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Author Topic: The Great Dwarven Laws  (Read 4434 times)

GavJ

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Re: The Great Dwarven Laws
« Reply #30 on: April 23, 2014, 01:45:59 pm »

The law of Extra-Sensory Brokerception -- The mere act of being labeled a broker grants dwarves a special 6th sense that allows them to predict the arrival of caravans and immediately go on break 1 tick before they enter a map.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Trickman

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Re: The Great Dwarven Laws
« Reply #31 on: April 23, 2014, 04:32:31 pm »

The Law of the limping GG: The longer and more fullfilling an adventurer's quest is, the more probable it is for half-dead bandits to stab the adventurer's foot, tearing the nerve.
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This is a plain text forum signature. All typedwarfship is of the finest quality. It menaces with sentences of plain text.

Baffler

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Re: The Great Dwarven Laws
« Reply #32 on: April 23, 2014, 04:38:28 pm »

Rimtar's rule: For falls between 1 and 10 z-levels, the probability of the falling creature landing on their head increases as height decreases.
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Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

Melting Sky

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Re: The Great Dwarven Laws
« Reply #33 on: April 23, 2014, 05:36:40 pm »

Curse of the Uncanny Foe: The probability of any given enemy launching an attack on your fortress is inversely proportional to how prepared you are for that given threat. If you've just finished creating an impressive above ground maze of death to deal with reoccurring zombie sieges then the next siege you get will be goblins on flying mounts. If you've finally completely sealed yourself off from the surface world then the next thing you know there will be magma crabs scuttling out of your forges and killing your legendary smiths.
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TheDarkStar

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Re: The Great Dwarven Laws
« Reply #34 on: April 23, 2014, 09:49:46 pm »

Curse of the Uncanny Foe: The probability of any given enemy launching an attack on your fortress is inversely proportional to how prepared you are for that given threat. If you've just finished creating an impressive above ground maze of death to deal with reoccurring zombie sieges then the next siege you get will be goblins on flying mounts. If you've finally completely sealed yourself off from the surface world then the next thing you know there will be magma crabs scuttling out of your forges and killing your legendary smiths.

Theorem of an Evil World: Making yourself invulnerable to an attack will cause destruction to your fort.

Proof: (chance of a certain danger) = 1/(preparedness for it)

For preparedness = 1: (chance) = 1/1 = 1. Thus, doing everything you can to stop a certain thing will cause something else to kill you. Example: Walling yourself off entirely. Problems:no clothes -> tantrum spiral
                                                                                          no food/water -> starvation and tantruming
                                                                                          a hole somewhere, including to lava -> invaders kill you now
                                                                                          none of the above -> accidentally hitting HFS
« Last Edit: April 27, 2014, 09:38:39 pm by TheDarkStar »
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Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now
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