Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: *sigh...*  (Read 2027 times)

Duntada Man

  • Bay Watcher
    • View Profile
*sigh...*
« on: March 13, 2011, 01:41:13 pm »

So I didn't notice until I was nearly to the HFS that there's no goblins or elves left in my world. I would fight the humans, but I need them to sell stuff to to get it off my map. Anyone have any ideas on what I should do to pass the time/train soldiers to survive the HFS?
Logged
Girlinhat: The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration.

Naryar

  • Bay Watcher
  • [SPHERE:VERMIN][LIKES_FIGHTING]
    • View Profile
Re: *sigh...*
« Reply #1 on: March 13, 2011, 01:46:35 pm »

Build a megaproject !

agatharchides

  • Bay Watcher
    • View Profile
Re: *sigh...*
« Reply #2 on: March 13, 2011, 01:47:56 pm »

The lower caverns often have a fair amount of random stuff to kill
Logged
Memento Mori

Newbunkle

  • Bay Watcher
    • View Profile
Re: *sigh...*
« Reply #3 on: March 13, 2011, 01:50:47 pm »

Declare independence from your civilization by executing the liason and merchants.
Logged

Warped

  • Bay Watcher
  • Crowded elevators smell different to dwarfs.
    • View Profile
Re: *sigh...*
« Reply #4 on: March 13, 2011, 02:56:41 pm »

When a dwarf gets a mood forbid everything. Station your military outside the workshop.

Logged

Silophant

  • Bay Watcher
    • View Profile
Re: *sigh...*
« Reply #5 on: March 13, 2011, 08:02:35 pm »

Start a war with the humans. Drop your stuff into the magma sea.
Logged

mimmfantry

  • Bay Watcher
    • View Profile
Re: *sigh...*
« Reply #6 on: March 13, 2011, 08:57:31 pm »

You could always speed up your training with a danger room if your just trying to kill time. You could construct a long hallway with several "collapse points" to assist your military in killing the HFS.
Logged

monk12

  • Bay Watcher
  • Sorry, I AM a coyote
    • View Profile
Re: *sigh...*
« Reply #7 on: March 13, 2011, 10:11:32 pm »

Declare independence from your civilization by executing the liason and merchants.

This.

Read up on Loyalty Cascades first, and try to segregate the Loyalists and Patriots after the deed. Report the results of your Science!

Duntada Man

  • Bay Watcher
    • View Profile
Re: *sigh...*
« Reply #8 on: March 15, 2011, 10:31:12 pm »

Declare independence from your civilization by executing the liason and merchants.

This.

Read up on Loyalty Cascades first, and try to segregate the Loyalists and Patriots after the deed. Report the results of your Science!
This will be done.
Logged
Girlinhat: The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration.

SirAaronIII

  • Bay Watcher
  • Western Romanticist
    • View Profile
Re: *sigh...*
« Reply #9 on: March 15, 2011, 11:11:47 pm »

Bonus: Make all the Loyalists train up in mechanics and all the Patriots train up in crafting.
Logged
"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

monk12

  • Bay Watcher
  • Sorry, I AM a coyote
    • View Profile
Re: *sigh...*
« Reply #10 on: March 15, 2011, 11:19:19 pm »

Keep us posted! In my experiences, Loyalty Cascades that go badly are almost always hilarious.

Duntada Man

  • Bay Watcher
    • View Profile
Re: *sigh...*
« Reply #11 on: March 16, 2011, 12:00:16 am »

Son of a bitch! The ambassador was proceeded by a forgotten beast, that killed a cat and caused a tantrum spiral.

All dwarves went from ecstatic to rage from one death. While hilarious this is not !!SCIENCE!!. I will deal with this then return to the experiment.
Logged
Girlinhat: The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: *sigh...*
« Reply #12 on: March 16, 2011, 02:07:03 am »

Indeed hilarious.

Jordan~

  • Bay Watcher
    • View Profile
Re: *sigh...*
« Reply #13 on: March 16, 2011, 02:13:56 am »

Wait, you can actually do that? Doesn't the dwarf who did the killing just get his head caved in by all the others? Is there actually a way to kill the liaison and end up with a whole fort that doesn't belong to your civ?
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: *sigh...*
« Reply #14 on: March 16, 2011, 02:20:06 am »

Gotta be careful.  Make two forts.  One actual fort, and one with a still and a farm plot only.  Kill the liason, have the killed move into the smaller fort and lock the door.  Repeat until you've migrated your entire population (or all your good dwarves) then reclaim the main fort, by violence if needed.
Pages: [1] 2