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Messages - Argonnek

Pages: [1] 2 3 ... 146
1
DF Dwarf Mode Discussion / Re: Silly Interface Question
« on: September 01, 2019, 10:55:55 am »
Assuming you're using the default key commands, you'll need to press 'v' first, which views the unit and defaults to the skill list, and 'g' if it's showing you another menu, like (h)ealth or something.

Just getting back into the game myself. Hope it goes well for you!

2
If I'm understanding this right, then wouldn't a 3X3 column decay? I'm thinking that each corner piece would count as being only supported by 4 blocks - three on the same level and the one right below. The other tiles on the level below wouldn't provide much in the way of support, in my mind, because they're disconnected from the tile in question.

3
It works! The game is working fine. That articles helped a lot. And now I can show my friends just how awesome this game was... minus the various game-breaking bugs, of course. Thanks!

4
Heeeeyyyyyy. I'm wondering if anyone with more experience with such things could answer this:

I've recently installed this game onto my computer (Windows 7 SP 1, 64-bit), but every time I try to get it to run, it doesn't. I'll see the "loading something into memory" light go on, and then nothing. The process terminates without even an error message to tell me what happened. Can anyone else get it running?

5
DF Dwarf Mode Discussion / Re: Resurrecting a dead civ?
« on: September 06, 2016, 12:05:34 am »
How would one go about doing this?
If there are enslaved dwarves in a goblin civilisation, they won't emigrate to my fortresses, right?
But how about dwarves in an elven/human civvie? Would they?
I think I recall wilderness dwarves do so. At least, I have gotten a few waves of migrants, so they come from somewhere, at least.
Obviously a lot of luck in world gen if you hope to get migrants in significant number.
But at least one wave of migrants is hardcoded, right? Do they just spawn out of thin air?
And if I start more fortresses to up the number of total dwarves, will they just migrate from fortress to fortress, mitigating any new dwarves spawning/arriving?

The first two waves of migrants are hard-coded, but any after that have to come from your civilization. So if your civ died, good luck with a multi-generational fort!
As for building more fortresses, It seems like the migrants would wander from fort to fort like you described, but I don't have any experience with that.

6
DF Suggestions / Re: Corpse scavenging animals
« on: February 01, 2016, 08:05:26 pm »
I like this idea. It handles the problem of sentient body/bodypart buildup nicely, especially with the unworkable bones.

7
I first read this story in 2013, and after recently coming back to DF (and deciding to make a forum account, finally) am really happy to see its still going. Keep up the awesome work. Even though people might not comment much, im sure theres a lot of us lurkers out there.

Agreed.

This story is awesome, and thanks for all your hard work in translating it!

8
DF Dwarf Mode Discussion / Re: Bedrooms vs. Dormitories
« on: December 18, 2015, 06:36:49 pm »
With the inclusion of macros, I think individual rooms are a better solution to housing your population in the long term. Dormitories are good for handling overflow like migrants, but dwarves whine when they don't have their own rooms. Nice rooms also act as a buffer against tantrum spirals. That's just my playstyle, so do what works best for you.

9
DF Dwarf Mode Discussion / Re: New version hype thread
« on: December 01, 2015, 01:06:42 am »
I wants the libraries more than anything else. I want to have reams and reams of paper filled with all of the world's knowledge stored safely away in my fortress.

10
DF Suggestions / Re: Gods and Temples
« on: November 30, 2015, 03:49:17 pm »
I would purposely invite every single god to my fortress, then place them in an almighty copper cage trap and build a god zoo.

Only in DF...

More relevant, how would the god arrive on the map? If they walk on in from the edge of the map, what keeps them from striking dead your woodcutters and whomever else for seeing them? Would they instead just poof into the naus and make themselves at home?

11
DF Dwarf Mode Discussion / Re: My duchess keeps scaring her patients...
« on: September 23, 2015, 08:14:57 pm »
Just disable her labors so that she hangs out in her room, then lock the door and wall her in. Or perhaps use a raising bridge so that you can refill it with new, unbroken furniture after every full moon.

12
DF Dwarf Mode Discussion / Re: Stockpiles Specific to Workshops
« on: September 09, 2015, 08:30:57 pm »
Once the stockpiles are linked, they become exclusive, as do the workshops they're associated with. I learned this after getting cancel spam every time I tried to make traction benches in a stone-stockpile-linked mechanic's workshop.

13
Look closely at the lock. There seem to be hints at the right.

14
DF General Discussion / Re: Cut content?
« on: August 24, 2015, 02:01:15 am »
In previous versions, striking HFS would make you a mountainhome, regardless of wealth, power, existing infrastructure, or sanity. Are you just a hole in the ground that dug too deep? TOO BAD! The monarch has arrived!

15
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: August 24, 2015, 01:52:40 am »
Why just walls? Pave hell with the bones of the demons that reside within, and show them that the player's ingenuity is far more terrible than any petty demonic invasion force.

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