up trying to piss farther than the other.

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