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Author Topic: Cavebrands  (Read 68619 times)

Eztuzt

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Re: Cavebrands
« Reply #165 on: April 27, 2010, 08:42:33 pm »

Eztuzt, could my guy either be a bookkeeper or a catapult launcher if you don't need him for other things?

Right now you're the legendary miner leading the dig squad. Once the military sets up and we get a few migrant waves, however, you could probably join the line as a siege engineer.

If it makes you feel better, your eyes are slitted. Like a snake.....
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In August of 1943, while serving as skipper of the PT-109, John F. Kennedy's boat was ripped in two by the Japanese destroyer Amagiri. Kennedy and his crew were tossed into the water and surrounded by flames. Kennedy, despite a chronic back injury and an even more chronic boning-induced-exhaustion, managed to swim four hours to safety while towing an injured crewman by the life jacket strap with his teeth. His fucking teeth!

Cheddarius

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Re: Cavebrands
« Reply #166 on: April 27, 2010, 09:07:20 pm »

Pretty cool!
Can you spare me as a bookkeeper for a season or so? Hmmm, that barracks project is important. Maybe after that, if you don't need that much digging and only want ore or something.
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Heron TSG

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Re: Cavebrands
« Reply #167 on: April 27, 2010, 09:16:39 pm »

the water is meant to go all the way down the map, so that it can be accessed anywhere, including, but not limited to, as a weapon against the horrors of the deep.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Acanthus117

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Re: Cavebrands
« Reply #168 on: April 27, 2010, 09:22:49 pm »

Awesome.
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

SethCreiyd

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Re: Cavebrands
« Reply #169 on: April 27, 2010, 09:26:55 pm »

Awesome.  I look forward to Cavebrands' renaissance.  May I request a re-dwarf in the next wave of migrants?

Speaking of which, I suggest cranking out some serious wealth to impress the dwarven caravan.  Otherwise, the immigrants will probably stay far, far away.
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Acanthus117

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Re: Cavebrands
« Reply #170 on: April 27, 2010, 09:28:02 pm »

Hey, can I has a metalbasher dwarf? Call him Barney!
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

LordSlowpoke

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Re: Cavebrands
« Reply #171 on: April 30, 2010, 01:03:53 pm »

Eztuzt. got any reports?
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Eztuzt

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Re: Cavebrands
« Reply #172 on: May 01, 2010, 11:33:07 am »

Well, I don't think we'll be having any updates soon. I'm pretty much booked for a bit; we have a fair that me and my friends have been planning to go to, I have baseball, track, football, etc.

The next time I'll be able to get in more than an hour of gameplay would probably next weekend, or maybe later on after the fair. Don't worry though, I won't forget about you guys. I'll get back to DF right after I post this.


Anyway, for some reason three of the dwarves aren't doing anything (Including you, Slowpoke). I assign them to Mining, Stone detailing, nothing, etc. and they stay unoccupied. I might try assigning them to the military, though I doubt it'll work since the Captain of the Guard Kosoth or our friend the BCO haven't moved an inch. The fort may die from bugs, people.

Oh yeah, grats Slowpoke, you ripped a Crundle to pieces right before going inactive :)


[Edit] Hmm... I'll have to take most of the inactive things back. Slowpoke started hauling things to tombs (Bodies, maybe. There are a LOT of skeletons from past dwarves) a fellow miner noticed the ogre and attacked him, rending the giant beast's lung although Urist's hand and wrist were shattered from two punches. I think he also stabbed the ogre in the face with his pick, but I'm not sure. Anyway, after that the ogre ran away past Kosoth and started tearing up the magma workshops (Probably having a tantrum). If only I had a medical dwarf..darn you Cheddarius and your lazy days off (On break)......
« Last Edit: May 01, 2010, 12:45:01 pm by Eztuzt »
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In August of 1943, while serving as skipper of the PT-109, John F. Kennedy's boat was ripped in two by the Japanese destroyer Amagiri. Kennedy and his crew were tossed into the water and surrounded by flames. Kennedy, despite a chronic back injury and an even more chronic boning-induced-exhaustion, managed to swim four hours to safety while towing an injured crewman by the life jacket strap with his teeth. His fucking teeth!

Kagus

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Re: Cavebrands
« Reply #173 on: May 03, 2010, 01:39:14 am »

Alright...   So we've got a week or more of inactivity to look forward to.  This is kinda troubling.

I'm going to see if I can't get around to uploading maps to the DFMA.  I stole the two complete saves that have been posted here for that purpose, but that's all I've got beyond my own save at the end of my turn.

Perhaps we can start discussing potential plans for the future of this fortress?  We obviously need to find some way of dealing with the goblins, as simply forgetting about the overworld isn't going to work (we need more migrants!), but I'm not entirely sure how to deal with ultra-death commando supertroopers from the obsidian towers.  Perhaps an aboveground enclosure using a two-entrance system?  Where the "short" route is heavily trapped but set with a restricted traffic setting?  While we technically don't need this, it might help keep to keep the goblins in a separate place from our workers.

...but then again, there's nothing we really need to go outside for.  Merchants will come to us, and we've got water and wood supplies arranged in the underground.  Merchants leaving the confines of the enclosure can ruddy well fend for themselves, so there's no need for dwarves to go outside the protective barrier.

We could just work out a slightly more defensive main entrance, so archers can't take potshots at our guys from outside the perimeter.  And if we use cage traps, we can send the captured goblins down into the underworld to see if there are any nasty beasts lurking around in the shadows.  Heck, given the right circumstances, we could use them as expendable slave fodder to weaken unnaturally powerful foes.  Let them kill each other, then we can waltz in and mop up the leftovers!

Cheddarius

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Re: Cavebrands
« Reply #174 on: May 03, 2010, 02:05:26 am »

A hallway of 10 or so 3x10 bridges, all linked to a lever; when goblins come, set on repeat.
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Paulus Fahlstrom

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Re: Cavebrands
« Reply #175 on: May 03, 2010, 04:06:14 pm »

Muahahahaha.... *begins to cackle and plot*
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Kagus

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Re: Cavebrands
« Reply #176 on: May 03, 2010, 05:59:59 pm »

A hallway of 10 or so 3x10 bridges, all linked to a lever; when goblins come, set on repeat.

The problem with that is that we don't know when the goblins come.  Invisible ambushers have a nasty habit of being somewhat undetectable...

Standard traps work regardless of whether or not you've "discovered" whoever happens to be showing up.  Pressure plates would probably work just fine in tandem with whatever other nastiness we happen to come up with, but lever-based defenses aren't really an option (aside from the great big LOCKDOWN button, should things go horribly wrong).

Acanthus117

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Re: Cavebrands
« Reply #177 on: May 03, 2010, 11:16:11 pm »

Hehe, I'm probably the least experienced out of all you guiz, so this fort will die when I get to it. rather quickly, I might say.

*runs off to practice DF*
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Kagus

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Re: Cavebrands
« Reply #178 on: May 04, 2010, 01:31:41 am »

Alright...  So much for uploading the other maps.  'Export Local Image' is having problems.  It keeps spitting out corrupted images.

SethCreiyd

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Re: Cavebrands
« Reply #179 on: May 04, 2010, 02:30:19 am »

A hallway of 10 or so 3x10 bridges, all linked to a lever; when goblins come, set on repeat.

The problem with that is that we don't know when the goblins come.  Invisible ambushers have a nasty habit of being somewhat undetectable...

This is exactly the reason the cows were chained up outside.  They all died, but they served their purpose before they did.

As for that trap, bridges can be linked to both pressure plates and levers, right?  A pressure plate could activate the trap and lock floodgates to keep dwarves from getting into it (and keep the goblins trapped within).  Another lever connected to the bridges could then be pulled on repeat until everything inside is smashed, and one lever could turn the whole thing off and open the gates.  I wonder if blood can trigger a pressure plate?

Let's not forget about the magma.  Whole lot of magma down there.
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