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Messages - Levity

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 20, 2020, 09:32:13 am »
It's always a fun way to learn about the various generated nasties in your world! :D

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 15, 2020, 06:05:31 am »
Breachedrock was prospering, albeit messily. The windmill farm was being constructed incredibly slowly, due to our single mechanic being opposed to sunlight and therefore dragging himself to build the vertical axles, whose harnessed mechanical power will power a pump stack 117 z-tiles long!

But then, a vile force of darkness! Gnomes, dragonoids, goblins; many without weapons! I raised our safety drawbridge, not wanting to test my four Cleavers who had reached Adept level in axe fighting; four of the strongest and fittest dwarves in my fort.

Unfortunately, I had dug a second tertiary stairwell to the corridor below the tree farm, subverting the safety bridge and leading directly to the bedrooms, where all the younglings play... One child lost his life to drakken poison, and I lost two of my axedwarves. Astoundingly, they managed to repel the invaders, the four of them. A makeshift hospital has been setup to tend to the wounded. I believe I have gotten away... lightly, to say the least.

CRITICAL UPDATE: A cyclops is now chasing emus about the surface, while my cave-adapted axedwarves stumble after him dizzily.

CRITICAL UPDATE 2: Building this pump stack is a fresh hell. From now on I'll be digging my forts deeper!

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Yeah, I have to say I am starting to notice this problem of dwarves arbitrarily meeting their needs. They don't seem to be focusing on what's still unmet, even though my fort has solutions to these needs...

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I'm currently in my third year: I've had red arrows appear and then dissipate. I've got nice rooms and a dining room, temples to all of the major gods, very busy crafthalls, nothing special; I know this thread was created a while ago, but all this criticism leveraged towards the game seems a little unwarranted in the current build?

Granted, I've had no major negative events like battles or sieges; but I've had dwarves out in snowstorms, in the rain, seeing kobold corpses. Nothing. I also actually enjoy the fact that dwarves have their own personalities and little niggles now. It's so immersive; and all my red arrows have been from those more susceptible to depression and stress, which is awesome!

So to any new players seeing this thread: the game is in a perfectly playable state!

5
Thank you very much for your work Kromtec!

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DF Modding / Re: What's going on in your modding?
« on: February 07, 2020, 05:56:05 am »
Just caught up on this newest release; all rather interesting. Great work Untrustedlife!

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I'd register! Love me some space opera.

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I would certainly like to expand on the gnomes and make them fortress playable, the only thing is, they rely a lot on their clockwork constructs and without using DFHack it's a strange business having them spawn.

I could have the Grand/High Engineers able to turn other creatures into constructs (eh) - have some custom workshop that produces a material syndrome that transforms (eh) - or maybe you just have to trade for them from other gnomes.

The next thing I want to make is an Ent civ, who also have [ALCOHOL_DEPENDANT] and drink some kind of ent moonshine. A little joke and nod towards Tolkien's ent-draughts.

9
Added Gnomish Clockwork Empires, as well as making some desperately needed patches to my old mods. Whoops!

Boozeling patch: Increased potency for all standard boozelings. Should be enough to cause some fun, but not too destructive. Previously it just seemed too weak for those dwarven livers!
Fixed Enchanted Boozeling actually decreasing speed instead of increasing. Whoops, sorry guys!
Added [CRAZED] to fell booze - these guys are the definition of FUN!! now. Create brawl (potentially fatal) rooms in your tavern.
Gave enchanted boozeling its own voice lines in data/speech/enchantedboozeling.txt
Fixed incorrect boozeling child name (forget which one)

Dragons + Drakken patch: Tweaked the Drakken's entity file to have them survive better in world gen. Is still hit and miss, but I wanted them to be endangered anyway. It's all down to whether or not a civ has outdoor farms and the like, and I've always wanted the Drakken to be animal eaters only, so it works. Fixed incorrect caste descriptions of forest drakken. Also added some custom civ positions for the drakken.


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God there must be a lot of new content since I played this last...

11
Creative Projects / Re: ___/The Writer's Apprenticeship\___
« on: May 22, 2019, 08:53:35 am »
That's really cool logical! I love the mixed-media/prose posing as internet at the beginning. Never seen that before, it's an awesome idea!

I would say there's a lot going on in the next section though! It's actually all really solid, but just overwhelming. The idea of news being so impersonal in reality is super interesting and could probably warrant an entire book on it's own! I would suggest practicing slowing down your writing and focusing on one thing at a time, because you clearly have some great ideas.

Here's a chapter from something I'm working on. I know it needs a bit of extending because there's some pacing problems:
Spoiler (click to show/hide)

I posted a little bit on here as SirFinbar in the past.

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I think I'll be doing some tweaking to the mods soon. Drakken need an ethics rework so they don't always become extinct.

I think the boozelings need an increase in potency?

Also thinking about working on some new stuff!

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Mod Releases / Re: [44.12] Dog Breeds v1.0
« on: May 14, 2019, 04:33:20 pm »
Incredible stuff!

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DF Modding / Re: Dog Breeds [WIP]
« on: April 30, 2019, 07:51:02 am »
Fantastic idea for a mod! You could go the extra mile and give each breed their own personality facets?

15
Added Dragons + Drakken to main post.

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