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Topics - MelloHero

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1
Other Games / Townsmen
« on: January 18, 2013, 02:47:26 pm »
Townsmen. It's a city-building game for Android OS. It looks like a cutesy version Age of Empires III, and has some freemium, cow-clicker game BS in it. Yet, it's still said to be a pretty complex game. As I play, though, one thought keeps coming into my head and keeping me from enjoying it fully, and that is: "This would be so much more fun if it was Dwarf Fortress."

Am I the only one to feel this way? And if you know of any better (i.e., more Dwarfy) Android city-builders, feel free to suggest!

2
DF Dwarf Mode Discussion / Build me a shrine worthy of a goddess!
« on: June 01, 2011, 12:13:14 am »
Rather, help me with inspiration as to what to do for the same. I've just gotten an awesome artifact: A goblet called Churchenjoyed engraved with a worship scene. Taking the suggestion at face value, I have elected to carve out a new shrine to the deity depicted thereupon: Arkoth, dwarven goddess of wisdom, a la Blackstone's Divine Quarter. How would you, my fellow fortmasters, approach such a task? Any and all suggestions are welcome!

EDIT: Information going in.

Spoiler (click to show/hide)
The artifact itself. Arkoth is the goddess of wisdom and apparently nothing else, depicted as a female dwarf. She is worshipped faithfully by both the artifact's creator and my baroness. Being the deity of wisdom, I think I shall locate the bookkeeper's office in the shrine as well. Arkoth is, by the way, the dwarven word for "prophecy."

Spoiler (click to show/hide)
Here's the site, just east of my meeting hall. I'm thinking of putting it in the southern wing. I'm thinking deep colors and all that, with the blessed artifact in the middle, perhaps in front of a statue of Arkoth herself, if I should get one. Does anyone know of a way to manipulate what an object will depict?
(On the right is a shrine to Inod, god of fortresses, hence the crenelations going in. Magma will follow soon. The galleries behind the crenelations will be engraved and play host to fortress-related relics, mementos of the fortress's history (ideally even pieces of !!clowns!!), and, of course, magma.)

3
DF Dwarf Mode Discussion / Apiculture Woes
« on: May 31, 2011, 09:42:50 pm »
or, AUH NO, NOT THE BEES! NOT THE BEES!!!

So we seem to be catching and farming colonies of bees with much gusto. I constantly see dwarfs going off to collect everything from the hives; we even have some professional beekeepers now. However, I notice we have an abundance of jars and honeycombs, but are not getting the option to press the same into honey and wax. Is this a bug anyone else has noticed, or is something else wrong?

4
DF Gameplay Questions / Pathing Question
« on: May 25, 2011, 05:08:00 pm »
Situation: I'm slowly expanding into the cavern, building walls and fortifications at ever-increasing distance out into the abyss. So far I've had an FB that posed zero threat at all, and a giant cave swallow get through while building. The military has handled it swiftly and efficiently. Anyway, here's my question as I am fly-proofing the area. Will creatures path diagonally across the Z axis like they do across the X and Y? Example (characters represent the same as they do in-game):
Layer 1
Code: [Select]
...O...
...║...
...O...

Layer +1
Code: [Select]
...+█..
...+█..
...+█..

Am I good when it comes to creatures getting through, or will they be able to path between the natural rock wall and the top of the constructed one (the floors on layer +1)?

EDIT: clarified positioning in code slightly.

5
DF General Discussion / Dwarven Science Spilling into Real Life?
« on: April 15, 2011, 03:46:54 pm »
http://www.technologyreview.com/blog/duncan/17611/

Does anyone else think the "food source for astronauts or nuclear winter" thing sounds incredibly dwarfy?

6
DF Dwarf Mode Discussion / How Do YOU Describe DF?
« on: September 14, 2010, 11:30:15 pm »
We've all heard comparisons to drunken Sims, sentient Legos, and all that, but what's your favorite summary of the game, either by you or by someone else? Mine comes from my friend Adam, a very recent convert: "They hate water and like booze, they eat anything, usually raw, and they never shower. Fact: Dwarf Fortress is the world's most complicated homeless shelter."

7
My last attempt at a community fort petered out as I began to have other work to do during the summer and was finally done in by the demise of the computer everything was saved on. I am trying this out now instead, and putting (ideally) a lot more control in the hands of those involved/interested. The embark location has two biomes with an aquifer layer each, salt water, and likely plenty of Fun-inducing stuff since we're on the slope of a very large volcano, the crater of which is a few embark tiles away.

Say hello to the future location of Godentost, home of The New Hames, refugees from The Gates of Controlling!
Spoiler (click to show/hide)

I'll update with more later; class time.

8
Alright, first attempt at a community fort. Epistolary/journal format for the most part, blah blah blah. Superlong journey, far from the mountainhomes, etc.

Za warudo: http://i751.photobucket.com/albums/xx157/mellohero/Mes%20Croquis/Locations.jpg
The mountainhomes are located within the red blob outline near the equator; the fort site is up in the northeastern part of the same continent. Thoughts and ideas are welcome; more images and updates to come.

9
DF Dwarf Mode Discussion / Current Residents
« on: May 09, 2010, 03:59:00 pm »
Alright. I was looking for a location to site my fort by looking at the detailed bitmap map, and came across a single black pixel near the goblin wastes. Interested, I saw that the location had a name. Said I, "Oh, I bet that's a cave! I wonder what I'll find."
The answer? A whole lot of phat lewt, amassed and guarded by Faci Akeracaci Ciquarafaci, dragon. She hasn't moved from her spot so far (in a lovely glade near the mouth of her cave, which is also home to a family of troglodytes), and it's been about a month or so.

Well, this got me to thinking. What are YOUR favorite strategies for resident megabeasts?

Me, it looks like I might as well just play live-and-let-live with ol' Faci up there, so long as I can. Or, for added Fun, build my outer castle out of the bituminous coal that's all over the mountain; I haven't decided.

10
DF Dwarf Mode Discussion / A CRISIS OF IDENTITY,
« on: May 04, 2010, 05:07:43 pm »
or,
The Toughest Miner Ever

So, I just started a new fort in the wilderness of wildernesses, no trade with anyone. I decide to look at my starting party to determine whom to give the title of engraver to. I look at my miner first and see the normal things, and then see this. It starts off normal, and then slides into the mad:
He is a citizen of the Stormy Salves. He is a citizen of He. He is an enemy of The Armored Midnight. He is an enemy of The Livid Seeds. He is an enemy of The Evil Curses. He is an enemy of The Just Witch. He is an enemy of The Sly Fly. He is an enemy of The Hatred of Zealots. He is an enemy of the Curse of Wanes.

Odd, especially for someone who is "very flimsy" and has no special stats, then I see he has a kill list. I click to see that he has taken FOUR HUNDRED EIGHTY-FIVE lives, the earliest of which was in year 1, some 963 years before his alleged birth, and under a different name!

Do we know what's going on here? Is this a bug or a feature? Part of me thinks it's a bug, but there's still something in my heart that still wants to believe that I have in my fortress the dwarven Highlander.

11
DF Dwarf Mode Discussion / Stockpile Woes
« on: December 04, 2009, 11:55:33 pm »
Hokay. So. None of the food I buy or grow goes to a stockpile. Ever. I've got stockpiles bigger than we'd ever need, enough staff to do it all, and yet my plump helmets still rot in the field, and my trade depot currently boasts an entire disassembled menagerie. I've got copper barrels cluttering my forge, wooden ones sitting in a room empty with no stockpile underneath, and at last check, my kitchen was also cluttered by 3 empty tower-cap barrels and thirty-two helpings of Dwarven Wine Stew. What the hell is going on here?

12
DF Gameplay Questions / Water Flow
« on: December 02, 2009, 09:15:00 pm »
Sorry if this has been posted on already; I didn't see it anywhere.

I'm trying to put up a pumpless water circuit, running from my underground river and eventually into the chasm it ran into before. Diverting the river, I guess. That said, if I completely dammed up the river's original drainage and floored over exposed channels on the way up, would it flow up across the Z-levels through the fort without pumps, or not?

13
DF Gameplay Questions / Specifying Materials
« on: December 01, 2009, 06:28:20 pm »
Is there a way to limit the materials used to make various things besides forbidding everything that's not what you want, or building a workshop close to the item? I'm working on some magma-safe floodgate mechanisms for an obsidian farm (won't be complete until a much later time; the sheer distance between my pathetic underground trickle and the magma vent makes sure of that), and the bauxite is way out in BFE, such that building a mason's shop seems the least cost-effective solution. Possibilities?

14
DF Gameplay Questions / Floor grate fails, engineer drowns
« on: November 10, 2009, 01:50:08 pm »
Is this even possible? I had three claystone grates set up over my dining hall water feature, and I'm surprised by the message "Meng Tangaklikot, Engineer, has drowned." Is there a specific weight load that causes grates to fail, or was this a fluke?

15
DF Dwarf Mode Discussion / Water, Water, Everywhere!
« on: October 18, 2009, 01:56:08 am »
Alright. I've tried a few different ways to do this, and none have been satisfactory. I've finally arranged all the ductwork for my water-feature in the meeting/dining hall, including what feeds the well. This includes mist generated from two mini waterfalls on either side of the mayor's throne/dining table, which feed channels that go through to the center of the room, feed the well, and then drop down for a second misting in the museum. However, all the times I've added H2O to the mix, the pressure has either flooded the fortress, or it's just been a bare trickle, forcing my dorfs to go out and fend off the carp while they drink from the river like wildebeest. I've currently got the main channel that connects to the river connected by two diagonal single-tile channels to a nearby stream, in order to keep the hydrostatic pressure that troubled me so at bay. I assume adding more channels would increase the volume of water flowing into the system, but what's the best way to do that: a series of single-square channels, all connected by the corner, or one diagonal connection to the stream leading to a straight path into the feeding channel? This channel currently, even with the two diagonal connections, still is no more than 1/7 deep. Suggestions? I'd like to solve this without pumps, if possible.

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