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Messages - Pyro627

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76
Burn everything that's foreign. I usually make sure to use only one or two types of leather and burn everything that isn't native to my fort.

Why not just stick it into a stockpile next to your trade depot and sell it to caravans?

77
I hope they do the hobbit right. Please. Please. Please.

Does anyone know what happened to the last survivor of boatmurdered, the child Dodok Sabrefrenzies? I just finished Boatmurdered and after recovering from stitches I'd love to know what happened to her in legends.

As I understand it, historical figures aren't simulated beyond generation, so I think that she would just move to a nearby town eventually.

78
DF Dwarf Mode Discussion / Re: Well, this is gonna be a epic fort
« on: August 28, 2012, 11:32:51 pm »
I hereby request to be dwarfed as a siege engineer and/or operator.

79
http://error404theurlhasnotbeenfoundloljk.blogspot.com/

(The post at the top is the most recent. The very first posts seem to have been lost when the old site went down.)

I did this with a few people from reddit. Looking back over it, I figured I might share it here, since in retrospect it seems to be pretty funny in some respects. Hopefully this is the appropriate subforum.

80
DF General Discussion / Re: Longest standing fortress
« on: August 28, 2012, 01:40:26 pm »
I measure the longevity of my fortress not in years, but in tantrum spirals. For some reason, starting after the first 10 years, every 5 years, there will be a devastating tantrum spiral taking out at least 60% of the population, that will then almost immediately settle down to everyone becoming ecstatic again (due to excellent living conditions and their grief wearing off). The population quickly refills from migrants due to the immense wealth of the fortress. This 'reset' allows the fortress to seemingly continue eternally.
My oldest for I remember lasted 6 spirals, putting it at approximately 40 years in age.

Why is that? Did you forget to make clothes or something?

81
DF General Discussion / Re: Rate the fortress above you!!
« on: August 28, 2012, 01:36:11 pm »
The dead walk. Hide while you still can!

...Get it? 'Cause, you know, necromancers?

82
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 28, 2012, 01:27:02 pm »
interesting... unnamed dwarvish undead get coffins. I have genericcoffins with "dwarf corpse", "peasant right upper arm", "peasant partial skeleton", "peasant right lower arm", "peasant partial skeleton", and "peasant partial skeleton".

I've thus made a new corpse stockpile, and am going to dump all that crap before I fill up 20+ coffins with body parts of a couple unnamed non-citizen dwarves.

Yeesh, I had that too. They even entombed a few necromancers.

Lucky for me, I had killed a better part of the undead by retracting my pair of entrance drawbridges underneath them, dropping them into the volcano I had made my entrance, so there were fewer corpses to entomb. With a squad of marksdwarves who did a very impressive job of fending off them off and mopping up the stragglers, I won quite easily.

...except that the zombies I dropped into the volcano didn't die. They just sat there, at the bottom of the magma sea, and the "siege" status never went away.

83
DF Dwarf Mode Discussion / Re: Holy mother of science...
« on: August 28, 2012, 01:17:28 pm »
everyone will turn into a fortress at the full moon, and then they'll just run around

 :o

84
All I know its 80 for a Baron for me (LNP or just default with Phoebus tileset). Most things I think are random but I guess 100+ is for a dungeon master or something, which lets you tame exotic beasts, and I heard 200 was for a King, however this is ages ago I heard all this, and with FPS problems maybe stuff has been lowered. But I do know 80 dwarves = a Barony.
Actually right now smakemupagus has it right. The counts for baron:count:duke:king are 20:40:60:140.

Also goblin sieges are triggered in vanilla by 80 population, but ambushes can be triggered by either 50 dwarves, or a production or exportation level of '2'.

Well... How do production/export levels work? When you say two, do you actually mean just two dorfbucks?

85
DF Dwarf Mode Discussion / Re: Necromancers and embar site
« on: August 28, 2012, 01:15:15 pm »
So you embarked on top of a one-tile, 80-z high tower, on an otherwise flat embark with a volcano?

Nice! I demand pictures.

86
DF Dwarf Mode Discussion / Re: Holy mother of science...
« on: August 28, 2012, 11:04:56 am »
100% were-fortresses are possible? That's a good question to have an answer to.

As I understand it, if every single dwarf is a were-creature, you'll lose when a full moon comes because you won't have any actual dwarves left after they transform.

87
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 28, 2012, 11:03:00 am »
A baby-snatcher got lucky, fatally wounding a legendary grower and injuring some troops before I could put him down. One of the military casualties had been carrying a baby, so I kept her squad around to guard it while the medical crew was patching her up.

While they were there, a squad of lashers sprang from ambush near the gate, attacking some marksponies who were on guard duty. They managed to hold out until the baby-guards reached them, but two were severely injured, including one with three broken limbs. With the arrival of melee troops and more archers, the tide was turned, and all the ambushers were killed or captured. A draftee I hadn't had time to train yet got her first combat experience ineffectually thwapping an invader on the head for three pages until someone else showed up to steal her kill.

Somehow the baby survived all of this and crawled back into the fort. She was even still alive when the doctors finished with her mother!

The baby explosion is getting a little out of hand. I might continue to ignore it, but I'm exploring options including inducing sterility with a plant from a mod I'm using and weeding out the weak by exposing them in the caverns. I think my best bet, however, is to use burrows and an expendable adult to expose large numbers of children to another modded substance which will either turn them into magnificent combat monsters or into berserk... things. Those that undergo successful transformation are clearly the elect and deserve to live a life of luxury in my glorious fortress, while those that don't were obviously made of weaker moral fiber, likely predestined to commit unspeakable crimes or, at best, to live a sinful life in obscurity. Impaling them on green glass spikes is a mercy, really.

I tend to become attached to the denizens of my fortresses, but few children have distinguished themselves and I already have at least one expendable adult picked out. Given my other projects and priorities, we're probably about two years out from beginning the transformations, but once the factory floor is built, the isolation chambers prepared and the necessary precursors refined, there will be a reckoning.

Marksponies? Baby-guards? What on earth?

88
Complete randomization of magic could be quite interesting, especially when it comes down to things like enchantments.

Imagine a pair of dwarf socks that explode every time someone puts them on.

I recall someone mentioning that in another of toady's games, it was possible to teleport a creature's organs outside its body.

I expect that kind of stuff in DF, only with more exploding and rot.

89
DF Dwarf Mode Discussion / Re: Holy mother of science...
« on: August 27, 2012, 01:32:06 pm »
Bay 12 forums: world's leading resource on research of neonatal werebeast syndrome transmission.

I want to sig this.

90
DF Dwarf Mode Discussion / Re: Necromancers and embar site
« on: August 27, 2012, 01:16:28 pm »
Why would you remove clothing? It's an easy way to get it for your own dwarves.

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