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Messages - Rushmik

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1
Other Games / Re: Salem: paradoxe's new free to play MMORPG.
« on: August 09, 2012, 01:10:15 am »
I figure I can revive this thread since the server's wiped (for the last time, I hear) and there's been a few cool updates.

This game is a lot of fun for me, but only because I've played it before and know how to progress. It gives you no indication of what you should do or work towards. Only once you know what features exist do you really have any motive to play.

Anyway, last Sunday my two friends got beta keys, and we decided to give Salem a shot. I'd played it during the last beta, but the others had little-to-no experience. I will admit here that we consider Salem a way to pass the time between now and Guild Wars 2, so we are not so concerned about dying and losing our characters, or having our possessions stolen.

We each started fresh off the ship in Boston, with nothing but the clothes on our backs. We picked a rough direction to walk and set out.

We started with the goal of gaining the Swimming skill, just to make our journey easier. Scrounging inspirationals from the ground, we continued heading further and further from Boston whilst generally leveling proficiencies and skills and looking for a suitable place to settle down. I'll admit the beginning is the dullest point in the game, even if I personally enjoy searching for good locations. My friends grew tired of walking so we settled down by a river in a small maple forest. We stayed here for a few hours, getting three lean-tos built from scratch in the first and building up our foraging efficiency skills.

Salem's rate of progression is not linear. The more you progress, the faster you progress and the funner the game becomes, I find. Food is scarce until you gain Mushroom Hunting and other such skills. Digging is a chore until you raise your max Phlegm. Walking is a journey until you get Swimming. For example, one friend died before having a lean-to and found that the hour and a half walk we took to get to our location took only thirty minutes with swimming!

So we built "camp one" up for a few hours, at the same time leveling stats. Leveling stats drains black bile and working phlegm, so it's actually food-efficient to multitask. We got to the point of having a lean-to each and a nice foundation of foraging and building abilities before deciding we wanted a better location, a bigger forest to forage. Our old camp would serve as a spawn point should a rattlesnake or bear surprise us.

So the next day we gluttony'd our reserves and burnt through the inspirationals and set out once again, with more to study on the way. After a long walk we found the location we're currently at, and set up a similar camp. The other two went off foraging and I built a camp of three lean-tos, each with a nice, spacious box and everything we had made from the first camp in a quarter of the time it took all three of us to build the first camp.

Currently we are working on a cellular-styled village. Although I - now that I think about it - am doing all of the building, I'm still ahead of the others skill-wise in about the same play-time. Knowledge is power! So if you enjoy the thought of building thriving villages with friends, small-scale politics with neighbours, and settling the frontier of civilization, I recommend acquainting yourself with the wiki. If you forsake the wiki, you'll likely be doomed to combining rocks into crappy inspirationals for all time.

And let's be honest, if you play Dwarf Fortress you shouldn't mind keeping wikis close to hand. ;)

2
Other Games / Re: Salem: paradoxe's new free to play MMORPG.
« on: May 01, 2012, 09:48:42 pm »
There's a livestream up @ http://www.twitch.tv/spencer_ruler

If anyone's interested I mean. He's terraforming to make a defensive fence right now.

3
DF Dwarf Mode Discussion / Re: Another Project - Dwarven EcoCity 2020
« on: April 19, 2012, 07:55:52 pm »
It truly is a spectacular hole in the earth - posting to follow!

4
Posting to follow!

I love not knowing a thing about any of these mods (although I have played a LOT of vanilla). Very interesting! These modders have a vivid imagination.

5
Umm, do all dwarves in this sprite sheet have hoods?

Hoods are only drawn on dwarfs wearing hoods, so this is Dwarf Fortress' fault and not Stonesense's.

6
Tilesets and Graphics / Re: Vherid.set 3
« on: April 06, 2012, 07:25:37 pm »
Wow, two things that jump out at me about this set:

The gradient on the water transforms it into a very convincing and beautiful wave.
Those double-box-tiles look spectacular indoors. I was skeptical looking at the outdoor screenshots but after seeing them as rough rock flooring it looks downright artistic.


7
I am SO posting to follow.

8
Damn, that paving is such an improvement. I'm eager to find the other ones too once I plug it into my save.
Keep up the awesome work. :)

9
Tilesets and Graphics / Re: Vherid.set 3
« on: March 25, 2012, 07:33:20 pm »
And a marked improvement to the tileset it seems! Most things seem to pop out now, looking much more crisp.  :)

10
Bravo! This is really something.

I like that your gate is larger than most of my "megastructures" haha.

11
I'm not sure why, but since installing this the game will often become "unfocused" when I use the shift key to move the cursor faster. It's rather irritating having to pick up my mouse to refocus Dwarf Fortress.

What on earth could be causing this?

I'd also love for the dwarves to be bearded. :)

For the record, this turned out to be a bug with my save file or something. I abandoned and deleted the save, started over and now have no problem zooming around the map.

In other words don't worry about fixing it. And to anyone having the same problem, you can fix it this way.

12
DF Modding / Re: Stonesense - Official thread
« on: March 17, 2012, 04:56:55 am »
I gotta say, I love Dwarf Fortress to bits but - being a very visual person - it's Stonesense that keeps me coming back. These clothed dwarves are an awesome addition.

13
DF Modding / Re: Stonesense - Official thread
« on: March 16, 2012, 03:21:04 am »
It might be worth simply going with simple icons colored the same as dwarves are in game, since most will be familiar with that already. Maybe have one symbol for not-legendary and another for legendary, but otherwise the individual professions are just defined by the colors.

14
Um, why did you make stones almost invisible? Is there any way to change it myself?

I quite like it this way. A hallway uncleared of stone looks "dirty with rubble" instead of "brimming with boulders", so it takes a while longer for the OCD tendencies to set in.

15
I really like this Alexander, it's very original.

@Rushmik: If the shift key is changing the zoom, maybe there's something wrong with your keybindings? I not sure how this would have happened though.

It's not changing the zoom, it's un-focusing on DwarfFortress.exe, meaning I have to click on the window to be able to do anything again. It doesn't seem to be focusing on any other application either. ???

I just built my first door and love how 3D yet simple they are.

P.S. You really need a pic showcasing your brilliant elevation transitions in the first post!

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