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Topics - TherionChilde

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DF General Discussion / Query RE: undead in upcoming version
« on: June 27, 2014, 07:22:37 am »
I have been unable to find any direct discussion in announcements / FotF / etc. regarding the disposition of the undead in the upcoming version, so I hoped to bask in the transcendent knowledge of my more well-informed fellows.  Specifically, has there been any mention of plans to "fix" (a loaded term, I know) the somewhat intimidating immortality of the evil biome-spawned re-animated dead and their ever-so disturbing undying body parts which tend to multiply geometrically until atom-smashed?  I know opinions on the matter vary, and to be clear, I am personally in the group that believes that while the undead are a wonderful addition to fortress mode, the eventual mass of severed limbs, sinews, and skins crawling toward my dwarves like some macabre army of flesh-slugs can be a tad bit game-breaking, and causes me to avoid biomes which I would otherwise be, in the vernacular of the peasantry, "all up on's."

Does anyone know of plans to change how these infinitely divisible zeds function in-game, or is this accepted as their final form?  I greatly appreciate your patience in perusing my somewhat pedantic illocution, and eagerly await rejoinder, be it equally punctilious, playfully abstruse, or prosaically direct.

2
DF Gameplay Questions / Go home Humans, you are drunk...
« on: October 22, 2012, 01:26:18 am »
15 years into my first 'accessible' fortress and a human caravan has apparently moved in to my trade depot.  The Summer that they arrived, they never finished unpacking, so no trading during the whole season they stank up my halls with their Stetson cologne.  Then, after I hear 'the blahbleh have begun their journey...'  ...well, they didn't.  Fall's almost over, and these scrawny half-wits won't pack up their little shanty town and leave.  Worse still, I KNOW they brought booze and they're not sharing.  Any advice for getting rid of the freeloaders, or should I just wall off the trade depot and build a new one while these hairless chimps go all kinds of Donner Party in my former entryway?

3
DF Gameplay Questions / 0.34.11 Advanced Map Gen Questions
« on: October 12, 2012, 11:04:08 pm »
I have been experimenting with the advanced settings for world generation, as well as 'PerfectWorldDF' and have a couple of questions for the more experienced world-forgers.   ???

1.)  I understand that DF v 0.34.x currently has a map generation bug wherein flux will get crowded out of worlds when the mineral settings are set to "everywhere" in basic map generation.  In advanced map design / PerfectWorldDF, what would be the correlating "mineral scarcity" setting that one should avoid exceeding in order to avoid this problem?

2.)  I have a vague idea of how to fiddle with the volcanism controls to marginally affect sedimentary layer formation, but can anyone illuminate specific map parameter alterations one can make in order to directly and/or indirectly increase the frequency of sedimentary layers?  Tangentially, is there any way in which one can affect metamorphic layers?  (In the absence of igneous layers, they tend to be... well, "all up on's my shiz-nit," to borrow from the vernacular of the peasantry, and crowd out sedimentary formation.)

3.)  I was playing an old fortress the other day which had been active for over 250 years, and still had never had cause to use military or traps, and I thought maybe I've been neglecting some of the more 'fun' aspects of gameplay.  Aside from jacking up savagery and aligned biomes, any advice for creating conditions for a variety of extra-violent / challenging embark points during world gen?

4.)  ...I don't have a #4, but I feel like I'm missing something essential.  Any world gen'ing tips that you wish you knew when starting out would be most appreciated.

As always, I am grateful in advance for the advice and experience of my fellow players.  Domo Arigato.   :D

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DF Gameplay Questions / "Slime Covering"...?
« on: October 11, 2012, 09:36:37 pm »
Well, I finally decided to grow a pair and have been playing around in an evil biome in v 0.34.11.  (I'm a casual player, and tend to enjoy the economics and design more than the combat and tactics, so this is a new dimension of play for me) In addition to digging out tons of graves due to repeated reclaiming after quick and horrific 'fun,' I find everything I am taking down from the surface, including any wood I chop, covered with 'nauseating slime.'  So, I have a two-part question for the veteran spelunkers and undead hunters:
1.)  Does "(x) slime covering" pose any significant hazard/inconvenience; and,
2.)  Can said modifier be removed from items; if so, how?
Thank all in advance for your assistance, and apologies if this is asked and answered.  Couldn't find anything in a forum search.

Wish me luck on reclaim #4 in my first hazardous embark point.  Hopefully, my dwarves can avoid the clouds of ebola this time...  :D

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DF Gameplay Questions / Need a workaround for issues re: bug 0005895
« on: August 07, 2012, 03:38:21 pm »
I finally switched from v0.31.25 to 0.34.11 and am having significant difficulty keeping farms/stills/workshops running consistently due to the item hauling bug wherein haulers carry container to crops/seeds/etc. instead of carrying said item to containers.  How has everyone else dealt with this problem?  I have disabled barrels/bins in stockpiles supplying the worst affected workshops, but this has been only a partial fix, and in the case of seeds for fields, (as seeds are bagged and I can find no way to disable bags in stockpiles) has been of virtually no help at all.

Any assistance would be appreciated; if this has been answered elsewhere and I couldn't find it, apologies for the forum clutter.

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