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Messages - Numeroid

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1
I guess Hell is wearing on them.

Interesting hypothesis: proximity to Hell makes creatures harsher. That's why elves are dandies, humans are softer than dwarves, dwarves are tough and honor-bound, and goblins are cruel and vicious.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2017, 05:20:55 pm »
Just encountered a Forgotten Beast that was apparently friendly. I had believed that I had the caverns entirely walled off (which I typically do until I am confident they can be explored safely) until I got a notification that he had destroyed a willow door. Panicked, I zoomed to him on the map only to find that he was standing right next to my Legendary weaponsmith. I lingered at this sight with the game paused for a few moments before sighing and accepting defeat. After I unpaused, I noticed that not only was he not killing my weaponsmith, he wasn't killing anyone, nor was he destroying any more buildings. In fact, it seemed that he even opened one of the bedroom doors instead of simply bashing it down. I watched him for a little while as my dwarves just casually passed on by as if this was any given day for them, but eventually decided that I was probably living on borrowed time; I stationed my military squad near him to see if they would attack him automatically, which they did. I told my brother about it and he asked if the FB even fought back. I checked the combat logs and I didn't find any indication that it did. So I may very well have slaughtered the one pacifist Forgotten Beast in existence.

3
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 13, 2017, 08:23:01 pm »
So I did a quick painting of a plump helmet man mayor from my previous post:

Spoiler (click to show/hide)

Couldn't help but imagine what his slogans would be (if he could talk.);

PLUMP 1016: Make The Fortress Great Again

"There's an old joke: 'How do you know when a politician is lying? When his lips are moving.' I haven't even got lips."

"Vote for me and I'll legalize shrooms."

4
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 13, 2017, 12:45:33 pm »
Just made a new adventurer. Dwarf, a hearthperson to a human lady. Naturally, I asked about any troubles, ready to seek my claim to fame through adventure. I was told this:

Spoiler (click to show/hide)

So off I went to hunt down this "force of evil". I traveled to a nearby dwarven hillock, asked for a plump helmet man and was directed to the east. Encouraged by the ease of this quest, I walk into the hillock with my companions in tow, spot the plump helmet man and... he's the mayor. Upon closer inspection, it's not even the right plump helmet man. Whoops. Glad I didn't just chop his head off. Turns out, I walked into the wrong settlement to begin with! The one I was aiming for was south of this one. Not to be deterred, I sought out the correct "force of evil" this time. Again asking for directions, I was directed to a hillock nearby. "Gee, this sounds familiar." Once more, I entered the hillock, looked around, and found my target. I walked brazenly up to this monster and... he's also the mayor.

I think I've learned a lot today. Namely, the lady who sent me on this quest must simply be prejudiced. Further, plump helmet men do very well in dwarven elections.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 25, 2017, 04:38:32 pm »
Started a fortress in a world in which dwarves are basically extinct, with only one dwarf necromancer living. Did the usual and got everything set up, I was lucky enough to have a map with tons of wood hematite and flux stone so I was able to put a proper military together, the first goblin invasion rolls around with about 60 goblins, three casualties, one of which was a dwarf that was bitten by a werebeast, so no real loss there.

Now the second invasion has rolled in, 320 invaders, against my 9 militia, that's over 32 to one, this should be interesting.

edit: Well to my surprise I was able to fight them off, barely, oh so barely, 6 of the 9 militia were killed, unless I manage to get a bunch of mercenaries this fortress will fall in the next siege.

You're the general that the dwarven people deserve. Lead them to victory  :D

6
DF Dwarf Mode Discussion / Re: Spiral entrance
« on: September 29, 2015, 02:39:08 pm »
I had always thought this was intentional. Invaders stop trying to path so as to avoid your traps.

7
DF Dwarf Mode Discussion / Re: Updating to Win10 broke fullscreen
« on: August 26, 2015, 05:04:24 am »
Is Windows 10 out now? I would guess that this is a Windows problem, and that it will probably be fixed, but it still might be worth looking at DF. In any case, I dunno if people will help (or can help) so much as tell you that you are using a bad OS :P

8
DF Dwarf Mode Discussion / Re: A headless migrant?
« on: August 21, 2015, 12:53:43 am »
It seems more similar to cutting off a finger at the knuckle and then saying the knuckle is missing. In any case, I think the reason it seems weird to me just has to do with the way people generally categorize external body parts. The neck superficially serves only the purpose of supporting the head, it is practically just a joint as far as structure is concerned, which is what makes it seem strange to say only that the neck is missing. Not only that, one could be decapitated and still have one's neck.

Basically, it seems the game processes body parts differently than I do :)

9
DF Dwarf Mode Discussion / Re: A headless migrant?
« on: August 21, 2015, 12:40:45 am »
Yeah, I think I've seen other people mention that wounds in worldgen sometimes don't take effect until the entity enters the map. Does a creature's neck being gone mean that they were decapitated? I wonder why this doesn't just say the head is missing.

10
DF Dwarf Mode Discussion / Re: Dwarves not stockpiling correctly?
« on: July 28, 2015, 06:17:32 pm »
Thanks! I don't remember doing that but I tend to play DF for hours so no doubt I just didn't understand what those even meant and forgot that I changed them.

11
DF Dwarf Mode Discussion / Re: Dwarves not stockpiling correctly?
« on: July 28, 2015, 02:31:01 pm »
Okay, I think I've done everything correctly, let me know if I've messed up somewhere along the way with this upload, or in my save :D

http://dffd.bay12games.com/file.php?id=11016

12
DF Dwarf Mode Discussion / Re: Dwarves not stockpiling correctly?
« on: July 27, 2015, 03:49:02 pm »
They all say "Will take from anywhere"

13
DF Dwarf Mode Discussion / Re: Dwarves not stockpiling correctly?
« on: July 27, 2015, 03:26:36 pm »
Hi, thanks for replying. What is the best site to use for uploading saves? I haven't uploaded any saves before, least not that I remember.

14
DF Dwarf Mode Discussion / Dwarves not stockpiling correctly?
« on: July 27, 2015, 12:26:23 pm »
I have a stone stockpile for my masons, and since most of my layers are made of rock salt, I decided that it would be a rock salt-only stockpile. When I changed the settings for the stockpile to only allow rock salt, my dwarves stockpiled nothing; it was like I had not designated a stockpile. I allowed all types of stone and they stockpiled the rock salt, but also all of my ores that are lying around. My masons only use the rock salt so any space that gets freed up gets taken by more ores. I made a stockpile that only allows ores and then disallowed ores in the original stone stockpile but nothing has changed and I'm thoroughly confused.

Any thoughts or questions? This is stifling productivity in my fortress, so I'm eager to fix it.

15
DF Dwarf Mode Discussion / Re: designations not working
« on: July 25, 2015, 10:54:12 am »
If they are smoothed natural walls, my guess would be that they are inaccessible to your dwarves.

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