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Messages - condonzack

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1
DF General Discussion / Re: Is Tarn bound to Kitfox now?
« on: February 07, 2023, 12:20:26 pm »
Kitfox has said that they have literally nothing to do with any of the changes to DF at all and that they are only a publisher. The premium version is toadys version.

2
DF Dwarf Mode Discussion / Frozen Brook Farm Discovery
« on: January 15, 2023, 09:53:40 am »
I accidentally discovered that if you mine out a frozen brook, the ground there counts as above ground! So you can farm above ground crops, and it will grow grass for grazers. I checked and didn't see this on the wiki so I wanted to share it here!

3
WHERE ARE THE DINOSAURS!?


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DF General Discussion / Re: How do dwarven crossbows work?
« on: August 21, 2014, 08:02:33 pm »
Like this:
Spoiler (click to show/hide)
Combined with this:

EDIT: Also this:
Spoiler (click to show/hide)
All of those use string.
Dwarfs string their crossbows with beard hair.

5
DF General Discussion / Re: A long essay about dwarven military vs. RL
« on: August 21, 2014, 08:01:33 pm »
Keep in mind that DF dwarfs and elves aren't your standard versions. Elves most often war with Goblins and Humans, the later because of ideology. Mostly pious humans getting riled into a crusade against the cannibal savages.

Dwarfs might very well end up at war against elves or humans but mostly they face goblins.

Goblins have endless hordes, and come with trolls- building destroyers. Lets look at it from a more "where Toady seems to be going" perspective. So no perfect cagetraps.

Goblins always send several bands to test a fort's defenses before committing a full siege. Those snatchers do harm even if they don't grab a kiddy- they bring back valuable info. Eventually we'll get subterranean sieges too!

Dwarves are long lived too. This is both a strength and a weakness. On one hand it means that they have absolutely no problem with very long term plans. For example if a dwarf ruler wanted to take a certain city, he might send off a band to start a fort near by and slowly build a death tunnel. On the other hand dwarfs aren't as good at dealing with quickly changing situations.

I find it funny that someone mentioned flooding as a way to deal with dwarf fortresses. Even the world-genned forts have central tunnels that would drain the water out. A natural explanation for them!

6
DF General Discussion / Re: Favourite new features
« on: July 28, 2014, 03:28:29 pm »
The new trees mean that your fortress's metal industry isn't likely to grind to a halt as long as your decently careful. That's a big deal in my book! In the previous version unless I had a ton of coal I had to treat wood carefully, since every log had to count. Now I understand preferring that for the difficulty, I think that WOOD shouldn't be a rare resource!

7
DF Dwarf Mode Discussion / Re: Does .40 seem easier to anyone?
« on: July 26, 2014, 03:42:33 pm »
I had a group of 8 goblins, barely a siege really, just show up, kill my sole creature above ground (an alpaca) and leave. I think it has to do with the civvy leader they had. He or she was a noble consort (can't remember what type) and was unarmed and unarmored. i think he got spooked and called for a retreat.

8
DF General Discussion / Re: Plump Helmet Appreciation
« on: June 26, 2014, 09:27:37 am »
But they can't be brewed!

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DF General Discussion / Re: RIP: Your First Fort
« on: June 09, 2014, 11:24:53 pm »
My first handful of forts I lost to frustration from (in retrospect) bad stockpile management. And messing around with Burrows.

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The first thing I do is hit p, i, and b-w and remind myself of all the stockpiles, zones, and workshops. A good fort will have almost all of them.

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DF General Discussion / Plump Helmet Appreciation
« on: June 04, 2014, 01:00:59 pm »
After browsing around the future of the fortress thread for a while I noticed a certain worry. With the planned changes to crops some people think that all of the games fake crops will eventually be replaced with more interesting real world or procedurally generated ones.

Including the plump helmet.

Now I don't believe that there will ever be a version of DF without that most delectable of fungi. But I do think that those of us who truly love the Helmet should be heard! Here I call to you to share your love of that most humble yet incredible crop.

The plump helmet is simply irreplaceable. It serves a vital role in dwarf society that is both impossible in real life and too important to leave to chance. It is THE staple crop! In the real world there are no plants or fungi suitable for a dwarf staple crop. Plants need sun, and fungus lack the sugar to be brewed. Thus the vital role of a fictional staple. While the other underground crops are rather bland the helmet has captured the attention of the player base.

Consider the role the humble helmet must have had in the birth of dwarf agriculture. If Plump Helmet people were more numerous during that time it may have constituted the entire dwarf diet! Both hunters and gatherers would fill stout bellies with the succulent mushroom.

To those who scoff and dismiss this incredible crop, consider this. When have you made a fortress without them?

12
DF Suggestions / Re: More metals?
« on: May 19, 2014, 08:08:03 pm »
There is a metal which is criminally absent from Dwarf Fortress. COBALT!

While a huge part of me wants Kobolt, a magical metal that attracts kobolds, Cobalt as used during the middle ages was really dwarfy. According to Wikipedia it was mostly used to make cobalt glass which is really nice looking. The glass is made with pearlash sand and cobalt, essentially like crystal glass. It would then be ground up (new mill order) into a dye called Smalt. Blue windows, new dye, and this- the wikipedia entry for smalt says "it is appreciated for it's attractiveness." Sounds like some noble with an internet connection wants some Smalt windows in his or her rooms!

In summery- cobaltite already exists in the game. Where is my Kobolt?

13
DF Suggestions / Re: Slab Overhaul/Shrines
« on: May 19, 2014, 07:35:13 pm »
I'm imaging getting mandates from deities.

Urist McGod demands you make mugs! And put a window in my shrine!

Heh, and exploiting the penalties for toppling a slab to get building destroyers smote.


14
DF Suggestions / Re: Duty to the throne
« on: May 19, 2014, 07:05:59 pm »
I'm thinking of my fort, where my civ doesn't have pig tails. But me, having breached the caverns, DO. I kind of think that all this comes with the appointment of the baron(ess). At that point your are more then a colony and the whole mix of responsibilities and rewards kicks in. To start with coins are pretty easy to make so having a certain $ worth of coins as taxation would be cool. Of course it would depend on other things too, like how much metal gets smelted. The game already has a mechanic for your civ to prefer certain exports. I imagine it would be integrated into the outpost liaison stuff. Basically a number of options is given (Either make so many pigtail seeds/thread, so many metal crafts, or so much glass windows.) and there is consequenses for failing your quota.

On the reward side, becoming nobility would bring with it the planned hill dwarves. But I think stuff easier to integrate with the game as is would be possible. Like if you are sieged for long enough a band of steel coated murder arrive from the mountain homes!

And when YOU are the mountain home? In comes the taxes!

15
DF Suggestions / A handful of new ideas
« on: May 19, 2014, 06:04:15 pm »
Okay first off I REALLY wish that work orders could be assigned to particular workshops. IT would make life SO much easier. As is in order to have multiple specialized smiths going I have to constantly watch over them. It just sucks.

Secondly I really think some more happiness rooms would be neat. We can have dining rooms, memorials, statue gardens, and zoos. Why not have something like a temple? A new altar furniture item or just a slab engraved with a god could be built and a room defined from it.

Doctors should be able to train in hospitals like military in barracks.

Incinerator furnace. Basically letting you melt non metal items. Cloth makes ash, wood makes charcoal. This I'm especially attached to- suddenly fuel short fortresses look forward to elven Easter and their lovely brown blood stained arms and armor chocolate!!!


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