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Messages - Alkyon

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1
DF Dwarf Mode Discussion / Re: Smart way to build mega projects
« on: February 26, 2012, 10:12:54 pm »
If you're looking for tips I find that dwarfs won't stand on tiles that have suspended "build wall" designations on them.  This is especially handy when you don't want the idiots building on the wrong side of a wall.  Just create two rows of walls and suspend the outside row to make sure the morons don't build themselves out, great for making a safe area in caverns.

Of course it doesn't stop that one idiot weaver from running out and trying to grab all the webs to make silk out of, but it should help you stop idiot dwarfs from getting stuck on the outside of your big construction.

2
DF Dwarf Mode Discussion / Re: "Native Gold"
« on: December 23, 2010, 03:24:03 pm »
Great for making bins and barrels if you're low on wood.

I disagree. Gold is the heaviest material you're likely to find by far (except platinum), so why build things out of it whose purpose is to be lugged around? It'll just slow down your haulers.

I'd rather have slow, buff haulers than sober dwarfs.  And I generally can't think of anything to do with gold bars anyways besides "add gold studs to everything".

3
DF Dwarf Mode Discussion / Re: [spoiler]Another screwed up world gen
« on: December 23, 2010, 01:49:59 am »
If you're looking for circles, this might help:
http://neil.fraser.name/news/2006/11/17/

It's set up to make spheres.  I'm sure you can just extrapolate circles from it easily enough though.

4
DF Dwarf Mode Discussion / Re: Hang on, you can issue a kill on...awesome.
« on: September 02, 2010, 08:41:38 am »
flooding the depot is more fun. :P

What about magma? Elves don't have anything of particular value anyway.

Actually, it's more of what the elves value, dwarfs find little use in.  Now, the cheap, "less valuable" stuff the elves bring when pissed, but not quite to war, is far more awesome as they start bringing cages of giant eagles and such.

5
DF Dwarf Mode Discussion / Re: how the hell do you play this mode?
« on: August 30, 2010, 03:30:48 pm »
title says it all. I can play adventurer mode fine, but when it comes to Dwarf Fortress mode, it's like a MR person at a scientist meeting. it's all to complicated for me. can someone teach me how to play?
You lose.  A lot.  Learning a bit more the hard way each time.  Then you get used to disappointment and/or develop a very dark sense of humor, and you start designing your forts to fail.  The only limit is how fast your computer can run the game before it melts or you get bored and start a new fort/challenge.

6
DF Dwarf Mode Discussion / Re: Charging Downwards (spoiler)
« on: August 30, 2010, 03:22:18 pm »
Hmm, so I guess my steel warhammers are fairly weak then?

If I remember correctly, Bronze is actually slightly heavier than steel/iron if you're out of silver/gold/platinum.  I think you actually have to get a mood to get gold/platinum weapons unless you mod it in.

7
DF Dwarf Mode Discussion / Re: The One Floodgate
« on: August 14, 2010, 08:46:20 pm »
Specifically, if a dwarf is restricted to a burrow, and claims a workshop outside of that burrow, Planepacked ensues.

Indeed, I've used it several times with my masons in order to clear up excess stone.  Sure, nothing this impressive was ever created, but it definitely put that stone to better use than being atom-smashed.

8
DF Modding / Re: [Underdark] Community Compilation
« on: August 14, 2010, 04:41:53 pm »
Do you guys have mithril as a deep metal or a regular one? There are three kinds in Mixmod, the deep raw mithril, raw mithril ore, and then a third one called raw mithril, occurring in veins. Which one is yours?

I bashed my head against my keyboard until I made a form of mithril that you grow as plants and then smelt the cloth into wafers.  That was one of the forms that was included here.

9
DF General Discussion / Re: Dwarf Fortress reference in Starcraft II
« on: July 31, 2010, 04:10:15 am »
I picked up SC2 the other day. I got it from Walmart, since Pawnstop only had reserve copies. Not that I can blame them for not wanting to buy too many copies of such a little-known, indie title as Starcraft 2, who knows if it would sell... :P :D  Anyway, I do have to say that the short engineer guy looks like a dwarf. :) Not entirely like one, but if I was asked to imagine a "space dwarf" that is pretty close to what I would think of.

I'm loving SC2, though I get the feeling I will have to switch to "Easy" for the rest of the missions. :(

Swann is about what I get when I combine the words "Dwarf", "Redneck" and "Space" in my head.  Also, his lines when he goes to ground as a hero unit in one of the Char missions are great.
"Present ARM!"
"Wanna hear the sound of one-handed clapping?" *CLANK!*

Oh, and he throws a flamethrower auto turret called "Flaming Betty", with the rank of "Swann's BFF".  I don't care if he's a dwarf reference or not, I love his character and his personality.

Also, completely off topic, but the shenanigans in the victory cutscene for the prison break level if you side with Nova are downright hilarious.

10
DF General Discussion / Re: Dwarf Fortress reference in Starcraft II
« on: July 27, 2010, 03:23:14 pm »
Am I really one of the only persons on this forum who in fact enjoy the games created by Blizzard?

It seems that way.  I'm honestly regretting making this thread after the amount of "OMG, THEY'RE TRYING TO TAKE OUR MONIES THROUGH SUBLIMINAL MANIPULATION!" talk in here...

Jeeze, I was just fun about a little reference (to either Aliens or DF, or maybe both) that I had found and everyone starts going on about how anyone who tries to make a buck is evil and such.

11
DF General Discussion / Dwarf Fortress reference in Starcraft II
« on: July 27, 2010, 03:01:58 am »
So, got me a copy of Starcraft II and I started playing with the campaign, which is nice and fun and is yet another quality Blizzard product.  When I finally got to the Hyperion, I was nearly floored when I got to Raynor's flagship.  First thing I noticed when I went to the Armory was that the technician there, Swan, looked like a cross between a standard Terran future red-neck and a Dwarf:  nice facial hair, short and stout, and a bitchin' mechanical prosthesis for a left arm.  And then, the screen panned out...

Swan's workshop is in "Bay 12"!  It says so in large, clear letters above the hangar bay door, but you can't normally see it except for in certain scenes talking to Swan.  Between this and the reference people have found in the Cataclysm Beta, I think it's official:  the madness has spread and has corrupted Blizzard!  :o

12
The smelter reactions wouldn't work because then you would have to regenerate the world to use enable the reactions in the dwarf civ.

13
DF Modding / Re: *Flora and Fauna* (.10) [for DF 31.10]
« on: July 23, 2010, 06:54:14 pm »
Alkyon, do you mind if I incorporate your changes into the next update?

New DF should be compatible as-is, unless Chicken and I have completely missed something.

I don't mind, though you still might want to go through and modify some of the plants I didn't touch, adding interesting things to set them apart.  I don't mind having a billion different underground berries, but most of the clones should have something to set them apart, even if it is a value thing.  For example, I removed the ability to make thread from the Goblin Toes, and instead you grind them at a mill to make valuable dwarven pepper spices for cooking.

14
DF Modding / Re: *Flora and Fauna* (.10) [for DF 31.10]
« on: July 23, 2010, 06:34:29 pm »
No problem.  :P

By Armok, there's even geese in this mod!  *Goes and mods geese to be trainable.*  Let loose the war fowl!

15
DF Modding / Re: *Flora and Fauna* (.10) [for DF 31.10]
« on: July 23, 2010, 06:10:52 pm »
Could you share your tweak then when it is finished, Alkyon?

Sure.  I made a few of the plants more valuable, and limited a lot to the lower caverns so you can't start with them.  I also renamed some of the seeds so they weren't all "spores" or "spawn".  I'll admit I got a bit lazy halfway through since there were just so many plants, and skipped a few.  The fanciful above ground ground plants were left as-is though.

Anyways, here's my entire plant_fanciful_ff file:

Spoiler (click to show/hide)

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