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Topics - dwarfhoplite

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1
DF Suggestions / Default tileset to square
« on: February 12, 2016, 01:57:38 pm »
I would suggest setting the default tileset to square asci, as most people including me, I think, do not use what is now the default tileset but prefer the square one. Graphical tileset lovers already have the option to easily change to their preferred set by means of LNP. Setting default tiles to square would save everyone time and effort, especially those of us who have trouble with changing the settings themselves. I believe, that square tileset would be less off-putting for newcomers, too.

2
Life Advice / Inherited old but useless books
« on: June 19, 2015, 04:07:02 am »
I was recently given, by my grandparents, a collection of old books (about 100 books) from 1800s and early 1900s, the oldest is from 1805. Although I like the idea of building a home library, most of the books are very uninteresting and some outdated eg. electronics from early 1900s, guide to agriculture from mid 1800s, thus completely useless to me. Most of them are Christian: explanations of the Bible and Luther, Biografies of Finnish men of the church.

At the same time that I would like to get rid some of them, I feel responsibility to preserve such old books of my family. Do you think I should get rid of some of them?

3
Originally posted in "What's happening in your fort" -thread. I thought it became a nice little story so I put it here with little artistical editing afterwards.




I wrote this chronicle as the events took place earlier today.

Tantrum spiral. That is all. Right now more corpses are made than there is time to bury. The population is down roughly by fourth from 97. The seasoned military elite is putting down their best friends and they don't even care, although slaughter is always sort of enjoyable. The whole population is suddenly out in the streets trying to kill themselves and others in a berserk rage. The sick are stabbed in their beds at the sick house. It all escalated so quickly and I don't even know yet why.

The first 30 minutes: Currently we are soon running out of food as the fields have been devastated and we have been relying on imported food anyway. Population is down to 76 from 97. Only three high ranking military officers are calm.

The 1st hour: Now only two of them are calm anylonger. There is almost nothing left of what used to be easily the biggest clan in the fortress, the Meboddom clan.

The 2nd hour: Population is changing rapidly: now at 64. This is the deadliest group depression I have seen yet. All this seems to have started from a few kids being sad for having to rest in the dormitory instead of having their own bedrooms. At least food consumption is now under control as not many more than two sane persons are trying not to starve themselves.

The 3rd hour: The mayor seems to have starved in the dining hall sitting at his very own table. The city gates are being enclosed with bricks. No one can leave this place until the situation restabilises.

The 4th hour:We have finally ran out of alcohol. The severity of madness is thus becoming unbearable. The two generals put all three sane people they could find to butchering animals. One of them was collecting clay underground and had hardly heard the horror happening aboveground. This is the only way we can make it. The grand old man of the fortress and the founder of the previously most prestigious clan, Kogan Meboddom was found fishing whistling some old tune in a minor key. Him too the soldiers tried to get to butchering dogs but the old man refused to stop fishing. Later, Kogan was found laying cold among his kin along the street. The two soldiers encountered a fourth sane person: a weird guy who has no reported parents and hardly any friends. He had migrated hither alone. The population is now at 36.

The two high soldiers who have been in charge since the unfortunate fate of the mayor found different two ecstatic soldiers who, although having lost families and most friends, are now taking joy of slaughter and starting fistfights. Only swarms of flies provide them with slight disgust.

5th hour: An army of goblins has suddenly arrived to our location, and our sealing of gates not being completed, the trolls will be smashing through the doors in any minute. The mason must have fallen to insanity before he could finish the work. We have decided to surprise the green faced fools - they don't know we will rather rush into their rows than stay inside for any longer. There is many more dead bodies and those attempting killing themselves here than living anymore. We must break out. The population is 33. Every non suicidal person is now given the best equipment that can be found regardless of his military rank. We decide to open the gates and to retreat to the farthest corner of the city and wait.

The 6th hour: Every insane dwarf was first put to death by the enemy who attacked with in great numbers. The one squad of survivors in various conditions of mind and body we could put together could somehow manage against the enemy in the narrow streets where numbers don't matter so much. Amazingly, the fortress survived the assault. Our strength is now at nine. Four soldiers and five children live.

11 Hematite, 160, Early Summer
At Distincthammers
Monom Thakerush, captain of the second squad




I recorded the battle on video but unfortunately it was corrupted by my zooming out in the map while recording.
Here is a link to the map at the map archive http://mkv25.net/dfma/map-12448-distincthammers

4
DF Gameplay Questions / Ambushes in the heart of town
« on: May 19, 2015, 04:43:35 am »
My fortress is experiencing quite a security risk as ambushes seem to be able to spawn in my town's central square. I wonder if anyone have tackled this kind of problem before. Would they stop doing that should I wall off all strands of the entire paeninsula?

here is a link to the map
http://mkv25.net/dfma/map-12446-passagetrumpet

5
DF Gameplay Questions / Animals and Genetics in 2012
« on: January 18, 2015, 04:09:53 am »
I'm playing the 12 version (34.11). I want make the perfect dog breed but I'm not sure if the genetics work that way with animals. Do animals have hereditary features like muscularity meatiness?

6
DF Dwarf Mode Discussion / Challenge: The Walled city of Dwarf-loon
« on: December 29, 2014, 02:54:59 pm »
Inspired by http://en.wikipedia.org/wiki/Kowloon_Walled_City, I got the idea for an aboveground fortress where dwarves dwell in dark and narrow alleys, deprived of sunlight by the incredibly densely built multi-level buildings that carpet the map. The poor could perhaps live in squalor in the lowest levels while upper levels remain for those fortunate who manage and police the city. Eventually buildings would cover all arable land and food would have to be imported.

Please tell if you have any thoughts or pieces of good advice.

I think such a massive project is best built out of clay because it's unlimited resource and perhaps FPS-friendliest to produce. Plus the red colour of unburned clay adds to the atmosphere.

7
DF Gameplay Questions / Can enemies stop coming due to civ death
« on: December 29, 2014, 10:44:56 am »
I would like to know whether one will still get sieges when enemy civilisations are exhausted.

8
It appears that the Finnish classic game has now incarnated for the sixth time, featuring an English translation.

In Areena one manages a team of gladiators and tries to rise from the lowest division to the highest in order to win championship. Player has to provide his gladiators with weapons, armour and spells, and has to guide them in battle.
Gladiators are of various different races to choose from. They improve their skills over time but they will eventually retire.
Areena 7 seems to be , according to what I've read, dramatically simplified from previous proper version. (Areena 5). The feedback has still been positive, probably because the game series is alive (since 1990 something).

I haven't tried the game out yet but I'm confident it's decent if the previous iterations are to be considered.
And another thing: areena 7 seems to be free. However, I believe one needs a google account in order to save one's progress.

Trailer: https://www.youtube.com/watch?v=H_RbPMdISYA

The game: http://arena-7.appspot.com/

It appears the game is updated at some pace.

9
DF Gameplay Questions / Sieges and non-existing world population
« on: August 12, 2013, 02:04:12 pm »
If I generate a 2 year-old world with minimal population, will I still be getting sieges and merchants alike?

10
DF Suggestions / Hauling of clad corpses
« on: June 22, 2013, 02:06:37 pm »
Not sure if it has been already suggested.

My rant is that currently any civilized creature turns into a mountain of items upon death. Every piece of clothing magically becomes unworn by its wearer and has to be individually hauled. This results in massive piles of litter outside your gates. The game very much discourages and punishes risky open battles beyond your traps and gates, for the looting and the cleaning after a battle is needlessly difficult due to its laboursomeness. The clearing of the battlefield just takes a very long time even if you utilize the whole work reserve on hauling.

As it stands, The reward (there is none) for sending your troops out is not worth the risk and the effort of painful looting.

I suggest corpses to be containers for the worn items. Any items carried in hands could be dropped. This would make looting the battlefield in particular more fair and realistic. I guess there could also be a new profession: body washer (suggest a better term) at whose workshop corpses are washed and stripped off clothes.

11
DF Suggestions / Reconsider colour of snow and sand types
« on: September 10, 2012, 10:43:29 am »
Currently the snow and sand tiles make you die to eyecancer. They are really painful to look at even if you didn't have epilepsy.
example:
http://snarkangel.files.wordpress.com/2011/12/aftermath.png
http://i455.photobucket.com/albums/qq272/roborob112/sc2.png

No reason to explain more.

The eye-straining contrast between black background and bright tiles make people not play environments that they otherwise would. (note that this only applies to non graphic tilesets)

I'm suggesting that colours and maybe tile symbols for these types ground tiles would be rethought.
Colours of very bright tiles could be changed darker, making them more bearable to look at.
For example snow could be light gray. Different types of sand could be darker.
One solution could be changing tiles to ones with more black, for example # tile to , .


12
DF Gameplay Questions / How to embark 1x1?
« on: August 26, 2012, 06:49:55 am »
I'd like to play 1x1 game but vanilla doesn't allow that. I know there is an utility called embark anywhere but it seems to be out of date.
Can someone help me?

EDIT: Nanofortress seemed to work after all.

13
DF Suggestions / Roof and dodging fix
« on: June 16, 2012, 12:58:39 pm »
I think building roofs for buildings should be easier than it currently is.
I suggest adding new type of construction, roof, which is similar to floor, except it can be built from a level below so ramps aren't needed.
Roof could be destroyable by trolls etc.

I don't think my suggestion for roof is too realistic or smart, but I really want building roofs for buildings to be made less complicated.
There's not much to say. I just wanted to generate conversation on this subject.

The dodging fix mentioned in the title is that creatures shouldn't dodge up a z-level. I have had aboveground buildings on which dwarfs had dodged and then starved because I had removed the ramps.

14
:( I wish he won't starve while I try to release him.
http://postimage.org/image/k3acfxdcd/full/
http://postimage.org/image/nydqihwi5/full/

PS: oops wrong forum

15
Currently when a dwarf dies, they drop all their stuff on the floor. Then someone carries their naked corpses to the coffins and their other things to stockpiles.

I suggest that dwarves' items were put in the coffin before it's sealed forever. This would include all their clothes including armor and jewelry.
My argument is that the game has too little things to make in the mid-late game. This would encourage continuous digging for metals and busy metal and clothing industry if you lose a lot dwarves.

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