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Author Topic: Merchants and Lakes.  (Read 857 times)

Skid

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Merchants and Lakes.
« on: December 24, 2008, 02:54:56 pm »

1. Merchants will take the shortest route to and from your fortress no matter what.

2. Submerged construction projects require draining the work area.

3. Variable depth water prevents movement.

4. Merchants tend to go insane when not allowed to leave the map.

Spoiler (click to show/hide)
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Playing a cheesemaker in an average Fortress 'round here would be. Freaking. Terrifying.

Hawkfrost

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Re: Merchants and Lakes.
« Reply #1 on: December 24, 2008, 03:05:25 pm »

Holy hell.

That's awesome.
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Duke 2.0

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Re: Merchants and Lakes.
« Reply #2 on: December 24, 2008, 04:09:06 pm »


 ...

 Note to self: Start next fortress in a crater.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

NUKE9.13

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Re: Merchants and Lakes.
« Reply #3 on: December 24, 2008, 04:15:18 pm »

Those damn merchants. Now you'll have to drain the lake again to get their stuff! Why can't they just die in the depot like good little item bags?

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Long Live United Forenia!

LegacyCWAL

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Re: Merchants and Lakes.
« Reply #4 on: December 24, 2008, 05:15:59 pm »

That.  Is.  AWESOME!

Now if we could just find some way to combine that with the bug where they set themselves on fire going up a ramp... ;D
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HIDE THE WOMEN AND DROWN THE CHILDREN, THE BARON HAS ARRIVED.

Zorgn

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Re: Merchants and Lakes.
« Reply #5 on: December 24, 2008, 05:29:50 pm »

I am continually amazed by how many ways there are to cause death in this game. Rampaging drowning merchants are now replacing joining my carp moat.
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Eagle

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Re: Merchants and Lakes.
« Reply #6 on: December 30, 2008, 08:39:31 pm »

Now if only blood could fill a square 7/7; eventually you would have a lake of blood. What better way to honor Armok than live submerged under the bodily contents of countless humans/elves/etc.?