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Author Topic: How do your fortresses usually fail?  (Read 1651 times)

Naryar

  • Bay Watcher
  • [SPHERE:VERMIN][LIKES_FIGHTING]
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Re: How do your fortresses usually fail?
« Reply #15 on: March 07, 2014, 06:39:21 am »

Boredom indeed.

Sometimes I let fun take it's course, but the end of my fortresses now is usually the dreaded Suppr key.

Nuoya

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Re: How do your fortresses usually fail?
« Reply #16 on: March 07, 2014, 08:33:02 pm »

I accidentally dug out a tile I didn't want to... AND SAVED
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Jessoftherocks

  • Bay Watcher
  • Grounds all green and mushy, in dungeons o Despair
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Re: How do your fortresses usually fail?
« Reply #17 on: March 07, 2014, 08:53:09 pm »

SYNDROMES, dear armok can I please get a working way to stop syndromes, ffs
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You obviously found a new species of smart kobold.
Way to go, you killed the only smart kobold's to have existed.
See? Not everyone avoids you!

Manveru Taurënér

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Re: How do your fortresses usually fail?
« Reply #18 on: March 07, 2014, 09:03:20 pm »

I accidentally dug out a tile I didn't want to... AND SAVED

Hate it when that happens. This is actually the reason I started using DFhack, it's great for fixing most of those small mishaps without having to start all over. The OCD DF player's best friend!
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WanderingKid

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Re: How do your fortresses usually fail?
« Reply #19 on: March 07, 2014, 09:41:28 pm »

FPS Death, usually.  My forts are usually pretty solid defensively and I keep myself occupied with tons of little projects... which eat FPS.   :-\

Taking the circus out is actually pretty easy with cave ins, FB's don't usually get into my fort unless I let them, etc.  Sure, I could make it more exciting by... you know... just having a door be the only defense from the cavern layer or something, but... seriously?  They're dwarves.  These are the kind of engineers who carve out, then reassemble, the ceiling so that when you hit a pressure plate tons of rock fall on you.

Then they dig it out and reset it.  *shrugs*

I'm probably going to mod my plantlife shortly for seriously long growth times (1/2 crops per year), just so that food and booze isn't an overflowing mess and is a challenge when you want to have half your community members in the military.
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