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Messages - UberNube

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1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 17, 2015, 08:21:01 pm »
My Giant Wolverine breeding program is going well and my 30-strong military (almost all the adult dwarves) is a force to be reckoned with. Unfortunately the regular undead sieges seem to have stopped coming since I captured a necromancer. He must have been the only necromancer in the tower, which is annoying because they were the only serious threat on the surface of this world. I've yet to see any sign of goblins, and the occasional kobold thieves get slaughtered as soon as they're detected.

On the bright side, I can use the necromancer to manufacture undead. I might try a small-scale experiment of dropping a few reanimated dog corpses into the caverns to deal with a couple of potentially syndrome-carrying FBs. I have a bunch of captive bugbats and hungry heads too, so undead versions of those might be effective weapons.

2
DF Gameplay Questions / Re: Magma Forge: Magma Z-Levels?
« on: March 23, 2014, 07:14:20 pm »
What's a simple floor pattern that can retrieve the magma?I wish for it to cover an entire area so the area can be flexible with retrieving magma. As you know, magma cannot simply phase through the ground without open space.
I use a grid of 7x7 rooms with single tile thick walls and doors between them for my magma-using industries. Underneath I dig out a similar pattern for my magma reservoir, then fill it using a set of pumps pulling directly from the magma sea. If you want a really large area I recommend using a small pump stack so you can locate the reservoir a few z-levels above the magma sea and hence don't have to design it around the big pockets of magma.

3
DF General Discussion / Re: Noob questions on LNP and mouse control
« on: October 25, 2013, 07:43:47 pm »
Here is my question: is the # sign in front of the commands mean it's enabled or disabled? And how do you vets play the game and what mouse settings you have on and or off? Thanks...

The # sign indicates a comment, and means that the command is disabled. Basically DF ignores any lines which start with a # symbol.

A lot of vets play the game without any mouse interaction. Personally I don't use any tilesets or utilities besides Dwarf Therapist, and I don't even really need that.

4
DF General Discussion / Re: Dwarf fortress in Comparison to Other Games
« on: October 09, 2013, 09:14:17 pm »
Mainstream games:
Often intentionally engineered to be addictive, even at the expense of gameplay or complexity.
Graphics are of utmost importance - we need it to look pretty for trailers and screenshots.
Learning curve is kept shallow to maximise the number of potential customers.
Every effort is made to maximise profits, usually leading to underpaid developers and shafted players (DLC, DRM, anti-piracy, etc).
Windows only - Linux/Mac aren't a big enough market share to justify development time.

Dwarf Fortress:
Toady and Three-toe only care about making a unique, fun, and interesting game.
Fuck graphics. Good gameplay is everything!
They aren't afraid of giving gamers an intellectual challenge. If you can't understand what the ASCII symbols mean or how to build a pump stack, read the wiki.
They are doing it out of passion rather than desire for profit. The players get the game for free, and the developers still manage to earn a decent amount of profit purely through donations.
Versions are available for a range of different OS's.

5
Dwarves have an incredibly limited attention span and are only vaguely aware of what is going on around them. They also have a habit of giving birth without warning at the most inconvenient moments, and are required to provide a name for their offspring immediately. As such, they tend to name them after the first thing they think of or see, which in a typical fortress leads to names like "dagger" (Urist), "murder", "death", "magma", "suffering", or "oh what a lovely dining room". Of course the names are only recorded in Dwarven, which itself isn't a particularly sensible language given that it lacks any kind conjunctions or other grammar.

How come the animals in a pasture will always huddle around one corner and kick/bite eachother's hooves off despite there being plenty of space. Does it have anything to do with the constant rain of goblin blood from the sky, and grass covered in eyeballs and tentacles?

6
I'm not sure if this point has already been made - I'm not going to read through 6 pages of arguments - so sorry if I'm repeating what others have said:

Developing a complex and fully-featured UI at the moment wouldn't be a good idea because the game is in a constant state of flux. Major parts are being added and removed with every release, and spending weeks or months implementing a polished and newbie-friedly UI would be a complete waste of time if the underlying mechanics which it controlled were going to be heavily modified or replaced completely in the next release.

Not to mention the problems with actually displaying all of the data to the user. I can't honestly think of a more usable interface design for most of the menus - the current system just requires a bit of patience and practice. With the current design almost all information is, at most, about 5 key presses away. That's a lot better than most UI designs manage. The one thing the interface does lack is polish, but one glance at the bug tracker and the dev log will show that the rest of the game suffers from that problem as well - mainly because it's still under active development.

The one big addition I would like to see would be a menu giving the same information and control as the main Dwarf Therapist interface, because currently it's far to difficult to search through dwarves for one with specific military skills.

7
DF Dwarf Mode Discussion / Re: No depot acess?
« on: September 09, 2012, 05:28:27 pm »
In the latest version there is a bug which makes wagons unable to path over traps. The bug report is here.

This might not be your problem, but it's something to check if you're having issues with wagon access.

8
DF Dwarf Mode Discussion / Re: Necromancy? Endless wave of undead bones x-x
« on: September 04, 2012, 12:02:05 pm »
Maybe at some point Toady can implement the destruction of body parts if they're raised up and broken down enough. Or just a random chance that they get destroyed any time they're 'killed' again, so that the items don't have to track any additional info such as how many times they've been raised. Or perhaps they can simply become ineligible for necromancy after a few times.

This is an excellent idea. Maybe it could work in a way similar to how slash attacks can sever parts. Any kind of attack against a body part has a chance of simply pulverising that part, and the chance would be much higher for smaller parts. Hammers and other blunt weapons should be the best at this, while spears and whips should be the worst. It could have the same effect as severing a part, but instead of simply cutting it off the part would be removed from the game and replaced by a load of blood splatter. The big difference would be that you could pulverise a part even if it wasn't connected to anything else. This would mean that if you walked into a room full of undead hands, you could reasonably smash them all into a bloody paste with a hammer rather than just being endlessly swarmed by them.

9
DF General Discussion / Re: What Would Urist Do?
« on: June 24, 2012, 04:06:02 pm »
Dig up some chalk and then unleash the resulting swarm of tiny undead sea creatures upon the elves. Of course magma would be needed to reclaim the surface after the elves had been rasped and nibbled to death, but that's pretty much standard faire for a fortress.

WWUD if he found a necromancer in the fortress graveyard.

10
DF General Discussion / Re: Random dwarf fortress based animation
« on: June 24, 2012, 07:31:18 am »
You should do this again, but with a lever and !!magma!!.

I kept expecting them to pull the lever to flood the entire surface with magma after they shut the gates but it never happened. I suppose it's really hard to make a 3D fluid simulation look realistic though.

11
DF General Discussion / Re: Which therapist do you use?
« on: June 21, 2012, 10:08:26 pm »
I don't use it at the moment. Maybe if I can be bothered compiling it for linux or if a repository for Ubuntu 12.04 is set up then I will start using it. I can see why it would be very useful, but I don't really need it.

12
DF General Discussion / Re: This game needs a tag line
« on: April 14, 2012, 12:23:23 pm »
Dwarf Fortress: Our main export is suffering!... Suffering and socks.

And for the next version:

Dwarf Fortress: Rollercoaster Tycoon, but with angry drunken midgets swinging axes!

13
DF General Discussion / Re: Carts and tracks
« on: April 11, 2012, 12:32:16 pm »
Also all my minecart paths are going to have all these wicked jumps and stuff for no practical reason.

What do you mean, no practical reason? The fastest way to get something down to the magma forges is to drop it down a hole, and it just so happens that minecarts (and hopefully their passengers) should be able to survive such drops.

Now we just need to set up a shaft down the middle of the fortress where carts can be sent in via tracks at various levels and intercepted at the desired level by a retracting bridge. Have a lever room with a vampire locked in it to control all the bridges, then sending stuff to any level below its current location becomes as simple as launching the minecart and pulling the right lever for the desired stop level. Of course the bottom of the shaft should be submerged in magma for waste disposal purposes, and if a prisoner or noble should just happen to end up falling down the shaft and the vampire just happened to forget to activate any of the bridges... then I guess that's a terribly unfortunate accident.

For getting the carts back up, for now at least we are stuck with standard tracks on a large spiral ramp or something.

14
DF General Discussion / Re: Artifacts You Really Don't Even Want
« on: April 09, 2012, 01:57:34 pm »
The most useless artifact in my current fort is probably the Prase Toy Hammer, menacing with spikes of prase. It's like the guy was just mocking me by making what would have been an awesome weapon (it's even got a cool name), but he had to make it a toy instead of something useful. Fortunately he died in the great goblin siege of 252 - he's now buried in one of the ~80 coffins in my memorial hall.

15
I personally prefer ASCII. I know in theory a tileset can convey more information, but personally I find it easier, faster and less ambiguous to interpret symbols than trying to identify small pixelated images of objects. I could probably learn, but that would take time and I'm pretty lazy.

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