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Messages - maheusz

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136
Other Games / Re: Dwarf Fortress
« on: December 20, 2012, 03:45:27 pm »
Nice! It seems like crisis was averted and only three deaths in RagCopper fortress! There are even animals who are stealing stuff? :D. Good, the more the merrier!

It's Jeff turn now - please pick up the file and tell us all about your exploits. Or if you're still away just drop a post.

Also please DON'T make lever of doom and just leave it there for kicks... :)

137
Other Games / Re: Dwarf Fortress RagCopper History thread
« on: December 20, 2012, 03:42:52 pm »
Turn #1 xmorg

Notable events. (as legends would tell it)
The settlement is Known as "Ragcopper"
In the early spring of 251, the Metal of Bristling of the Geared Whips founded Ragcopper.

In midsummer 251, the dwarf's Mafol Wanegloves, and Ast Flaxbrass both died of thirst after being trapped in a mining accident, in which they channeled lower than the stairs.

In early autum the dwarf Oddom Granitelock blead to death, slain by the giant gray langur "Rampagedblocked", in Ragcopper.

In midautum 251 the giant grey langur Rapangedblocked was struck down by Litast Slippedoar with a copper battle axe in Ragcopper.

Kib Netfastens is known for creating (occasionally) masterful stone mudpots.

Not mentioned in legends!
the Dwarf Xmorg, "miner" carved out a marble bedroom for himself, took one of the few beds available,  along with an armor stand and chest.  he then falsified work orders to have the stone in his room smoothed

A giant toad was wounded pretty bad by the militia commander only steps from Xmorg's marble bedroom (Hotkey F3)




138
Suggestions / Re: Skill related mini games
« on: December 20, 2012, 06:41:21 am »
Well not everybody likes these kind of minigames (I hated them in Bioshock, hated them in Skyrim, Oblivion...) and obviously I do prefer current thing. Especially as you probably remember in the Fallouts there was just pure skill check. And in other, older games too. So why fix something that ain't broken?

The whole idea of minigames... I'm all for puzzles, but why force player to use ANY arcade elements in turn based RPG?

139
General / Re: No Ammo
« on: December 20, 2012, 06:37:39 am »
As far as I know there is no option for refreshing stock of ammo as of now. It is considered though (topic: http://underrail.com/forums/index.php?topic=224.0)  My advice would be to search for new vendors (still it depends where you are in the game).

140
Other Games / Re: Dwarf Fortress History thread
« on: December 20, 2012, 06:25:50 am »
Turn #1 xmorg

Back in business!
It's late autumn and the merchants have arrived.  I sold all of my stone mugs and purchased 2 mining picks.
I also bought as much wood as the merchant had, because I know my dwarves are getting tired of sleeping on the floor.

141
Other Games / Re: Dwarf Fortress History thread
« on: December 20, 2012, 06:25:10 am »
Turn #1 xmorg

More issues in mid autum.
Found a giant laugur stealing my bone crossbows.
I mustered a militia to go after it.  so 5 weaponless wrestlers finally catch up with it.  As it gores one dwarf to death the rest beat it to a bloody pulp.  However we are not able to kill it with punches alone.  I then stop the assult and assign weapons.  The copper axe does the job.

142
Other Games / Re: Dwarf Fortress History thread
« on: December 20, 2012, 06:24:29 am »
Turn #1 xmorg

It doesnt look good.  Its midsummer and the miners are already tantruming.  A mining mistake left a miner with a broken leg, and the other miner trapped.  3 squares away from freedom he starts "hunting vermin for food"

Edit: both miners are now dead from starvation :(  Mining picks are trapped in an unreachable location.






Here is how we started
=======================
The kindom of Olonbomrek has sent forth dwarves to make a fortress in Unibgusil
"Ragcopper"

Malfol Lelumreg(Miner)
Udil Letmosobur,(Woodworker)
Edem Kodstakud,(woodcutter)
Tekkud Dorenurrith(Exp Leader)
Atis Nishom(Jeweler)
Logem Lilarzefon(fish cleaner)
Ast Engigkonos(fisherdwarf)->Assigned to mine.

It is early spring.
There seems to be no wood, or water.

143
Other Games / Dwarf Fortress RagCopper History thread
« on: December 20, 2012, 06:21:31 am »
So yeah, I thought I'll start publishing the history of our succession for here - hopefully it'll be easier to watch then scooping for it in the thread :).

144
Other Games / Re: Dwarf Fortress
« on: December 20, 2012, 06:20:31 am »
Well I would say it is unusually bright and funny game thus far... But that what makes it fun :D. And challenging.

Also guys, did you start a game in very savage world and also in the badlands/some similar and hard environment? Because it changes a lot.

Good job, xmorg! When you finish please write and overview and post it here and also compress the save file and publish it on mediafire or other easily available service :).

And I'm creating another thread for only 'DF stuff' where posts about the life of the fortress are published. BTW what is the fort called, xmorg?

145
Other Games / Re: Dwarf Fortress
« on: December 19, 2012, 03:05:36 pm »
Buahahaha it'll be !FUN!, don't despair! You just need to live long enough to get to the caravan... which comes down in Winter if I remember correctly. Then buy a pick (sell everything!). Or you can hope that one of the migrants will be a miner :D.

Still - perserve on! Don't break as long as Armok allows it!

146
General / Re: Problem with Ventilation Shafts
« on: December 19, 2012, 01:54:04 pm »
As far as I know the ventillation shafts are only needed to avoid the robotic enemies... they don't really give you and access to any new rooms. Oh, but (spoiler) after going down and finding these bandits keeping people hostage you may use them to move around the place and kill single enemies - it helps a lot.

Just don't do it my way - by grenading the people in main room and aggroing both allies and enemies -_-'

147
Other Games / Re: Dwarf Fortress
« on: December 19, 2012, 06:28:31 am »
Well considering our luck and Dwarf Fortress style we probably get a dragon or two... as far as Erebor goes... oh the yummy dragon meat :D. And dragon armor (it's not really different, but it looks cool right?).

Xmorg, will you be kind to show us starting location when you choose one? And keep us updated about deaths... And, since we are at this topic - choose one dwarf as your 'alter ego'. It would get a point in narration and let us have fun when dying or something... dibs on Chief Medical Dwarf!

148
Suggestions / Re: De-Crafting
« on: December 19, 2012, 06:21:27 am »
Nice idea considering the lack of some more complicated parts for crafting. I'm all for it!

149
Development Log / Re: Dev Log #9: Importing Characters and More Crafting
« on: December 19, 2012, 06:19:58 am »
Blinding effect would be really nice - it would certainly make melee combat a bit more viable. Also will there be option to bash enemy with the butt of the firearm?
Options to load the chemical gun with all kind of stuff are really an open field - like hallucinogenic substances, slippery stuff and simple acids... Neat! That is what I love... also maybe an option to create our own designs dependent on level of knowledge? So when I find acid gun with high Medicine I can make 'healing gun' aka hypospray dispenser?

And yeah, Hans Sanitizer has bit better idea about them breaking when test is failed. It would make people consider their options more... or just spam saves :D. But then if there is crafting recipe for them (I vaguely remember there was...) it would be much more forgiving :).

150
Development Log / Re: Dev Log #9: Importing Characters and More Crafting
« on: December 18, 2012, 10:57:48 pm »
Oh  God... ACID GUN! I love it. I wonder if acid gun could be combined with a perk to make it hit head of the enemy... blinding it and covering in yucky, deadly stuff :D. It would be neat all right. And something like helmet would defend from that! Just a thought.

And crafting is also a lovely subject... since it makes the life so much easier. And cash grinding too.

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