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Topics - ReverseWill

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DF Dwarf Mode Discussion / Let's Talk Carp.
« on: May 17, 2010, 05:04:24 am »
Carp.

If you've been playing DF for over a month and a half, you knew carp. You feared carp. If you weren't incredibly careful, you'd have an aquatic massacre on your hands. Carp could;
-Survive on land for a disproportionately long time.
-Deal three times the damage of an unarmed dwarf.
-Flat-out haul your thirsty dwarves into the depths to drown them.

Carp were the worst kind of vicious animal, because where there was one, there were another twenty. I don't care to count how many fledgling fortresses I had crumble on me due to forgetting to do everything in my power to make my dwarves not go near the water. However, as we all know, Toady scaled back their damage, made them less populous, and most importantly removed that incredible tendency for violent aggression they had. Now, carp are mostly docile creatures who, it seems, only really attack in self-defense, preferring instead to swim away. They're now just another type of wildlife.

Be all this as it may, I sort of miss our old aquatic foe. It's great that what might have been a great bastion of dwarven civilization isn't being undone in its infancy by a school of overgrown tuna, but without carp as a threat, I feel like there's no reason to avoid freshwater rivers and lakes anymore. It removed some of the arbitrary, almost superstitious sense of danger I got when mucking about redirecting rivers and draining lakes to suit my whims needs.

Am I the only one who thinks like this?

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DF Dwarf Mode Discussion / Ridiculous World-Gen Parameters
« on: April 14, 2010, 12:56:46 am »
Some of the things you can do by switching a lot of parameters and just letting it run 'til it works can make some pretty odd worlds. I generated one that was just a ton of volcanoes and deserts, with one forest. That's not the best part, though.

I set the minimum temperature to 998°U.

I embarked in the forest first. That wasn't smart. There's wasn't even one actual wildfire. The entire world was on fire. That ended rather quick. What I did next was embark on a desert right next to the ocean, with only two tiles of desert. I thought, "Well, if there's nothing to burn, maybe they'll survive the heat somehow... or something." So I embark. The dwarves were mostly unharmed survived the wagon/booze fire long enough to see the entire ocean boil away, leaving the sea monster to crisp in the sun.

I want to hear more stories. Has anyone tried emulating different planets' climates, tested the limits of dwarven survival, stuff like that?

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DF Dwarf Mode Discussion / Militant Migrants?
« on: April 12, 2010, 10:45:34 am »
So, after being at work too much to download version 0.31.02, or even get to play too much with DF2010, I devoted yesterday and today to it. I've noticed something unusual.

All of my migrants come with the skill(s) their job title entails, as well as a ton of military skills. For example, I just got a Herbalist who is skilled at what he does, as well as being lightly trained in the use of two weapons, shields, and armor, not to mention a few levels of Biter and Fighter. I know I can't be the only one to encounter this oddity. Is it just a bug, or are we going to have migrant veterans from now on?

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