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Messages - ArmokGoB

Pages: [1] 2 3 ... 17
1
DF Dwarf Mode Discussion / Re: Guildhall reason?
« on: January 18, 2023, 07:20:44 pm »
a e s t h e t i c s

2
DF Dwarf Mode Discussion / Re: tree growth could use a nerf
« on: January 16, 2023, 04:46:21 pm »
There should be a limit to the amount of trees that can exist above ground that is dependent on the "Trees" value of the subregion.

3
Is it possible that they may be labeled as foreign for certain dwarven civs?

4
You would...

But nope, that's not it.  The very first batch I cut, I set a normal job to cut turquoises on repeat..... It gave me a masterpiece large gem from the 10 turqouises I had in total.
Maybe they're only produced when a masterwork is rolled?

5
In 50.01, my horses abandoned their pasture so that they could starve to death in the temple. I haven't had it happen since, but it was pretty funny watching my livestock pray themselves to death.

6
Perhaps if you set it on repeat it only rolls the odds once?

Setting up jewelry industry, I have a legendary cutter/setter ready to do some testing.
Then wouldn't you get nothing but large gems if you set a repeated order to make gems and rolled a large gem?

7
Just shows that you can't please everyone.
In past versions, I disliked Evil stuff for being too intrusive, encouraging me to wall up and practice strict access control.

I love subtle evil and would like to see it expanded... weirding dwarves out is a good start, but a corrupting influence would be better. Hunger for dwarven flesh, tendency towards violence or betrayal, nightmares that show up in art, brainwashing into cult membership, perhaps a physical process: first mental changes, then weird physical symptoms, eventually transformation into something creepy.
A terrifying biome that deserves its name is fun once in a while, but imo understated creepiness makes for more interesting games than splatterpunk.
I embarked on a terrifying ocean, and the most terrifying thing about it was the reanimation down to the cavern levels and undead sea otters thirsting for blood. The elf blood rain was captivating, though.

8
DF Dwarf Mode Discussion / Re: Razing the Goblin Dark Fortress
« on: January 08, 2023, 01:23:46 pm »
I sent 60 unarmed dwarves in steel armor to a site with over 10,000 people and told them to surrender. They did.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 05, 2023, 12:55:17 am »
I've been on a slow burn with my current fort because I've done nothing but cut gems trying to get a large gem or gem craft. The bug is probably bothering me more than it should.

10
It's a bug with how fluid flow moves items. The wiki says this:
Quote
When draining the pit, items and corpses will be pushed through fortifications or wall grates by moving water. This could get them stuck into an inaccessible location on the wrong side of the filters. Instead of draining the water on the same Z-level as the drowning chamber, drain the water downward through floor grates or stairs to a lower Z-level, because items cannot be pushed downward through floor grates or stairs by moving water.

11
To all the people saying it's a simple change in the raws to reverse this:

It's important to recognize that this change affects the intended experience of the game. It is important to consider how the intended experience is affected (like how there's a separation between normal and hard difficulties, etc.), regardless of if one can make changes to the raws to make the game easier or harder. Basically, I want to consider the design implications of this change and how it is or isn't supported by the rest of the game mechanics and dynamics.

12
v50.04, no mods; got an expert gem cutter in the migration. 6th gem was a masterwork large gem. Not sure what'll happen after another 200 gems, we'll see.

Edit: 2 more large gems in not much time. Seems about as likely as it was in v47.
The chances for the person who cut 126 in a row with no large gems is 0.16%. There has to be an explanation for why it seems so rare for some people but not others.

EDIT: Apparently, large gems are actually worth less than regular gems now.
https://www.reddit.com/r/dwarffortress/comments/100xet2/regular_cut_gems_have_had_their_price_buffed_but/

13
They're probably tagged for hauling to a stockpile or hospital.

14
It's fine with me if humans grow up at 18, but for dwarves at some point you have to look at what's best from a gameplay perspective.

All bets are off for fantasy races. However, for a medieval society, I would recommend 15 or 16 for humans (Crusader Kings got away with it for humans, so there's precedent for this being acceptable). Although, since it affects both body size and ability to work, I think the best solution would be to set different triggers for being able to work and being able to reproduce, alongside the physical aspects. As someone else said, creatures currently become adults, "body and mind," at their adult age.

15
You're sure they aren't (imported)? I had a 0.50.03 fort with three jeweler's workshops cutting gems on repeat for six years and didn't see a single large gem or gem craft.

Yes, I am 100% certain.  See for yourself:


The gemcutter is Legendary.  Perhaps skill matters now.  I will let her chip away at some more gems and see if I get more large ones.

Update:  126 cuts later and no large gems.  Using 0.50.04
This doesn't seem like intended behavior.

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