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Messages - stool

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1
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 17, 2015, 05:51:39 am »
Accelerated DF is the simpler, faster DF. Masterwork is something else :P
well, i see. didnt know about ADF...
i always chose (back in 0.34) MWdf over everything else, because of its vast options, and fast performance.
no more suggestions from my side, you did a great job with 0.34, and i dont wanna spoil my gameplay, exploring MWdf (without a plan) is always fun.
cheers

2
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 16, 2015, 05:36:38 pm »
yo meph!, good thing you are back (for 0.42+)

what about back to the roots (MW roots)?
just simplify and quicken vanilla, get a stable port, with all utilities...
everything else can be added later.

same basic principle as 0.34 ...

but whatever, it will turn out nice, i'm sure.
have a nice day everyone!

3
DF Announcements / Re: Dwarf Fortress 0.40.23 Released
« on: December 25, 2014, 05:56:30 pm »
Thanks Toady!
Other bug fixes/tweaks
   (*) Stopped situation where channeling dwarf decides to stand on channel tile
<3 happy holidays, happy new year!

4
DF Dwarf Mode Discussion / Re: Forest !!SCIENCE!!
« on: August 28, 2014, 10:45:11 am »
(side note: the game not checking for cave-ins with the invisible fake floor tile amuses me.  I always picture Wile E. Coyote chasing the roadrunner and then looking down and realizing he's over a canyon.)
:D that was also on of my first thoughts, and i would also accept the roadrunner/coyote frame of reference as the possible explanation.

5
hm, i only went for 1050 once,
and that was one of my first worlds (no clue what-so-ever^^).

I like to keep history below 100 years, but above 70.
So some of my dwarves be "the first of their kind",
it has some story, wars, and for the most part, more "interesting" adventure buildings, like tombs.
Also "#"s seem to be more likely to appear at 100+.

Just enough time to add the amount of flavour i want for my specific world, so to speak.

6
dealing with aquifers can be tedious, especially with more than 1 aquifer layer.
you can build wind mills connected to screwpumps to get rid of the water, without wasting dwarf power.
if you happen to forget the on/off switch, you can build a floortile 1 level above the windmill centertile to stop it.
cavein always works for me, but dont forget to get rid of trees, etc. on the "to-be-dropped" parts, or you will end up with strange artifacts producing caveins.
Spoiler (click to show/hide)
edit:image showing a 64*64 drop, ramps are from ponds.

7
DF Announcements / Re: Dwarf Fortress 0.40.04 Released
« on: July 20, 2014, 03:46:37 pm »
yaaah! thx!

8
DF Dwarf Mode Discussion / Re: Forest !!SCIENCE!!
« on: July 18, 2014, 11:26:33 am »
me neither, these are just results of science.

they behave like a http://en.wikipedia.org/wiki/Schr%C3%B6dinger%27s_cat in some ways ....

9
DF Dwarf Mode Discussion / Re: Forest !!SCIENCE!!
« on: July 18, 2014, 11:01:58 am »
hello, since this is the only 0.40.x science thread i've found,
i might post my results of a large scale double soil layer drop/cave in here with Multi-Tile-Trees [ MTT ].
includes 10 pictures, sorry for broken english.

setup: version 0.40.02, phoebus tileset
3*3 embark forest with an aquifer
the first 2 soil layers (loam) will be dropped, about 60 by 60 Urist
including Multi-Tile-Trees [ MTT ], 8 of which with a diameter of 2 Urist, and some ponds
leading questions:
how will MTT, and their roots, react on cave-ins?
do attached dug-out stairs resist cave-ins?
bonus: some human volunteers, a sow strapped to a rope, 1 wild bear and its 3 cubs in seperate constructed cages, a group of animals in a pasture.
Spoiler (click to show/hide)
****DF computes 5mins~****
as to be expected all buildings deconstruct, except for the bridge with the human wagons on, attached to the wrong side.
Spoiler (click to show/hide)
dust shooting up to the highest z-level +16
pastured animals crash into each other on the way down.
masterworks are lost.
Spoiler (click to show/hide)
some animals and the human test subject show spontaneous combustion on impact, unknown behavior for these species.
Spoiler (click to show/hide)
the impact site, z-level -8
no MTT to be found, no logs to be seen (those in the middle are the ruins of a 2 story wooden house).
at the uppest level,the attached stairs turned to loam, a YES to my 2nd question.
as to be expected the duck and the cat survived the 8 story drop of all the animals(of the pasture).
Spoiler (click to show/hide)
the impact site, z-level -9
the ponds were transfered with some water loss, possible relation to volume, depth and original size of the pools.
MTT-roots vanished, leaving holes in the ground.
Spoiler (click to show/hide)
ground level
most of the MTT have vanished.
remaining MTT, downward ramps, bumblebee colonies and a hamster refuse to obey to gravity. which is still the law.
ramps have shown similar behaviour in past expirements.
Spoiler (click to show/hide)
above ground, z-level +1
MTT exist(?) as before on all z-levels.
Spoiler (click to show/hide)
building floor to reach the trunk seem to trigger the cave-in check.
parts of the tree collapse into thin air.
no logs are found.
Spoiler (click to show/hide)
after weeks more trees shift back into the dwarven realm of existence.
Spoiler (click to show/hide)
same behavior as the remaining first, MTT without a floor beneath them, seem to be trapped in a paradox state of being there or not, or both, and will vanish out of existence, by building a floor in its/their proximity.
the caged bears were assigned to a pasture, and may have been unharmed(from the fall), but i watched the trees reappear in the meantime, results unclear.
the sow had no chance, its piglet survived with a broken nose and a missing rear leg.
the human was fine overall, just some broken bones.

conclusion:
multi tile trees attached to a falling soil layer will not accept gravity or the common frame of reference , but will go into a metaphysical state of existence instead.
dugout stairs (attached to solid ground/rock) will resist a cave-in.
freefalling may result in spontaneous combustion on impact. results indecisive.

10
winner winner
chicken dinner :D

11
DF Bug Reports / Re: Charcoal not found
« on: October 19, 2012, 06:18:23 am »
EDIT(delete) wait what? the post i replied to vanished when i finished writing -.-.
bumping was not the intention, but replying to a fresh member unfamiliar with the bug section rules.

12
DF General Discussion / Re: I absolutely love the idea of DF
« on: October 02, 2012, 07:58:54 am »
I started DF using phoebus, but the fact that i would dream in ascii, if i played df long enough without tilesets, was always intruiging.
Played in vanilla ascii several times when just no tilesets where updated for a fresh release, but mostly adventuring.
Can't go away from the tileset i'm used to for fortress mode though, maybe to try major mods to give them more flavor.
I was drawn to DF when a friend told me that his dwarves began to worship something out of the caverns, an olm or something.
Got hooked in my first fortress which starved slowly to death, getting fell moods is so much !FUN! !!!, ill never forget that artifacts.
Didn't care about the brick wall of a learning curve after my first failed fort. took a while to get over it, about... 10 forts over 5 (quick)releases.
hell, it took me 3 forts to figure minecarts out.
Despite that some say the learning curve is deterrent, i love it.
trial and error in df never gets old.  ;D

13
DF Dwarf Mode Discussion / Re: "Missing? Pfff, i don't get it"
« on: September 26, 2012, 03:48:23 pm »
but this would take the !FUN! out of the funeral!  :-\
ghosts may take a long time to appear though, would be interesting to see if they actually "touch" the fortress when they mysteriosly disappear in remote fun chambers....

14
DF Community Games & Stories / Re: The Arena : Dying Changes Everything
« on: September 11, 2012, 05:52:52 pm »
"Bearded" was just marking my ogre as dwarfy.
yeah beards do that!
*twitch* for lack of dwarves

15
DF Community Games & Stories / Re: The Arena : Dying Changes Everything
« on: September 11, 2012, 05:17:28 pm »
yo! Hope this is still open for a late entry ;D
Name of Contestant: Count Stool
Race: Imperial, bearded :D
weapon: *copper spear (50)
armor: *leather cloak (15)
         *wooden shield (15)
skills:
+1 shield user (10)
+1 spearman (10)

edit: forgot my beard!

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