Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - darthbrumbledore

Pages: [1]
1
Specifically, I'm asking if it's worth it to the community. I'm just getting into pixel art and think making a tileset would be worth it for my own progress, so I'll probably be working on one anyhow, but more generally, is there a future in DF tilesets with the Steam release coming out? How many of you intend to still play classic DF over Steam?

I want to give back to the DF community, but tilesets aren't the only way to do so.

2
DF General Discussion / Is Simon Swerwer's music royalty free?
« on: February 06, 2021, 03:44:09 pm »
I tried to find a memo on his sound cloud and through some googling but couldn't find it. I'd like to use his music in a youtube video I'm working on. I feel like I've heard his songs on other youtube videos, but I could be mistaken. I'm also fine asking him for permission, but wanted to check if anyone else knew first.

Thanks!

3
DF Gameplay Questions / releasing creatures from caves endless loop
« on: February 06, 2021, 12:05:19 am »
I had a few peaceful plump helmet men from my caverns come up to the surface to check things out and two of them got caught in my cage traps. I have installed the cages elsewhere and unassigned the plump helmet men from them, but all my dwarves do are bring over other cages to refill the traps and move the PHM cages to the side, with the PHM still in them. How do I release peaceful creatures from cages without resorting to levers?

4
DF Adventure Mode Discussion / Minimap numbers and arrows?
« on: February 05, 2021, 12:45:48 pm »
I've learned the power of the compass, and the minimap is great for seeing creatures on other levels, but sometimes on the map boxes i'll see a red or blue arrow pointing up or down with a number under it (usually 1 I think). What does this represent?

5
DF Gameplay Questions / Military - beyond training - eli5
« on: February 04, 2021, 10:14:34 pm »
I've followed the basic military guides on the wiki and youtube, but they all seem to end at setting up the military on a training schedule and equipping them, which is what i've done in the few fortresses i've had so far. i know how to activate them to fight when needed, but beyond that what should I be doing with them? I catch comments about military members doing their regular jobs when not training, but I swear I've never seen a recruit do anything but train and drink/eat/sleep. I see all the other orders, for patrols and stations and such, which are obviously there for good reasons, but I'm not sure how to best utilize them.

I also know about the training fun! which is something I'm working my way toward, but there has to be more to do with them than barracks training and fun!

Any help would be appreciated.

6
DF Dwarf Mode Discussion / No more migrants :(
« on: February 02, 2021, 02:37:05 am »
During world gen I noticed the ocean pretty quickly swallowing the land masses. I picked a spot I thought would be safe, but 2 years in and the oceans swallowed a sizable landbridge between me and my civilization. Now I have to figure out how to wipe out the massive goblin civilization that has spread to my west with only 21 dwarves, lol. The only other civilizations on this land mass are a bunch of elves and a couple human hamlets, both of which are far to the east. Fun!

7
DF Dwarf Mode Discussion / Progressions strategies
« on: February 01, 2021, 02:18:38 pm »
I'm still pretty new to DF and I tend to learn a few new important things in a playthrough and restart a new fort to apply what I've learned. I took this strategy with Rimworld and it worked pretty well to get me where I felt like I was good at the game.

I'm feeling pretty good about my recent DF play as well, but one thing that still has me feeling shaky are progression strategies. I've tried forts where i just dig and expand as needed to grow, which makes things pretty messy as far as layout goes. I've tried building a basic temporary fort and have my miners dig out my dream fort elsewhere. longterm that could be nice, but it takes forever.

No matter how I build, I tend to find I never feel comfortable enough to really start my industries until after the first year (that could be normal, most of my exposure to other players comes from kruggsmash).

I know in the end how I progress is up to what I want and somewhat the random nature of the game, but what strategies do you all have? How does a typical early-mid fort progress for you?

8
Just had an adventurer die by a group of remaining bandits who tracked me back to town for revenge. Pretty cool!

Anyhow, I'm creating a new adventurer and a character option I've never seen before is in my list - Urvad's Fist

That exact phrase returns no results in google. Has anyone seen this before? My only thought is in my last run a necromancer resurrected the hand of someone named Urvad, and now I have the option to play that hand??

9
DF Dwarf Mode Discussion / Does farming ever become a challenge?
« on: January 28, 2021, 03:52:32 pm »
In normal biomes that is...

I'm still pretty new to DF but every at the start of every fortress I plant all my plump helmet seeds, set up my stockpiles and brewing, and then never have to touch it again. I have branched out a little with pig tails for thread, but I'm currently running into the issue where I have too many plump helmets and have to keep expanding stockpile space. I have been cooking some of them, hoping to bring my seed stockpile down a little, and I've sold some batches as well, but Urist McFarmer catches up quite quickly.

This is sort of the opposite of a problem, so I'm fine with an abundance of food rather than a deficiency (as opposed to my first bit of time with rimworld where everyone starved...a lot), but any tips on better food and farming management?

10
DF Dwarf Mode Discussion / Tips on funneling a vampire to a labor point
« on: January 26, 2021, 02:39:58 pm »
I recently uncovered that my Manager is a vampire. He's been locked away for a couple years, performing manager and broker duties through his door and having hardly any mood penalties, but he has been complaining about not being able to do any sort of craft. He had some stone in his room that had never been cleaned up, so I turned him into a mason pumping out statues for his own pleasure and engraving his own room. And that got me thinking...I have a really large area I'm carving out as my long term base and I could totally lock him in it, level by level, and have him do the smoothing and engraving. I could even build him a small office on the levels so he can still manage work orders.

So, any good tips on funneling him there? Would it be as "simple" as getting him trapped in a cage? I've thought about just a single tunnel from his locked room to the first level, with a system of airlocks in between so my miner has time to get out after opening the wall or floor.

Thoughts?

Pages: [1]