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Messages - Merlon

Pages: [1] 2 3 ... 9
1
Other Games / Re: Die2Nite Mega Town - Third Time's A Charm - Game On
« on: April 01, 2011, 04:10:11 am »
Easter is traditionally celebrated skiing in the mountains around these parts. So internet coverage might be spotty for those hectic first few D2N-days. Easter is rather late this year though, so we'll have to wait and see if there's any snow left in the mountains for that plan.... I'm not aware of how it's celebrated around the world, but I can imagine others may be busy with family reunions or other celebrations too.

I can however see why people are eager to start as the season changes, new stuff is always interesting. Waiting a week has an additional benefit though: we won't be going in quite as blind as if we jump into a new town right on patchday. In either case, we may want to put the start at a weekend as this allows more people to more actively scavenge starting out.

2
Other Games / Re: Die2Nite Mega Town - Third Time's A Charm - Game On
« on: March 25, 2011, 11:29:59 am »
Season 2 has been announced guys!
Quote
Season 2 Announced!

Season One will end on the 20th of April.

Towns starting before this date but which are not destroyed will not be counted in the rankings.

Get ready for a new profession, new skills, more danger and more to explore...
Guess that means we should wait until after Easter to start a new one?

3
This is going to be great!
Endintears and Merlon have both been idling in #bay12 and are committed to the town. Hopefully the others from their coalition (Grunden, Chairman) will be as well.
As Grunden's allready posted and Chairman has confirmed in coalitionchat, sign us all up!

4
Other Games / Re: Die2nite Mega-Town - Part Deux! Game is GO!
« on: January 29, 2011, 03:51:20 am »
Here are some of the logs from Wooden Theatre of on High.

Waterlog: (does not account for usage in construction, or constructions adding to the well.)
We started with 4 waterbuildings and 173 water in the well. Water was (almost) never an issue. (Mega pump was never built)
Spoiler (click to show/hide)

Defensive items, also not taking construction into account:
(This is pretty much all from scavenging as we didn't have any good defensive item building. We peaked at 199 items.)
Spoiler (click to show/hide)

Losing 11 people the first week didn't make for the best start, but we still did amazingly well!

Quote
How many days did you guys get to in the end then? Nice to see a few of you up in the top soul points.
We made it to day 25. 4k+ zombies....

5
DF General Discussion / Re: Fan art!
« on: December 06, 2008, 11:15:12 am »
A quick google search revealed this Randie in connection with Dwarf Fortress and the Something Awful forums. Her website's name (bloodapple.com) is very similar to the one linked in this thread's first post (bloodsun.com) and since the latter is no longer around, I think we can safely assume the images were made by her. Her new website doesn't seem to have a full gallery that far back (yet). It does however link to the interesting Strike The Earth DF comic by the same author, which could easily have been part of the original topic. (though only half the filenames match its' contents)

6
DF General Discussion / Re: Fan art competition!
« on: June 22, 2008, 08:24:34 pm »
I wonder what program made that gauntlet...
Not much faith in the God of Blood then?

I like the way you decorated the 3D models Armok. Could perhaps use some more work on the textures and scene lightning though?

7
DF Dwarf Mode Discussion / Re: Artifacts Sketched
« on: June 21, 2008, 08:15:18 am »
Have you got a collection of them all? the older initial posts seem to not have images in them.

I just get to read people "ooh'ing and ahhh'ing"

I want to ooh and ahh as well.  ;D
Click the website of Moogie and check the gallery. The Dwarf Fortress one holds the older ones, but doesn't seem to have been updated with the latest additions. Still, can't have you missing out on that shiny dwarven hip-flask, it's great!

(Hope you don't mind Moogie?)

8
DF Announcements / Re: Poll on Signatures
« on: June 19, 2008, 11:59:50 am »
Images or no images is moot:

OK, important message: you will be in fact able to disable within your profile the display of images with signatures. So there's really no point in arguing any further. I'll say it again: anybody who wants to see signatures but doesn't want to see any images whatsoever within them will have the option of having them automatically stripped out.
With half the userbase not logged in at any one time, this solves only half the problem for half the users.

Even with the ability to opt-out you'll still be forcing a large portion of users to log in when it wouldn't normally be needed for their activity. Think of the people without accounts or the ones that browse from a public place or otherwise wouldn't log in.

To me, a better solution would be to reverse the mod, so that people would have to opt-in to signatureimages instead. That way it would default to a less conflicting view when not logged in.

9
DF Announcements / Re: Welcome to the New Forum
« on: June 15, 2008, 03:36:30 pm »
Great work guys! I take it Janus' new CSS coloursettings haven't been implemented yet because of the mayor work put into the actual move?

For those complaining about "eye burning" main pages:

Profile > Look and Layout > Current Theme: Darkling

You can also change whether or not you want to see avatars and signatures in the Look and Layout menu. That should please some of you people that can't get used to change!
But all that would require you to log in first. Take a look at the userlist, easily half of browsing users aren't logged in. It's not very consistant nor friendly the way it is now.

It would probably be best if all animated stuff was removed or made an opt-in feature instead.

10
DF Community Games & Stories / Re: Nist Akath. Betrayal in the Tundra.
« on: December 02, 2007, 10:18:00 am »
After all the work the captain has put into removing the skelks and now you want to put them in his tomb? That's either an insult or a great dwarven honour...hmm.

On another note, do captured native creatures really persist if you abandon the fort? Skelks that have been reduced to a heap of bones with a skull on top aren't quite as fearinducing as the moving kind after all.

The whole meeting among the founding dwarves was truly awesome. When you said "I'll pick up again as soon as it gets fixed" you weren't kidding, two pages a day even.


11
DF Community Games & Stories / Re: Nist Akath. Betrayal in the Tundra.
« on: November 25, 2007, 03:02:00 pm »
Finally got around to reading the pages so far and I have to say it's a great story, can't believe I've ignored this thread for so long.

Once you get started again I'd love to have a dwarf in this interesting world of yours.

Name: Merlon
Profession: Soldier (any/shield)
Gender if available: Male

Having only recently realized the position heīs put himself into by volunteering for the Nist Akath military he has turned to his previous experience as a pump operator and realized the potential to implement a pre-bootcamp gym to better prepare new meatshields for the antlered menace.

What he's proposing is a room with 2+ screwpumps (pumping nothing) set on manual operation. New potential recruits are asked to train here so that once recruited into the army proper they are better prepared and more easily able to mutilate each other during training... err.. the skeletal elks after training.


12
DF Adventure Mode Discussion / Re: Prince of Persia!
« on: November 16, 2007, 10:41:00 am »
Great idea. You mustnīt forget a waterbased computer to seal off the treasure if you take too long though... All in the interest of trial and error.

13
DF Dwarf Mode Discussion / Re: Apartment Tower design
« on: November 28, 2007, 09:49:00 am »
Palin88, if you're limited in vertical buildspace you could always slice your current blueprint horizontaly instead, for instance turning the northern half into workshopspace while keeping the southern as livinquarters and other no-noise activities. If your dividing 3 tile hallway also has walls that should make it wide enough to prevent noise from spreading across the divide.

quote:
Originally posted by palin88:
I'm wondering then, is sleeping uneasily a minor unhappy thought or a major one? My dwarves are generally ecstatic all the time because I cook them extravagant meals that they eat in legendary dining halls.

There doesn't seem to be much information on the specifics of thoughts in this version, but here are the values for noise in the old one (v0.23.130.23a):
slept uneasily due to noise lately            -2
slept very uneasily due to noise lately            -5
was woken by noise while sleeping lately         -10

While thoose aren't huge numbers, they could very well be just what it takes to make your unhappy dwarf tantrum if (s)he's allready borderline. For comparison to other thoughts try this link at the wiki archive, though some of the information is likely dated.


14
DF Dwarf Mode Discussion / Re: Traps
« on: December 02, 2007, 09:58:00 am »
quote:
Originally posted by Shadowlord:
I tried that. The pressure plate never activated, even though the tile was flashing 7/7 momentarily as water dropped on it from below. The system in question consisted of a 1x1 room with a water 1-7 pressure plate, a pump pumping water out of that tile, another pump taking water from the first pump's output and outputting it two z-levels above the 1x1 room, creating an endless cycle. (The pumps were powered by windmills above) The only problem was that the pressure plates never triggered.

Depending on your design the triggerpoint which the waterlevel oscillates around will vary. It's all about building it and observing (or trial and error). I like how you've left out chance in your trigger though, with the hatch and all.

At the time of posting earlier in this thread I hadn't tested the design as upon hooking the pumps up to the windmill I discovered my testmap had no wind. I did however find time later on to power it by waterpower and it works (impaling packs of mandrills). The rather crude automated trap looks like this:
   
From left to right:
Z+1
A waterreservoir with floor hatches covering the left part. The hatches are triggered by creature on the floor below.

Z+0
A bit of bait to the south. Any creature triggering the plate will wash into the channel on the right. A trapfence extends in both directions to herd animals and creatures through. The door is usually locked unless the trap is used in said trapfence configuration. The bridge to the north retracts as a wall once the trap is sprung to reduce leaks.

Z-1
3-5 wooden spikes per tile, all triggered by the plate on this level. The plate keeps triggering as long as there's still some water left on the level. Ignore the righthand side of this level as the change of powersolution caused a waterleak coming in through the gears from above.

The original idea of the trap was to sweep creatures into a tunnel where the only exit of the tunnel went through my fortress. That way if I placed weapontraps at my end of the tunnel I wouldn't have to haul creatures very far at all, they would come to me, and there would be little risk of injury. A bit like the elephant farm someone had in the previous version.

There's alot of room for improvement on this design. The middle level could have more plates installed to only open relevant hatches for instance. The bridge to the north could be replaced with a grate to encourage more creatures to enter even when the trap is processing a victim. Also, the bait (a wooden corkscrew) could be expanded to contain an animal in an inner room to also attract siegers if placed along the edge.

[ December 02, 2007: Message edited by: Merlon ]


15
DF Dwarf Mode Discussion / Re: Traps
« on: November 28, 2007, 02:41:00 am »
quote:
Originally posted by Aspartic:
Is there a way to set up an automated system that will continuosly raise and lower spikes? Only thing I can think of involves a very complicated system of floodgates being opened with water pressure...

In this design I'm currently working on I've put a watersensitive pressure plate in the suctionarea of a screwpump. Since the input of an active pump is almost always flickering between 0 or 1 water it should cycle the connected trap continually. Hopefully...

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