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Messages - nwr1_cronus

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DF General Discussion / Re: On the topic of the June 1'st Devlog
« on: June 03, 2020, 07:16:40 pm »
Depressing to see that so many members of the DF community are alt-right or alt-right adjacent CHUDs.  On the other hand, it's funto see that these same people that enjoy a game about ASCII dorfs digging holes get so easily wounded when their worldviews are challenged in the least offensive way possible.  As Put says, this should probably be redirected onto the appropriate thread (posted above).  Better yet, you fascists could just delete your accounts and spare the forums your ignorance/hatred. 

2
DF General Discussion / Re: Key bindings, how do they work?
« on: March 06, 2012, 09:06:34 am »
You could start with the "Key Bindings" section of the options menu. Just hit ESC at the start menu.

3
DF General Discussion / Re: How to Properly Convey DF in a Let's Play
« on: March 01, 2012, 10:16:29 pm »
First: Have you checked out LParchive and gone over its DF collection? That would be a great starting point.

To address your other questions, notably stability: it is common practice to start new successions only when a fully patched, stable version is released.  This serves two purposes for internet communities: it prevents official succession forts from overlapping, and ensures that no unexpected bugs will end the game prematurely.  Quirks and oddities are expected in a game like DF, but game-ending bugs are never good (as a current LP being played on SomethingAwful stands testament to).

My advice? Build your team and wait about a month.  In that time you'll be able to go over a number of other LP's, figure out what style you should present to the audience, and ensure that everyone involved really appreciates the work you and others will be putting into the project.

4
DF General Discussion / Re: PRINT MODE:SHADER works? (yes/no)
« on: March 01, 2012, 10:10:03 pm »
Wasn't a shady patch put up on these forums a few days ago? Not sure if it turned out to be a botnet, performance boost, or both.

5
Utilities and 3rd Party Applications / Re: Vanilla Dwarf Fortress Launcher
« on: February 28, 2012, 10:24:06 pm »
This is a wonderful utility. I had been wondering for quite awhile why an easy update feature hadn't been added to common packs, notably the LNP.  The only addition that this utility really needs is a toggle for aquifers, as I know that is a make or break for many players.  Keep up the good work!

6
DF General Discussion / Re: how many old bay 12'ers are still here?
« on: August 24, 2011, 08:20:59 am »
Who else remembers the feeling of relief when that first blacksmith came across the border, anvil in tow?

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DF General Discussion / Re: how many old bay 12'ers are still here?
« on: August 23, 2011, 09:06:16 am »
Been lurking (clearly not posting) and playing Dorf since the good old day of 2d.  I remember when Boatmurdered happened.  I also remember learning how to play without much of a wiki to rely on. You new kids have it too easy.

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DF Suggestions / Re: The Hammerer should have butchery labor enabled
« on: August 03, 2010, 07:43:46 am »
This thread sure if full of trolls, isn't it?

I'm glad that the Hammerer has been made leader of the Royal Guard; the nobility's right-hand.  Now I can have the Hammerer and his spear-wielding elite dwarfs hold the final line against demons. Awesome.

P.S.- It would be God-mode if he could wield a slade warhammer. Sending an enemy flying 100 tiles away after a successful hit would be fantastic (vaporization is an acceptable alternative).

9
DF Suggestions / Small Equipment Gripe + Possible Resolution
« on: August 03, 2010, 07:33:09 am »
I have come to love the new military system; while it is a bit more clunky, the vast improvements in control and customization make it more than worthwhile.  There is one small annoyance I have run into, however: when equipping dwarfs with specific pieces of armor/weapons, items already in the possession of other dwarfs aren't removed from the list.  If selected, they will take the item from the soldier who currently has it (and it won't be replaced if it, too was set as a specific weapon/armor). 

My idea to resolve this issue was to have a small marker placed next to any currently in-use equipment in the equip screen; it wouldn't have to be anything fancy.  Just something to help me remember that, "hey, generic steel buckler x is already assigned, so I should choose buckler y to prevent a mugging."  thanks in advance for any fix/advice (because I might just be dull and have missed something).

10
DF Gameplay Questions / Re: Determining Civilization Existence?
« on: July 31, 2010, 12:28:36 pm »
That was pretty quick; thanks for the help everyone.

P.S.- Am I one of the only people to appreciate the reappearance of irrigation?  Maybe the nostalgia stems from the old 2d versions, but I'm really glad that it's back.

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DF Gameplay Questions / Determining Civilization Existence?
« on: July 31, 2010, 11:51:32 am »
My past two forts (which have been fantastic, btw) have been abandoned due to lack of immigrants past the first year, which is caused by being part of an extinct civilization. 

My question is this: what is the best way to go about figuring out if a civ is extinct pre-embark? I can tell after founding a fortress by going to the civ screen and seeing "this civilization has no notable rulers," but so far the legends viewer has been inconclusive.

I thank you in advance for your help.  I've been playing this game off and on since before the wiki was around (imagine that learning curve), and have learned to value the community above all.

12
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 02, 2008, 08:27:20 pm »
1) "Forbidden Area" Designation

2) Training Dummies

3) Material Selection for Workshops

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DF Gameplay Questions / Re: Harvesting?
« on: August 07, 2008, 04:15:22 pm »
Lavish meals would be the obvious answer, yes. The problem is that out of all the migrants that have come, 100+, a cook has not yet arrived. Good thing I have all those extra animal dissectors.

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DF Gameplay Questions / Re: Harvesting?
« on: August 07, 2008, 03:00:41 pm »
I think Psiclops has found the answer. Upon further inspection, (man, this should have been obvious) I realized that my entire food stockpile (150 barrels) was full. Oh well; time to make more stills.

Oh, and an update about my fortress: right after I made my original post, the tax collector, baroness, baroness consort, and hammerer arrived. To add insult to injury, I was almost immediately plagued by my second goblin siege, and it now appears that I will be receiving a siege twice-annually. Yipee. The silver lining for all of this is that because of the superb defenses that the dwarfs have put up, I need only a standing army of 5 marksdwarves to hold off the attackers.

15
DF Gameplay Questions / Harvesting?
« on: August 07, 2008, 10:28:09 am »
I have really been enjoying the new version of DF, but I have run into a problem (albeit minor) with my current fortress.  I have about 10 dwarfs dedicated to farming, and around 40 farm plots being used. The farmers have no problem planting seeds in all of the tiles, but seem woefully unwilling to harvest the mature plants.  In fact, most of the harvesting is being done by children and random peasants, and not by the farmers themselves. I have been playing DF for a very long time, and I have never had to deal with so many withered plants before. Is this a problem with 39e, or is my fortress cursed with lazy farmers? 

Note:  My farming workforce is made up of the usual kind of dwarfs; migrant planters/growers and undesirable migrants (lye/soap makers).

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