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Messages - Mordoc

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1
DF General Discussion / Re: Shoutout to Dwarf Fortress from WoW?
« on: August 02, 2011, 06:07:41 pm »
What are we looking for here?

I can't read anything...

2
DF Suggestions / Re: U.I. mock-up
« on: July 26, 2011, 04:35:15 pm »
Hmm, not sure what you mean.

Do you a sort of sandbox application that could be used to see what DF coulddo, without having it actually be a part of DF? Like that?

But yeah, I would be interested, I know a bit of c++ (about as much as you, I think) and would like to learn more.

3
DF General Discussion / Re: How to fill gaps/holes?
« on: July 26, 2011, 04:30:48 pm »
I was afraid of that. How do you cope? :P

Carefully pre-planning your designations (if not all the sections of your fort) if you're like me.

b C w makes artificial walls if you have to (good for towers and such).

4
DF Dwarf Mode Discussion / Re: Seemingly endless cavern?
« on: July 25, 2011, 12:40:02 pm »
http://df.magmawiki.com/index.php/40d:Chasm

Look at the Bottomless pit section.

5
DF Gameplay Questions / Re: No Metals/Irons on Map?
« on: July 24, 2011, 10:35:56 pm »
Did that, (do that on most of my maps. Either that or frequent) but all I get is a horde of gems (almost always low quality gems).

6
DF Gameplay Questions / No Metals/Irons on Map?
« on: July 24, 2011, 10:27:13 pm »
It seems like no matter where I try to embark (have always done embarks with flux+deep/shallow metals+clay+soil) I don't see any Irons (Hematite, Magnetite, or Lemonite) or any other other type of weapons-grade(or armor, anvils, etc) materials(copper) on the map.

I have used two different versions of DF, as well as a DF with a different tileset, genning maps with Perfect World, and using both gen options available within DF.

I have used dfreveal (from DFhack) to look through all the Z levels on most of my maps.

I have a total of 30 fortress, with about 10 of them actually having built forts on them.

I don't have any mods that might affect this (just Dwarf Therapist, that other tileset, and dfreveal).

The only one I think that had any sort of metal on it (think it was copper) was like my 3rd Fortress, when I didn't know how to set up metalsmithing and such, and then abandoned.

Anyone know if this is normal?
Can I fix it?
Can I get around it?
Am I missing something?

7
DF Gameplay Questions / How to start metal industry?
« on: July 15, 2011, 07:31:33 pm »
Well, I've finally gotten a fairly safe fortress with everything I care about (right now).

But I've run into a problem, no matter how I arrange things, it seems like I can't magma forges (trying to do it above a lava sea) to properly work.

Can anyone explain how they interact with magma and the rest of the system for me? Maybe with a diagram?

Thanks in advance.

8
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 15, 2011, 04:33:30 pm »
"press shift while moving"


FFFFFFFFFF... WHAT!?


9
DF Dwarf Mode Discussion / Re: Idleland
« on: July 09, 2011, 07:25:08 pm »
Normally I get about 60 dwarf fortress, with about 10-15 idlers, but the Fortress I'm working on now has 95 dwarves and only 2-3 idlers (mayor and a few others, usually).

10
DF Gameplay Questions / Re: Decent Office/Quarters/etc? (Mayor Needs)
« on: July 09, 2011, 07:10:58 pm »
Alright, thanks guys.

I thought there may have been some way to manually upgrade rooms, but I guess I just have to give him a bigger room/more engravings.

Thanks.

11
DF Gameplay Questions / Decent Office/Quarters/etc? (Mayor Needs)
« on: July 09, 2011, 04:14:47 pm »
How can I upgrade a meager office+quarters+room to decent level (and eventually to whatever comes after that)? My Mayor says he needs one (I don't think I HAVE to fulfill it, but I want to keep him happy).

I already have a fairly nice office (2 rooms with bed, cabinet, chair, table, etc) for him set up, but that's not good enough, apparently.

I looked on the Wiki like I normally do, but I didn't find anything defining what those are.

Help?


12
Creative Projects / Re: Dunc's Algomusic
« on: July 06, 2011, 09:49:16 pm »
%


Try it.

13
DF Suggestions / Re: A little more control over instructions
« on: July 06, 2011, 06:15:02 pm »
I concur with you, OP.

But I think (*think*) that the idea behind it is that the dwarf has a bunch of jobs, and only thinks of being a broker as a minor part of his job at the fortress.

I agree, mind if I throw another idea in?

You should be able to mark levers as 'Essential' or something, such a lever would make the nearest dwarf cancel their job and pull that lever, even if they are on break (They will then continue whatever they were doing after that) It gets kind of annoying when the five year fort falls because nobody can pull a lever before the hordes of zombies get in.

There should be some sideffect though, maybe a negative thought, just to prevent the player from making every lever 'essential'. Thoughts?

Or maybe require some extra mechanism?

14
DF Suggestions / Re: Waterwheels should produce mist.
« on: July 06, 2011, 06:11:10 pm »
Real waterwheels don't produce enough mist to be notable. Can't say I support this idea.

Unless, of course, the water is falling on the wheel from 100 feet up, or the water is falling from the wheel 100 feet.

Both, I believe, are possible in DF.

15
Creative Projects / Re: Dunc's Algomusic
« on: July 04, 2011, 09:04:05 pm »
Hehe, this is awesome.


I tried out a lot of famous songs (Stairway to Heaven, Bohemian Rhapsody, Imagine, etc) and none of them fit!

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