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Messages - FlamingTP

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DF Gameplay Questions / Suggestions for the careful embark.
« on: June 04, 2014, 02:45:00 am »
Viewing the contents of prefab embark profiles with the lazy newb pack is a bit tiresome for me and not nearly as customized as I would like. I have never used the careful embark option before and I've only done one minor fort since starting again.

So lets say I choose to embark on the typical new player site: tame neutral/good area with tons of trees and a quick and dirty water source with aquifers disabled, plenty of metals.

What should I bring and what skills are best to dump points into that I don't have covered already?

Expedition leader (Mechanic?)
2 miners
1 mason and architect
1 farmer
1 brewer/butcher/cook
1 hippie taunter woodcutter/carpenter

Free Food Wagon Oxen
booze #?
Food #?
Seeds #?
Pick/axe
Bucket/rope
weapons?

I know I'm missing loads of stuff here, want to make sure I don't forget anything that will get me killed right away.

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now I know how he got those scars.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 31, 2014, 06:05:04 pm »
These Undead Giant Desert Scorpions aren't getting my dwarves over here. I AM DISAPPOINT!

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Thanks guys, lots of good advice. had to cut some questions off since I had to go to work but I'll ask them now.

12. If I make a greenhouse style farm for above ground crops (or to keep the dwarves from having sunlight issues), will flyers or other enemies be able to destroy the glass floor tiles and make their way into my fort?

13. Are wheelbarrows useful if unassigned to any stockpile? if so where to they stash the wheelbarrow then they are done with it? (I'm afraid to use minecarts at the moment) and assigned barrows are worthless according to the Wiki

14. If temperature is on, and I use the low FPS pumpstack design, will floor and wall tiles that are not magma safe melt? or are they magma safe since they are not creatures or objects?

I think that's it.

Guess I'll just use bins for crafts and such then. On a personal note, I'm sad steam wont kill you, and channeling water into lava doesn't make magma mist. I wanted to use magma, water, and grates to create a goblin (elf) BBQ sally port.

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After scouring the Wiki and doing some forum lurking/searches I still have several questions before I go back into Ye Mountains Cold. I'm sure most of these have been answered before but search doesn't return reliable results and the wiki doesn't address some of these, or is too complicated for me to understand without a better understanding of the mechanics/game code. Got a few hypotheticals to ask here as well. I haven't played for a year or two but am familiar with the current version of DF.

For reference if needed here is the relevant technical information:
Latest version of lazy newb pack, Aquifers set to NO, 3ghz quad core, 8gigs ram, ATI HD5870

1. I dont care about the size of my fortress, should I have a population cap? can it be set to zero otherwise? Is this a good idea, or is it going to lead to FPS drop or super extra fun beyond 150 dwarfs?

2. I will be embarking in a standard forest or jungle area for my first fort, no volcano. Ignoring security concerns, is it faster to dig down to magma, place the forges down there, and make weapons/armor, or should I take the time to invest in a pump stack, if all I will be using it for is the military.

3. the Wiki doesn't explain what kind of options the Clothier's workshop has, can I set it to just make clothing or do I have to queue individual jobs IE: make socks, make shirt, etc.

4. When making cloths or forging armor, will making boots or gloves make one piece or both? if I queue 2 will it know to make a right and a left on it's own?

5. Does worldsize matter? or will multiple forts be more interesting if I make a small world?

6. Given the wooden bolts can kill enemies even with...Ye special armor...bug, Is it still worth it to craft metal bolts?

7. Are pits with spikes still a viable trap or is the shaft of enlightenment a sure thing?

8. Can you use caged prisoners as temporary archery targets?

9. massive amounts of blood after a battle annoy me and are sometimes near impossible to clean up. does DF hack have a command similar to clean owned that gets rid of battlefield blood and (non useful) gore?

10. I have heard that ammo shouldn't be stored in bins, what else should I not store in a bin? are armor stands good for armor storage?

11. Last question until I start playing, Lets say I'm on an ocean embark point, and I'm lucky enough to capture a sperm whale/giant one, will it die in the cage trap underwater? should I build a butcher next to the fishing trap due to weight? how many dwarves does it take to haul all that goodness?

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DF Modding / Re: Proper non-roguelike graphics posslble?
« on: February 12, 2012, 05:06:26 pm »
At long last no one suggested memory hacking, more executables, or a true Vulture eye style isometric interface. Graphics almost always just kill raw hardcore depth.

Yeah, I was hoping just some basic graphics to help me identify everything as I look at it in traditional DF view. Tilesets help but it could be better. DF is the most in depth game I've ever played and I'd like to play it more often than I do.

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DF Modding / Re: Proper non-roguelike graphics posslble?
« on: February 08, 2012, 09:56:51 pm »
have you tried stonesense? Its not interactive but you can still get a visual representation of your fort.

I have, problem is I wish I had something like that in the game itself as a mod so I wouldn't have to stare at ASCII at all.

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DF Modding / Re: Proper non-roguelike graphics posslble?
« on: February 08, 2012, 09:14:13 pm »
Sadly, no. This is not possible and isn't even planned to be incorporated into the game any time soon. About the closest you can get to it is through Stonesense. This is because the predecessor to DF, Slaves to Armok, really suffered because Toady found that with every new thing he was adding he had to spend much longer to create the graphics for the thing then it took to actually write it into the game. Combine that with the abstraction problem (how big is a tile? After all you can fit as many dragons as you want into it if they are all laying down, but you can only fit one upright kitten.) and 3D or even isometric graphics aren't planned any time soon for the game.

so its not modable either then?

I understand the restrictions faced here. You could always just have icons or generic "monster" entities that when examined in the traditional DF way will tell you what is occupying the tile. Heck I'd even be happy if the only things that were rendered were the terrain and the buildings. everything else could just be generic icons and what not. Just to make everything easier to navigate while looking down on your dwarfs and such.

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DF Modding / Proper non-roguelike graphics posslble?
« on: February 08, 2012, 08:53:40 pm »
Okay, so I really like this game, and I love the depth only the roguelike system can bring. That said, with complete tilesets I still cant stand the way the game looks for gameplay reasons. The game would still be supremely challenging without ASCII and Tilesets. As it stands right now however, even after a couple years playing I still cant remember a great deal of what this or that is or where I put what etc.

What I'm asking here is is it possible to give this game graphics akin to say minecraft (with custom textures for every unique object of course) and if so could someone please for the love of all that is holy do it?!?!? Hell I'd even pay for it if I could.

I know we have external programs that update based on ticks and such but I would really like it if it was just plain in-game. I know I only speak for myself here but I'd be willing to bet a lot more people would play this masterpiece of a game if this could be done.

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