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Messages - Eris

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1
I suppose I could add guardrails or something. But what fun is that?
Add restricted zones only 1 square wide around the lip. Consider it a caution sign.
And anyone who falls in after that good deaths for the species.

2
DF Gameplay Questions / Re: Turning off immigration
« on: June 16, 2009, 12:04:49 pm »
...Or a combination thereof.
One of those things definitely does not combine to make the other.

3
The second one; is it a DNA double helix? What's the block in the center? It kind of looks like a dwarf head.

That's what a dwarf head looks like in fullscreen.
Well, you could make it a goblin or elf or kobold head, but it would look an awful lot like a G, E, or K. Probably not as impressive.

P.S. H-F-S that's awesome! (not "hidden fun stuff")

4
You know, there's a "text" option in Paint.
From what I can tell, dwarves are pre-literate. They have lots of images but no writing that I've seen. This seems more realistic.

And you do know that you can't build things on hatches/bridges/other things that can be removed with a lever?
Haven't you ever seen Wil E. Coyote? That's not the point.

BUT you can build floor tiles anchored to them. When you pull the lever, it has the same effect...and gets rid of some stone in the process!

5
DF Adventure Mode Discussion / Re: unconcious breathing
« on: June 14, 2009, 10:05:02 pm »
It happens. I used to breathe under water, until my 0th birthday. No gills or anything.

6
DF Gameplay Questions / Re: Dwarves not dumping items?
« on: June 14, 2009, 10:01:53 pm »
Depending on where your stone or garbage pits are, you could designate restricted traffic areas in such a way that they'd be unlikely to go to the "wrong" dumping pit.
Of course, this will interfere with all dwarves' jobs, but it really depends on how and where you do it.

I think it's d--> o ("oh") --> r
Something like that.

It definitely would be awesome beyond belief if you could designate garbage pits like you designate storage, but that zero-space storage would be way too much like cheating. I think it's fair that you can't get them to dump the way you want.

7
DF Gameplay Questions / Re: No pressure?
« on: June 14, 2009, 09:54:47 pm »
I've avoided TC farming so far.
BUT
I thought TC's could grow underwater. If that's the case, you don't need to be too careful about how you build the system--other than of course not flooding your whole fort in the process.

As long as there's a lever somewhere, you'll be fine. What could possibly happen?

8
DF Gameplay Questions / Re: dead dwarves and coffins
« on: June 14, 2009, 09:47:35 pm »
One thing that helps morale is to put a Restricted zone around your graveyard. They'll still go there for the bodies, but won't go there otherwise.

I build coffins once I have a gemsetting operation going. If you get lucky on the value, you can sell them. Otherwise, use the crappy/unadorned ones for your dwarves. Now that I think about it, I've never had a caravan request burial receptacles. If they ever did, I'd have a coffin-building frenzy.

Maybe set aside a good one for your Dungeon Master, I guess. Or if you happen to like any of your nobles. It doesn't ever disturb them that as soon as they arrive I have a tomb with their name on it. (Or that their beds are hanging in a chasm.)
Sometimes for fun I plant their beds in the firing line of an indoor ballista. I guess it would be funny if there was a coffin with their name on it next to each bed, as well.
"Welcome to your new home!"

And if the ballista in their bedroom is especially good at killing them, that makes them even happier...dwarves are awesome.

9
Animals in DF seem to reproduce by spores, so you don't even have to put them in the same pit. As long as they're both on the map, they'll have babies. Somehow.
But not if they're in cages. I realize the OP said "in a pit," but it bears mentioning. If they're already pregnant, they'll still give birth in the cage; otherwise the cages are equipped with spore filtration systems (no pump required).

10
DF Gameplay Questions / Re: Turning off immigration
« on: June 14, 2009, 09:28:56 pm »
I am wondering if you could just try to make all the females idle. That should either lead to a lot of pregnancies, or a lot of lesbians.

11
DF Dwarf Mode Discussion / Re: Merchants from hell (literally)
« on: June 14, 2009, 09:23:54 pm »
Five minutes Later Bed destroyed by Aslot Aslotrusmo Demon merchant. All my beds, doors, workshops, and Floors, were destroyed. So after they finish breaking everything, they go to the Depot, to "Trade", then they smashed the Trade depot, and left.
I thought this sounded like fun. If it were me, I'd be grateful this much fun happened after only 1 year of building, and not 5 or 10.

But I guess I can see where you might want to tone down the fun somewhat. :)

12
DF Dwarf Mode Discussion / Re: What mod(s) should I use?
« on: June 14, 2009, 09:17:27 pm »
Orcs sounds good to simply bump the challenge level in Fortress mode, without more.
I was already looking at CivForge. I will definitely try it pretty soon.

FYI, I did try Adventure Mode. My first character (oddly) lasted the longest. It was pretty lame, IMO. Like I said, it's the stepchild of Armok. Or if you prefer, fortress is the feature, and adventure is an unlocked "bonus" mode like an easter egg.
About what I expected.
I'm not saying I won't play it again...just that I will definitely mod before I do adventure mode. CivForge would be good for that, or else the Zombies.

I think the main problem with adventure mode as it exists in DF currently is simply that it probably needs to generate the world differently for adventure mode than it does for fortress.
Fortress mode is cohesive and makes sense thematically; adventure mode definitely lacks those cohesive game play elements.

Generating roads between structures/civilizations would change the game a lot. At least it would feel slightly less like an afterthought.

13
DF Adventure Mode Discussion / Re: Injuries in Adventure Mode
« on: June 11, 2009, 03:46:02 pm »
Will this go away when adventure mode is seamless?

14
DF Dwarf Mode Discussion / Re: No traps, no armor, no weapons
« on: June 11, 2009, 01:38:58 am »
Actually it makes it a surprise deathtrap of hidden surprises. Do lots of pressure plates.

It's called the killing floor.
You forgot the cat to randomly trigger the pressure plates.
Wait. Where was the magma again?

By the way, OP, you could just put checkerboard pillars and a shitload of doors that are set to passable. Wrestlers would love 'em, archers would hate 'em.
Not likely to lead to random death, though. Not very dwarven.
Hmm. A lot of doors might also prevent lots of people from seeing lots of blood and vomit.

If you're into micro-management (I mean MICRO) you can also pause and lock/unlock the doors to make the enemies take whatever path you want at any given time.

15
DF Dwarf Mode Discussion / Re: How the hell did he...
« on: June 11, 2009, 01:30:43 am »
For god's sake, man, finish your thread topic!


I envy how placid your life must be that you find the room to stress about this.
Ah, now the other topic/thread makes sense.
The one about...

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