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Author Topic: wierd children! must be the water.  (Read 2397 times)

Elliott_Thinas

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Re: wierd children! must be the water.
« Reply #15 on: June 06, 2009, 02:31:04 pm »

I don't check but I can sometimes spot the telltale fire balls of magma meeting whip wine as the caravan ignites.
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I got me a breeding pair of Han Solos.

Shima

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Re: wierd children! must be the water.
« Reply #16 on: June 06, 2009, 03:50:41 pm »

Of course not!  What self-respecting Dwarf would steal from those Elves?!  I say, burn them all down!  If they happen to have booze with them, good, it means they'll burn a little bit better with their clearly inferior NON mushroom-based alcohol!
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(giant worm leather coat)
Weight: 718238Γ
Owner: Udil Evonudil, Planter

Oh Armok, the spice.

Byakugan01

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Re: wierd children! must be the water.
« Reply #17 on: June 06, 2009, 04:04:32 pm »

You say that...yet there you are drinking your value 5 sunshine!
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Shima

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Re: wierd children! must be the water.
« Reply #18 on: June 06, 2009, 04:17:01 pm »

Lies and slander from a teetotaler!

I propose a compromise.  Let's all agree that Ratdwarves are better than Elfdwarves.
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(giant worm leather coat)
Weight: 718238Γ
Owner: Udil Evonudil, Planter

Oh Armok, the spice.

Byakugan01

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Re: wierd children! must be the water.
« Reply #19 on: June 06, 2009, 04:47:01 pm »

Agreed. (We really don't want this one going the way of the human shenanigans thread...) As a side note, there ARE non-mushroom dwarf brews-ales and beers (sweet pods are likely a type of puff pod). By the way, been able to get the ratchild to do anything?
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

DennyTom

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Re: wierd children! must be the water.
« Reply #20 on: June 06, 2009, 05:39:51 pm »

someone willing to make mod so we can have multi-species fortress?
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It is so much easier to measure life in experience points...

zchris13

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Re: wierd children! must be the water.
« Reply #21 on: June 06, 2009, 07:50:55 pm »

someone willing to make mod so we can have multi-species fortress?
It's being worked on.
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eviscerator

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Re: wierd children! must be the water.
« Reply #22 on: June 07, 2009, 12:59:19 am »

I recently discovered that it is a bad idea to collapse a hillside over the top of your fort's communal sleeping area.

Fath Slingsanctum, baby, is very unhappy after being knocked unconcious by a cave-in, choking on dust, and watching his father die.  He enjoys being in crowds and is immodest, apparently. 

I had no idea a collapse would go through the roof of the fort!  Many smooshed puppies & babies... 3 babies, and 7 puppies, 2 cats, 3 dogs, a couple of mules, a camel, and 7 adults....

Now the real question is, since I just loaded the game, do I do a force quit and reload, or do I deal with this dwarf-caused disaster.
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ein

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Re: wierd children! must be the water.
« Reply #23 on: June 07, 2009, 01:03:04 am »

Reload.

eviscerator

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Re: wierd children! must be the water.
« Reply #24 on: June 07, 2009, 01:13:53 am »

Babies haven't been doing so well at my fort - earlier a goblin child snatcher decided to decapitate a baby, rather than steal it.  Weirdly, his mother who was drafted to attack the snatcher and was injured in the fight, remained "very happy."  So thats four babies so far by summer in the 3rd year.
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Akhier the Dragon hearted

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Re: wierd children! must be the water.
« Reply #25 on: June 07, 2009, 06:19:47 am »

By the way, been able to get the ratchild to do anything?
It is a child so it wont do anything but plant stuff and deconstruct walls which from what I saw it could but it just couldn't figure out how to drink so it died sadly.
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Leafsnail

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Re: wierd children! must be the water.
« Reply #26 on: June 07, 2009, 06:25:39 am »

So far I've had three casualties in my epicly dangerous fort.

1. Hunter.  I only gave him ambusher for free equipment.  Turned off hunter labour, but he went out hunting anyway.  Killed by a troll.
2. Hunter.  Killed quite a few deer in the small area of wilderness woodland (one map square big), but decided it would be must more fun to go hunting in the Terrifying biome.  Nearly hit by a GCS web when passing the chasm, he got ambushed by 3 ratmen.  Killed one and seriously injured another, but was pulled down by the third.
3. Random child immigrant.  My immigrants decided to spawn in the north, and had to walk all the way through the terrifying biome.  By some miracle they dodged all the trolls and ___men, but then an immigrant child got randomly killed by a giant cave swallow on the very doorstep of the fortress.  Needless to saym, his mother wasn't best pleased.
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