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Author Topic: Roll to Strike the Earth!  (Read 32993 times)

Baradine

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #270 on: January 06, 2011, 12:14:19 am »

I cry.  No, seriously, we have no weapons?
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Taco Dan

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #271 on: January 06, 2011, 12:42:43 am »

That's a big fish.
I shall leap into action!
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #272 on: January 06, 2011, 02:04:01 am »

No, Visimil! You were...wait, who were you, anyway. Well, you stayed out of the way of my mining, that's good enough for me.

Goodbye then.

Also, now would be a really good time to put workshops inside the fort. Coincidentally, there is space now.

Also, monk, pointing out the corpses would be neat, if you have the time, please. Also, it may be a good idea to pull the lever now. The tower can be built without going out the front entrance.
« Last Edit: January 06, 2011, 02:08:15 am by Shadowfury333 »
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

Frelock

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #273 on: January 06, 2011, 02:01:44 pm »

Indeed, it would be a good time to Pull the Lever

The caravan will arrive to rescue us in the fall.  We can survive till then.

After pulling the lever, help with the construction of the tower.
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monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #274 on: January 06, 2011, 05:42:21 pm »

STOCKS
Spoiler (click to show/hide)

ANIMALS
Spoiler (click to show/hide)

UNIT LIST
Spoiler (click to show/hide)

Population of Cloisteredtombs: 8 Players, 2 NPC

The F beside some items in the stock screen indicates that an item is forbidden; in this case, the clothing, equipment, and especially the SOCKS of Vismil at the time of his passing. Forbidden items can be unforbidden by anyone, at which point they will be taken to the appropriate stockpile by a hauler (most likely an NPC). Basically, you don't want to go get those socks until the zombie is dead...um, dead dead? Not undead? Un-undead? Lets go with inanimate.

You'll notice the map is a bit larger, with the corpse of Vismil Blackhoof marked by a red "V" in the bottom right there. The zombie is pretty much on that square, moving around a little bit but not wandering far yet.

Baradine, the only weapons are a couple base quality copper crossbows, a base quality copper sword being wielded by Taco Dan's guy and a -Bronze Battleaxe- currently being used by Frelock's guy. He's got it because he was the one chopping trees, but its not like anyone has any skill in Axeman anyway. There are some bronze bars available if you want to upgrade the equipment of Cloisteredtombs.

Because the quarry bush field is being replanted this week, I won't bother changing it.

Tally ho!

FuzzyZergling

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #275 on: January 06, 2011, 06:37:08 pm »

Don't forget the picks.
Do miners use the mining skill to attack with a pick in this game?
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Baradine

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #276 on: January 07, 2011, 12:01:36 am »

I suppose I'll help with the construction after Frelock pulls the lever, because a saguaro training sword never killed nobody.
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monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #277 on: January 07, 2011, 02:16:20 pm »

Ah, yes, miners do use the mining skill when attacking with a pick.

BlastoiseWarlorf

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #278 on: January 08, 2011, 03:43:47 am »

Cancel building the tower, Time to put it to the test.

Climb into the second floor of the tower and shoot Arrows through the barricade.

For god's sake please no Building destroyer Tag.
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #279 on: January 08, 2011, 02:37:44 pm »

Building destroyer doesn't apply to Constructions. It does, however, apply to bridges.
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #280 on: January 09, 2011, 11:54:01 pm »

1st Felsite, Late Spring 200

FOOD AND BOOZE DEPLETION: -10 each


Rodicurst Onyxbone, Chief Medical Dwarf

Spoiler (click to show/hide)

Modul "Tweak" Mostsilver, Mechanic

Spoiler (click to show/hide)

Tulon Lensstream, Hunter

Spoiler (click to show/hide)

Fuzz Oiledsparce, Farmer

Spoiler (click to show/hide)

Kib Koganobul, Miner

Spoiler (click to show/hide)

Signun Robermeng, Weaponsmith

Spoiler (click to show/hide)

Thikut Itdunkul, Militia Captain, "Dan the Man" Cowbridges, Swordsdwarf, and the Zombie Ocean Sunfish.

Spoiler (click to show/hide)

NPC Metalsmith, Milker

Spoiler (click to show/hide)


Whoo combat! If Dan didn't have those various bits of armor he'd be in rough shape. Of course, if the zombie wasn't a zombie it would be very dead.

Incidentally, the various forms of undead have Building Destroyer 1, meaning they can destroy wooden hatches, wooden doors, supports, statues, windows and archery targets only. They will, in fact, actively try to destroy those things if they can see them. Fortunately, they cannot destroy Bridges. After a bit of wiki walking, it appears that no sea creature has Building Destroyer 2, so the bridge is adequate protection until you start fighting megabeasts and goblin sieges.

This is also the first time tiredness has come up, so I'll give it a bit of a talk here. Because Dan didn't sleep for 4 days, he had to make a roll to dodge becoming tired. He did not succeed. As mentioned, actively used skills (like swordsdwarf) suffer a -1 penalty while tired. If the fight were to go another five rounds, Dan would make another roll to avoid becoming Exhausted. While exhausted, all actively used skills suffer -2 and all other rolls suffer -1. If, by some bizarre twist of fate, Dan was unable to sleep for yet another phase, then he would have to make a roll to avoid Fatigue. While Fatigued, all rolls that use a skill suffer -3 and all other rolls suffer -2, and any time any action is attempted the dwarf must make another roll to avoid falling unconscious then and there. The endurance attribute provides a bonus to all of these checks.

Not likely to come up in this particular fight, but now I've said it out loud in case it comes up. Or is incredibly stupid.

Map and stocks to come, you know the drill.
« Last Edit: January 09, 2011, 11:55:32 pm by monk12 »
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FuzzyZergling

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #281 on: January 10, 2011, 12:22:41 am »

Exactly how much punishment can this thing take?
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #282 on: January 10, 2011, 03:40:39 am »

I'm going to mine out 21 spots, since I level up now AFAIK.

Workshop space now exists belowground. More workshop space will be made at Ground - 3. I'll set the full designations later.

Also, monk, could you please from time to time list who is controlling which dwarf? I'm often curious but it is hard to tell (having migrants and starting seven) where in the thread to look.
« Last Edit: January 10, 2011, 03:51:27 am by Shadowfury333 »
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

Frelock

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #283 on: January 10, 2011, 11:21:15 pm »

Zombies are notoriously hearty.

Build a craftdwarf's workshop in the lower levels and begin to make rock mugs.
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #284 on: January 11, 2011, 03:27:47 am »

Any particular spot in the lower levels?
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.
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