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Messages - ImagoDeo

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661
DF Dwarf Mode Discussion / The strangest thing just happened...
« on: November 16, 2013, 10:35:27 pm »
I'm playing on my project fort (Caving in the world) and a mood finishes, creating a bone axe. Okay, whatever. I was busy with other things at the time, namely preventing my fort from dehydrating to death, so I didn't bother checking its description.

A while later, another mood happened. This time it was an acacia crossbow. I usually check every description for interesting details of history and such, so this time I opened the artifacts tab, remembered I hadn't looked at the battle axe, and selected it first.

It had an image of the crossbow on it.

What. The. HELL?

I can think of two explanations: 1) Dwarves occasionally see the future; or 2) the axe's description wasn't created until the first time I looked at it, ergo it had an image of the crossbow on it.

If it's the second reason, I'm far less freaked out, but if I were in this room alone I'd have shouted aloud when I read the axe's description. It flipped me for a loop.

662
DF Dwarf Mode Discussion / Re: How will sailing work?
« on: November 16, 2013, 07:33:25 pm »
A enormous whale. It has thick scaly skin and a fat bloated body.It has large frailing teeth. Beware of it's poisonious steam!

The giant whale Moby Dick has come! An enormous whale with white skin and a massive tail. It dives and spouts. Beware its crushing bite!

Bonus points for naming your captain Ahab.

663
DF Dwarf Mode Discussion / Re: MsPaint Scenes: I draw your descriptions!
« on: November 16, 2013, 02:37:41 am »
Don't feel any pressure on this one particular request; just, whenever you get around to it.



This child would have been something else had she lived.

664
One of my current neighbors is a human civilization named The Empires of Disembowelment.


I will never, ever, ever, ever, ever, ever, ever let their caravan die. *death grip on chair arm*

665
DF Dwarf Mode Discussion / Re: Funny story
« on: November 16, 2013, 02:15:20 am »
I'm going to assume that titans and forgotten beasts made of steam are procedurally generated when they enter your embark area, otherwise they'd never survive the world long enough to be notable. That said, it doesn't make much sense that some legendary creature could be composed of such a weak substance. There are a billion examples of one tiny pinch being enough to dissipate an entire FB made of steam or water. Dwarven children apparently do it all the time when pushed for a counterstrike. Toady should probably fix that and make sure nothing so ridiculous could be created, but if he doesn't want to lose the hilarious one-shot-kill-on-a-monster-of-legend stories, then maybe not.

666
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 16, 2013, 02:10:17 am »
I made an interesting discovery: wild strawberries are perfectly content to grow under a bridge, so long as that bridge wasn't always there.

How fascinating. My dwarves get to enjoy the luxuries of surface crops without any of the downsides! (Notably bleeding to death from purple gas, shot to death by goblins and kobolds, and fried by flying dragons.)

On a less joyful note, we've now lost three outpost liasons in the last year. I need to remember to open the double drawbridges and let him in... one of these days we'll become a barony, although Armok forbid we should ever become the new Mountainhome. The purple gas would claim the king the moment he set foot on our land - I just know it.

667
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2013, 04:06:06 pm »
I don't know why the goblins insist on sending ambushes to my fort. They all die to massive bleeding of every body part whenever one of the nasty purple clouds drifts by...

668
That's a clever solution, but I like mine better: a 5-wide path with lots of twists and turns, and traps lining the inner edge.  Wagons have no problems, Goblins become Goblin salsa.  Two birds, one stone (or to be more accurate, about a bajillion weapon traps).

I'm opting for a simpler route: using the wagon-only pathing system from the wiki. Wagons can cross ramps that ground-bound critters can't. And the pack animal merchants are happy to take the alternate route (which goblins must also take) straight across all my cage traps.

I did tie one kitten to a stake in the middle of the trap tunnel to catch theives. Bloody kobolds... #*&#%*&... but all in all, I think this is the most effective security system I've ever had for a fortress and I'm very happy with it. Any theives, snatchers, or ambushes that come in the wagon path can get caught in cages, and I can ignore all other sieges pretty easily.

Oh, did I mention the best part? ...unholy vapors that cause everything outside to bleed to death about three times a season. I've lost one migrant wave to them already, along with a few dwarves who went to get a drink in the creek because of a combination of unfortunate circumstances. (Thankfully, her husband got over it when he saw what a nice dining hall we have.)

669
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 13, 2013, 05:13:51 pm »
!!THUNDERDOME!! would have to include magma and flames, otherwise it's just a THUNDERDOME.

670
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 13, 2013, 03:53:58 pm »
Some migrants just arrived from a fortress I abandoned earlier. I remember one in particular because I checked their preferences - she likes piccolos, shields, and backpacks.

671
DF Dwarf Mode Discussion / Re: Caving In the World
« on: November 13, 2013, 01:55:20 pm »
Creating 100z + waterfall would be bad for FPS, if the actual cave-in doesn't crash said computer first.

With all this hauling, are minecarts being used?  Or at least wheel barrows?

Unfortunately, neither. I don't have a metal industry yet, and IIRC dwarves don't use wheelbarrows for dumping operations. Besides, I can't spare the wood right now.

672
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 13, 2013, 01:53:24 pm »
Fucking goblins. Leader gets trapped and what do the rest do? Nothing. They just sit there blocking the fort's main exit.

You know things are bad when the best thing that could happen is a necromancer ambush.

673
DF Dwarf Mode Discussion / Re: Issue with the creation of a wooden crossbow
« on: November 12, 2013, 09:24:47 pm »
The above two comments sound most likely to be true. That would fall under #1. Ignore the rest of my post and make sure the guy can actually get to the logs.

674
DF Dwarf Mode Discussion / Re: Issue with the creation of a wooden crossbow
« on: November 12, 2013, 08:43:18 pm »
Gotta check a few things.

1. Make sure he has a route to the logs.
2. Make sure he is in a burrow that contains the logs. (Unless you don't have any burrows.)
3. Make sure the logs aren't forbidden.
4. Make sure the workshop isn't set to "Accept from links only".
5. Make sure the stockpile isn't set to give to a different workshop.

And there may still be something else. Check those and then get back to us on this.

675
DF Dwarf Mode Discussion / Re: Caving In the World
« on: November 12, 2013, 05:36:49 pm »
A migrant wave has brought thirty four new faces to the fortress of Hameskull. Unfortunately, sixteen of those are children. Still, though, I can't really complain; the hauling work will go much faster now, even if I have to pull some miners out to excavate some new living spaces. I'm not entirely sure if booze production will keep up - the farms have been barely keeping everyone watered even with only twenty dwarves, so I'm understandably worried.

Spoiler (click to show/hide)

I may have to pierce the first cavern layer for water. I can get a well and a cistern filled without much risk of invasion from forgotten beasts or giant toads. The real problem is that I don't want five million forgotten beasts showing up before I'm ready to open the caverns and drain the lakes.

An elven caravan arrived at the end of the second spring.

Spoiler (click to show/hide)

Checking the civ page informs me that we also have (at best) some snatchers hanging out on the lip of the (soon to be) crater as well, so I'm not lowering the bridge any time soon. Any migrants that show up will have to deal with mad elves and goblins; !!SCIENCE!! waits for no one.

Uzol, one of our legendary miners, just went into a fey mood, grabbed one stone, and went to work. She's thirsty because of the booze situation - I hope she doesn't dehydrate to death. Another legendary mason would be worth having. ...ah, good, a rock salt armor stand!

Spoiler (click to show/hide)

I can add that to my collection of useless shit: rock salt grate, acacia animal trap. At least I have a legendary carpenter and two legend masons.

Spoiler (click to show/hide)

My concerns about booze have proved to be completely unfounded, thank Armok. I think I checked the stocks at the wrong moment or something. My brewer is keeping up and the farms are doing just fine, so that's not an issue any longer.

The elves have left. I don't know (and don't care) whether the goblins have left. I'm sitting at a comfortable population of thirty-seven adult working dwarves and eighteen children, so opening up the outer barrier isn't a priority, even for a human or dwarven caravan. The mountainhome can go screw itself for all I care; as soon as I finish the first collapse, I can start work on an entrance that will survive future collapses. I think a 100-z-level staircase to the lip of a giant crater sounds pretty badass.

How my dwarves manage to do this without the wine tasting horrible is beyond me:
Spoiler (click to show/hide)

And more migrants have arrived. I'll lower the drawbridge just this once. If I die to a goblin ambush, I swear to Armok I'll... well, I dunno. We'll see. ...twenty-one more migrants; ten of them were children.

Spoiler (click to show/hide)

Spores! I swear... I may just let all the children die in the first collapse. That seems like a good option to me. They won't be useful for years anyway. Their parents, on the other hand, have just handed me eleven more haulers on a silver platter.

Spoiler (click to show/hide)

The first collapse will probably take place within the next four or five months. (There's still a lot of hauling to do.)

In other news, some random dwarf has been elected mayor.

Spoiler (click to show/hide)

I expect to see unfulfillable mandates for short swords and gauntlets soon. (A metal industry is the last thing on my mind.) She'll just have to deal with it. One unhappy mayor is unlikely to cause a fully fledged tantrum spiral. The worst she could do would be to pull the support lever before all the dwarves are underground, or pull the drawbridge lever when a siege was going on, and I can use a burrow restriction to stop her from doing that if I need to. She won't even start fist fights if I restrict her job options to her own room.

Did I say her own room? Sorry, I meant her own tiny corner of the fortress. I have no individual rooms yet.

Spoiler (click to show/hide)

We're about halfway through the hauling work. It's accelerated significantly but there are still over fifteen hundred objects to haul. I'm having everything moved to a retractable bridge over a channeled square, so eventually I'll be able to drop the stone straight down (depending on caverns and such) to the bottom level for use in industries that will support the massive cave-in project.

Spoiler (click to show/hide)

Three thousand stones should hold me over for ten or fifteen years, especially since I have no plans to accept caravans and therefore need no crafts.

Two more children have been born, which is weird since I have my child cap set to 25. That makes thirty total. Useless mouths... *sigh*

I'm rethinking my plans to proceed at maximum speed with the cave-in. Perhaps I should attempt to set up a functioning fortress before just rampaging ahead with such a massive project. At any rate, ignoring migrants and caravans may not be the best idea. Besides, I can build a fortress in the top ten or fifteen layers, then move down to the magma sea area when I'm ready to cave in the rest of the world. Thoughts? Ideas?

In other news, the human caravan arrived. I wasn't on the lookout for it, so I didn't have the drawbridge down. Even so, I'm pretty damn certain some goblin raiders came with it. I'd like to have the dwarven caravan arrive and leave safely to carry back the news of "No, we don't need any more migrants," (pop cap at 50) but the danger may be too great. I've had too much fun to not know better. I can ignore migrants and caravans from here until I get a proper entrance set up.

Final statement for this report: I'm not going to work on a caravan-friendly, enemy-unfriendly entrance in the remaining two months before the second dwarven caravan arrives. It's not worth it to me. The hauling is still going strong. We're completely out of plump helmets, which worries me; harvest can't come soon enough... running out of booze is probably the current biggest threat to the fort's safety.

Spoiler (click to show/hide)

Hope you don't have a river/stream, because won't it just eventually fill up the giant hole?

No river or stream. I embarked to a location specifically without one. I could do the collapse anyway, but it'd look a bit funnier. :P

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