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Messages - Skanky

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691
DF Dwarf Mode Discussion / Re: Oh God, I'm Going to Die (Godly 38a Seed)
« on: February 09, 2008, 07:25:00 pm »
I had my crafsdwarf try to run into the cave early on to retreive one of the newly created dead bodies there. I quickly sealed it up, and haven't had any GCS escape so hopefully I can keep things that way.  ;)

692
DF Dwarf Mode Discussion / Re: Oh God, I'm Going to Die (Godly 38a Seed)
« on: February 09, 2008, 07:18:00 am »
I generated as per Stafir Ortnev's directions and the unit list matches that of the OP.

One use of the chasm is to trap purring maggots so that you can milk them and make dwarven cheese. Yes, you can actually put milkers and cheese makers to use!


693
DF Dwarf Mode Discussion / Re: Oh God, I'm Going to Die (Godly 38a Seed)
« on: February 08, 2008, 08:19:00 am »
When you regenerate, post a screenie please.

694
DF Dwarf Mode Discussion / Re: Voting!
« on: February 07, 2008, 06:36:00 pm »
Or perhaps Yahoo.
(That thread explains why so many noobs are here)

695
DF Dwarf Mode Discussion / Re: Voting!
« on: February 07, 2008, 05:28:00 am »
?

696
Heh. Well thats great!

697
Name: Skanky (male) or Viktoria (female)
Profession: Wrestling and either woodcutter or axe skill

Sorry, I fail at mapreading, so I can't tell if there are trees or not.


698
I specialise heavily, generally any secondary skills are only going to be used until the first immigrants turn up.

2 miners
1 carpenter / woodcutter*
1 mason / architect**
1 crafter so I can buy stuff from the caravan
1 grower / brewer ***
1 leader

* I rarely spend points on this person, as he trains up woodcutting quite fast. When the first round of immigrants arrive, one of them will either have some carpenting skill or will soon have some carpenting skill...
** The mason / architect combo is one of the few that I keep. For building workshops and supports, this works well. For road building, not so much. Still, I don't build many roads and by the time I do, efficiency isn't high on my priority list.
*** When the first immigrants arrive, he becomes a dedicated brewer and two immigrants become the growers for the fortress.

I also give a single point of armorcrafting, weaponcrafting, metalworking and metalcrafting to each dwarf where possible to increase the liklihood of getting a legendary metalworker. No luck with the current attempt. I am still experimenting with different jobs for the mayor to do in addition to his broker / manager roles.


699
DF Dwarf Mode Discussion / Re: killing off the betters
« on: February 06, 2008, 05:27:00 pm »
quote:
Originally posted by aha:
<STRONG>Goblin sieges also put your military in severe risk - should we get rid of them too?</STRONG>

I have no qualms about putting goblins to the sword, either.  :D

700
DF Dwarf Mode Discussion / Re: Friendly Human Freeloader.
« on: February 06, 2008, 10:20:00 pm »
quote:
Originally posted by Run Comrades:
<STRONG>Now that I think about it...perhaps he was banished to here for just that reason.  Maybe we don't want to learn what Pebu has to teach us.</STRONG>
lol
Made of win!

702
Try designating a meeting area inside your fortress. They will head to it immediately and then start working.

703
DF Dwarf Mode Discussion / Re: Blindedships: The Journey Ends. Please.
« on: February 05, 2008, 08:09:00 pm »
No, I don't think magma currently destroys constructions . Glass walls for instance don't melt when surrounded by magma.

704
DF Dwarf Mode Discussion / Re: Blindedships: The Journey Ends. Please.
« on: February 04, 2008, 11:55:00 pm »
1. Build a bowl above the fortress.
2. Fill said bowl with magma (you have steel pumps, right?)
3. Set fortress up to collapse in ocean
4. Collapse fortress in ocean, which will also cover the fortress in magma, which will then turn to steam and not kill the remainder of dwarves!

Overkill much?


705
DF Dwarf Mode Discussion / Re: Useless Dwarves (How Do You Handle Them?)
« on: February 04, 2008, 09:03:00 pm »
Thats not saying much, considering your previous post.  ;)

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