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Topics - cephalo

Pages: [1] 2 3 ... 7
1
DF General Discussion / Cheesemaker is the google doodle for today
« on: April 28, 2017, 08:13:07 am »
In the right circumstances, it's a good skill to have I guess. When I saw it, I was instantly disappointed for reasons I didn't understand. Then I remembered DF!

2
For years I have considered forcing my dwarves to drink water as a slightly shameful situation, a sign of hard times. Unless they are in a hospital bed, water is for washing.

These new alcohol syndrome changes, along with the dwarven 'drunks' from the last major update seem to herald a rather large cultural change for dwarves. Is alcohol actually... harmful to them?

3
DF Suggestions / Legends XML, Map and Site exports in a separate directory.
« on: February 10, 2015, 11:19:38 am »
It can be a pain sometimes to manage the export files inside DF's main directory without deleting an important file on accident. It would be nice if these ended up in a subfolder of the save files or even a separate directory.

4
DF Adventure Mode Discussion / Adv. mode politics are confusing.
« on: August 03, 2014, 10:50:01 pm »
It's very hard to understand what the situation is at a site or what recently happened there.

I built a fort for a dying civ, and the human civ that I traded with is also on the ropes. We were surrounded by 4 goblin civs and a particularly mean variety of elves who seem to be doing well for themselves.

So I started an adventurer, and I'm walking around trying to find companions, and I'm seeing a lot of weird stuff. I visited my old fort which was razed by a goblin civ in the two weeks it took to start an adventurer, and it seems that every surviving noble in my civ had fled there afterward. I can't tell who owns the site now, but it's full of dwarves from my civ right now with about 7 barons and baronesses. In previous games, I could ask about the local ruler, but in dozens of towns I can't ask that question. Most of the towns and hillocks are populated only with goblins that are culturally just like the humans or dwarves that used to live there. Goblins in hillocks have dwarf names and goblins in towns have human names. Checking legends shows that small numbers of goblins live in all civs from the beginning of time, and I guess when a civ comes under great calamitous times goblin populations start to outnumber the original.

Really though I have no idea what is going on. I was hoping I could rescue my civ, but they might just be permanently broken now. The fort I made had a steel clad 30 dwarf military that was immediately overrun when I retired the fort. One of my aborted adventurers was actually stomped by one of the goblin armies, and it was rather impressive, probably 12 elites and 40 or so lesser goblins.

5
DF General Discussion / Dwarvenized goblins
« on: August 01, 2014, 10:20:24 am »
So I was trying to find out why my dying dwarf civ had a goblin queen with a proper dwarf name, assuming she was the descendant of some conquered goblin population in history. What I had found though, is that from the beginning of time, there had always been goblins deciding to live in dwarven settlements, and these goblins are both the first of their kind and also are born with proper dwarf names.

Bug or feature?

6
I noticed that you can't start with it. Can you learn it somehow?

7
Wow, so I found a vampire in my fort after someone was drained. I didn't have any way of killing him because it was a bit early in my forts development. So, I locked him up outside and then forgot about him. When his sentence ended, I guess he was hungry because he went on a rampage and killed 3 people in short succession. Then, everyone else killed everyone else.

Basically if you are playing a fort you care about, and a vampire shows himself, you had better make a backup and check legends to find out who it is, because they will bring you down otherwise. Trying to memorialize 30 dwarves when you have 4 coffins in stock is more like work than fun, but I guess that's what fun is all about.

It's unfortunate that a discovered vampire isn't recognized as an enemy of the fort. That would be better.

8
DF General Discussion / Elf sites are beautiful! Well done.
« on: July 16, 2014, 01:47:55 pm »
I explored some of the elf sites, and the new trees really add a great deal to the ambiance. Elf sites have these huge, named, glorious trees! It's weird craning up to talk to people in trees from the ground, but entirely appropriate in this case.

9
Having a two week delay between games is fine, but sometimes I would want to a hundred years into the future to see what my impact was on the world. It would be nice to return to the world gen screen and continue.

10
DF Adventure Mode Discussion / Ammo is a problem
« on: July 15, 2014, 10:36:04 pm »
I'm finding that ranged companions run out of ammo at the first pack of wild animals we cross, and that's it. No more ammo for weeks. Are there any shops that specialize in selling ammo?

11
DF Adventure Mode Discussion / Target not home. Should I wait?
« on: July 15, 2014, 12:09:00 pm »
So I went to a cave site looking for a certain Cyclops. I explored all the way down to the first cavern level and saw a couple of giant worms. Then I waited at the mouth of the cave for a day and a night, but he never showed up. How long should I wait for him? Do Cyclops usually leave some kind of signs were they live? This cave was empty of any possessions or debris.

12
DF Adventure Mode Discussion / Hmm.. undead quandry.
« on: July 14, 2014, 09:57:50 pm »
So, after adventuring all day (no crashes! yay) I finally acted out a suggestion from a human lord to extinguish a nearby bandit camp (is that what I'm supposed to do?) This was my first potential for some loot and maybe score some dwarf sized armor. My two companions were decent, although my crossbowman used all his ammo on some animals or something, he still holds his own by clobbering people with his crossbow.

So I got to the camp, and the bandits were push overs, most of them were sleeping. The commander put up a decent fight until I decapitated him. Then, I threw his head into my backpack as proof (do I need proof? dunno).

What I didn't notice because of the snow was that the camp was in an evil hills biome. The commanders animated head then tore an artery in my arm, then the corpses started waking up and they were much, much more dangerous than the original bandits. They killed my companions quickly while I bled to death trying to run away.

Is there some way to kill someone and prevent reanimation? If I butcher them, will it make things worse and get myself strangled by their animated guts? What do I need for proof of the deed? Is there an identifying body part that is safe to pick up?

13
DF Adventure Mode Discussion / Is there a guide to site maps?
« on: July 12, 2014, 07:58:46 pm »
I haven't played adventure mode since 31.x, and I'm having some trouble understanding the mid-resolution maps that happen when you enter a site. Often I go somewhere that looks like there should be some kind of structure like a city block or something and when I visit it's just wilderness with maybe some worn foot paths. The wiki doesn't have much on it yet.

14
DF General Discussion / Dwarven 'drunks'?
« on: July 12, 2014, 05:16:27 pm »
I came upon a hillock of dwarven 'drunks' in adventure mode.

I've raised some of the finest dwarves ever, legends at their chosen craft, who lived and died without ever tasting water. What on earth does a dwarf need to do to be considered a 'drunk'!??

15
DF Adventure Mode Discussion / Can't find buildings at large sites
« on: July 12, 2014, 10:45:12 am »
I've been through several large sites, and I have seen a few empty buildings in an abandoned human town, but now I went to a dwarven hillock and there is a huge crowd of 'drunks' but no buildings anywhere on this rather large site. Not sure what to expect.

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