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Author Topic: Picking up the pick after seven years away...  (Read 6519 times)

Urist McVoyager

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Re: Picking up the pick after seven years away...
« Reply #15 on: June 11, 2018, 09:29:04 am »

I kill elves for fun. With weapons. Not booze. Just giving them a tip so they can decide whether that's how they want to be. :P
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TD1

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Re: Picking up the pick after seven years away...
« Reply #16 on: June 11, 2018, 10:16:21 am »

PTW
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Life before death, strength before weakness, journey before destination
  TD1 has claimed the title of Penblessed the Endless Fountain of Epics!
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Poetry Thread

Saiko Kila

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Re: Picking up the pick after seven years away...
« Reply #17 on: June 11, 2018, 11:06:54 am »

Savage is fine, but I would go with good surroundings. Establish a base of elf-hunters in the middle of it and then hunt nearby elves from this base. That would be so evil.

You will have problems with elves anyway, and probably not only them, since you took Heavily Forested area (as far as I can see on the resized image, my browser doesn't work with photobucket). Heh. Trees multiply like rabbits. Even a sparsely forested area becomes a jungle in couple of years. This can make surface trading and building problematic. Also, some dwarves (including visitors) will eventually land upon the trees, and have problems with descending. Just a word of caution.
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Byakugan01

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Re: Picking up the pick after seven years away...
« Reply #18 on: June 11, 2018, 12:42:31 pm »

Actually, once I have enough dwarves for a fully functioning fort and economy I was planning to round up all migrants, form them into squads, and send them to siege nearby civs. Any who survive get to join the real military. By the by, should I be at all worried about a purple cloud that the game warned me about? Teleported me to where it entered the map and everything like it was a siege.
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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.

Admiral Obvious

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Re: Picking up the pick after seven years away...
« Reply #19 on: June 11, 2018, 12:55:11 pm »

Actually, once I have enough dwarves for a fully functioning fort and economy I was planning to round up all migrants, form them into squads, and send them to siege nearby civs. Any who survive get to join the real military. By the by, should I be at all worried about a purple cloud that the game warned me about? Teleported me to where it entered the map and everything like it was a siege.
Yes.

Your mileage may vary based on your RNG. It could be somewhat harmless (inducing vomiting) or it could be actually terrifying (turning your dorfs into thralls).
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"I have a rock here for you.  No animals or plants died bringing you this rock.  How fast do you want me to throw it at you?"

Saiko Kila

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Re: Picking up the pick after seven years away...
« Reply #20 on: June 11, 2018, 03:47:30 pm »

Use a lab cat to check the cloud's properties. They love being helpful.
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gchristopher

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Re: Picking up the pick after seven years away...
« Reply #21 on: June 11, 2018, 04:49:42 pm »

Cloud properties can be looked up with lua in dfhack, as well.
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Chief10

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Re: Picking up the pick after seven years away...
« Reply #22 on: June 11, 2018, 07:30:32 pm »

re: alcohol poisoning, it can actually be avoided if you simply don't assign a tavernkeeper or performers. Dwarves will go hang out there and drink normal amounts of booze. If you assign someone as tavernkeeper and/or entertainer they will literally force your dwarves to drink booze until they die.
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scourge728

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Re: Picking up the pick after seven years away...
« Reply #23 on: June 11, 2018, 09:01:57 pm »

The most dwarvenly way to go, lots of booze, stupid, unnecessary, probably a bug, completely avoidable with even a little bit of intelligence

auzewasright

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Re: Picking up the pick after seven years away...
« Reply #25 on: June 15, 2018, 08:13:13 am »

This is hilarious.
« Last Edit: June 15, 2018, 03:07:04 pm by auzewasright »
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Rowanas

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Re: Picking up the pick after seven years away...
« Reply #26 on: June 15, 2018, 08:53:30 am »

I am starting afresh soon myself. Then I've got 12 days of modding to perform before my first fortress.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Maul_Junior

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Re: Picking up the pick after seven years away...
« Reply #27 on: June 16, 2018, 03:25:14 am »

I kill elves for fun. With weapons. Not booze. Just giving them a tip so they can decide whether that's how they want to be. :P

Just the tip. Strategically placed.

--Urist McMilitia Commander.
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Quote from: Meph
I didn't actually say this.

Quote from: smurfingtonthethird
there is nothing funnier than watching a goblin army get assaulted by hundreds of war chickens.

Any new discovery, sufficiently weaponize, is indistinguishable from !!FUN!!

Garfink

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Re: Picking up the pick after seven years away...
« Reply #28 on: June 16, 2018, 03:52:15 am »

Stress is completely broken in 44.10, so use DFHack's remove-stress.

Meph's tileset is amazing. Be sure to use multilevel.

Well I'll be.... I have been avoiding 44.10 because of the stress "fun", didn't know about this DFHack anti-"fun" feature.  Thanks. 
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Urist McVoyager

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Re: Picking up the pick after seven years away...
« Reply #29 on: June 16, 2018, 07:23:01 pm »

It shouldn't be as necessary soon. Toady says he's on the home stretch. He said about this time next week we should see a release, but I'd wager probably another week or two, maybe a month, in case of more bugs showing up.
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