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Author Topic: Urist's Law -- The Inevitabilities of Dwarf Fortress  (Read 15697 times)

TomIrony

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Urist's Law -- The Inevitabilities of Dwarf Fortress
« on: April 04, 2017, 09:49:43 am »

 1. If you construct your fort with areas that are technically inaccessible and impossible to reach, a dorf will inexplicably get stuck there.
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Maul_Junior

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #1 on: April 04, 2017, 10:11:04 am »

2) There's always a bigger Megabeast
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anewaname

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #2 on: April 04, 2017, 03:32:10 pm »

The Pump Operator always dodges into the deepest water available.
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zazq

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #3 on: April 04, 2017, 03:33:26 pm »

the witness is always the vampire.
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Insert_Gnome_Here

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #4 on: April 04, 2017, 03:46:13 pm »

0) It was inevitable.
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Nyxalinth

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #5 on: April 04, 2017, 04:08:09 pm »

No matter how much booze you have, a huge migrant wave will inevitably show up and drink it all right before all the water freezes.
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Ironfang

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #6 on: April 04, 2017, 05:31:06 pm »

3) At least one thing will die in an unbelievably funny way.
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Caponimoq

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #7 on: April 04, 2017, 06:29:02 pm »

If you are expecting them to have FUN, sieges and megabeasts will never appear.
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Eric Blank

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #8 on: April 04, 2017, 07:53:29 pm »

If you didnt see anyone get bitten by that werebeast, you're wrong.
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Thisfox

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #9 on: April 04, 2017, 08:19:56 pm »

If you are expecting them to have FUN, sieges and megabeasts will never appear.

Corollary: If you embarked on a Funless site in order to solve an issue other than sieges and megabeasts, both will continue to arrive constantly.
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quekwoambojish

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #10 on: April 04, 2017, 08:26:09 pm »

4) your crossbowdorf will enter melee combat
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Killgoth

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #11 on: April 04, 2017, 09:08:48 pm »

If you have are setting up multiple magma forges, and wait until after you fill the magma troughs to put grates over them, inevitably someone will drop a sock in the magma and create a splash that incinerates themselves and anyone near them.
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Staalo

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #12 on: April 05, 2017, 06:17:59 am »

Whenever something requires your constant attention, a siege, a mood or a childbirth will happen, or a caravan will arrive.

Or, if you're really unlucky, your miners will hit a bunch of damp tiles. LOTS of damp tiles.
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MarcAFK

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #13 on: April 05, 2017, 07:12:19 am »

As soon as you have a handle on the workarounds for the last stable version's bugs a new version rolls around.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

NJW2000

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #14 on: April 05, 2017, 07:41:08 am »

The front line always forms just in front of the weapon traps.
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