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 - Grimmash

Pages: 1 ... 29 30 [31] 32 33 34
451
Caught up on the thread, or at least the main updates and some of the side stories.  Rather sad how a lot of the main characters are incapacitated or dead at this point.  I am left wondering how you guys are going to close things down.

How many FBs were generated at world start, and how many have you killed?  At the rate you seem to be going, there might not bee too many more left if Dauros and a few of the other soldiers manage to stick it out.

If time permits, I'm going to try and make a nice piece of supplemental record keeping for the fortress, although it may take a week or so, and will only be up to date as of the last save, and will only account for in game dwarven characters.  We shall see... 

RIP Splint.  That was a bit unexpected.


452
15 to 67 dwarves in less than a year.  We are going to be swimming in beard hairs and piles of discarded clothing soon.  More crap to trade to the humans!

I also predict some sort of siege next year/turn if this keeps up.  Glad we have the basics squared away for that.  Based on the last pic of the new, expanded farm it looks like any would-be siege will be able to get up on to the top of our farm wall.  Not that I have ever done anything like that, or have direct experience with the joy of natural up ramps...

453
I like the stable.  Would be useful in my current fort.

Nitpicking:
Spoiler (click to show/hide)

454
I was very much enjoying your explanation play-through.  As good as the documentation is with MDF, the few times I tried to play things seemed a bit too different.  If you or someone else can continue the playthrough, I'll keep reading it :).

455
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 22, 2013, 03:20:59 pm »
During a human siege (started getting these a lot lately), my Duke, one of the founding seven, decided one of my best and oldest Hammer Lords needed to be imprisoned for almost three months for not making bracelets.  Due to the siege, the hammer lord somehow starved, although I'm not quite sure I understand it.  After over a decade of useless demands and punishments, the fortress has had enough.  This senseless passive murder of one of our most ardent defenders was one crime of madness too many.  Although the remaining hammer lords refuse to execute the Duke, his fate has been sealed.

The Duke has had all his belongs and rooms stripped.  He is now locked in his much devalued new tomb, with space only for his coffin and his slab, behind the crypt of dead humans, including the ones that fell during the siege.  He has been sentenced to the same death the hammer lord received, starvation during imprisonment.  May Armok have  no mercy on his soul.

456
Liw, well derp on my part.  I must have totally misread your post.  No offense meant.  I wrote it with a head cold, so maybe that's why :).

As for water or any other comments, I'm not telling you guys what to do, just thinking out loud.  Since it's a newbie friendly game, I'm trying to put out questions that might be helpful to new overseers, and to keep posts and conversation going as we have a rather long turn lengths.

457
Awesome! 

Without opening up the save, do we have an accessible brook or water source?  The embark showed a brook, but I haven't seen one of any of the pics, and I am forcing myself to resist exploring the save.  I'm curious to know if we need to try to find the caverns or if we can route some water for wells from a more readily available surface source.

458
Back to talking about the actual game, I had a thought:

There is a tower on the map.  Whoever makes the first refuse and corpse piles, and butcher shops, may want to make sure those things are secured to prevent crawling hand and hair induced death by necromancer.  Bonus points for a pit to the magma sea.  My current solo fort just finished a giant atom smashing drawbridge to facilitate such security.  You basically dump all the offending items under a raised bridge, then lower it, smashing the unfortunate parts into oblivion.

Liw, based on the claim of english not being your first language, I could not tell that at all from your first year.  Good job!

459
Not to try and cause any drama, but here is a thought:

Should we start an alternate/reserve list for anyone interested in case either 1) turns go fast or 2) someone is unable to complete their turn for whatever reason?

I totally understand keeping the roster small for the purposes of continuity and because Liw made the game, his rules trump.  Just figured I'd toss it out there as an idea in case the game continues to draw interest.

460
To use the same phrase as so many other:  Holy shit.

I stumbled upon your thread a week ago and have gotten about 120 pages in, and this shit is awesome.  Just wanted to thank y'all for giving me some crazy silliness to read through during a rather awful few weeks (just had a death in the family, and this has been a nice escape, in an odd way).

I haven't read the recent pages, as I am enjoying seeing this fortress unfold.  That said, based on the comments I can see in posting, it seems like I am in for a lot more carnage.  I'd love a dorfing if it is possible or feasible.  I suppose I'll find out as I catch up later.  Good luck with whatever mug induced scheme is unfolding.

461
Wasn't bagging on you, Liw, just appreciating the progress.  The first year is always a mad dash to make things possible.  I tend to find the first two years equally annoying and rewarding, in that you accomplish so little, and always end up having to redesign afterwards.  But at the same time what you do in the first few seasons is vital to making the next few years go well.  Farms, basic ways to defend, and then trying to get enough immigrants to come, but not so many you starve yourself out.

I find I hit my stride around 70 dwarves.  Enough to have a militia squad or two, not so many that you have to micromanage the labors.  I'm year six, I think, so I hoping to either kit out the militia and solidify defense, or if that is done, start some sort of mega project.  Forewarning, I love giant mausoleums.  And if things stay too peaceful, trying to find a way to keep the game interesting.

462
Starting to look like a fort, complete with militia that ignore seemingly sensible equipment requests.

463
I'd love a dorfing, preferably male, maybe someone with skills in metal of some sort or mining.

Also, I love your exposition fort.  I started up MDF the other day and stopped, because it was bit much for me, having only played for a month or so.  Really enjoying the thread!

464
Well, at least I'm not the only one that noted the massive amount of rhesus slaughter.

If we get lucky and crank out a few more such pieces of armor we could have a crack squad of poo-flinging biters, and station them over a ledge, to disgust any would-be invaders.

"The Macaques of Impudence"


465
I wasn't trying to mandate them, just figured I'd ask how people felt about them.  Then I went down the rabbit hole.  They work best from the start, so it will really depend on how the fps is when I get the fort.

For the elves, one of my current forts has slain about 10 of the 13 elven caravans, and alas no siege.  I'm kind of hoping for one.  What does it take to get the bastards to actually use those birch swords?

Once I find a dwarf I like in the next save's migrant wave, I'll start writing journal entries.

Pages: 1 ... 29 30 [31] 32 33 34