Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Skuggen

Pages: 1 ... 11 12 [13] 14 15 ... 21
181
Masterwork DF / Re: What's happening in your Fort.
« on: June 05, 2014, 05:22:58 am »
Forest spiders. They appear in groups of three (immediately being replaced by another if the last group leaves or dies).
They wander harmlessly around as long as I watch them, but as soon as I turn my back they become enraged and start tearing dwarves apart.
My one fully armed and armored military dwarf can handle them easily, but always takes too long to get to the carnage.
I've sealed the entrance until I can get some cage traps set up, maybe prevent more from spawning.

I embarked on the shore of a lake, only to find that it's frozen, and my dwarves have parked the caravan in the middle of it.  This is going to have to be the quickest unpacking of a caravan ever...

This for me always becomes a wonderful game of "guess how long I have until the lake thaws", weighing the loss of certain items against the loss of the dwarves.

182
DF Gameplay Questions / Re: Suggestions for the careful embark.
« on: June 05, 2014, 12:55:05 am »
While I generally tailor my embarks to the environment, I always, always, always bring a dwarf that has 5 points in teacher and the rest in weapon/dodge/armor/shield/fighter.

It makes it enourmously easier to train a military.

Yeah, I do this for the one military dwarf I always bring, and immediately name him/her military commander.
Generally do something similar with one dwarf I only give social skills.
I don't usually bother with metal until around the third immigration wave, focusing more on securing the fort's entrance at the beginning.

183
DF Gameplay Questions / Re: Unable to Distribute All Skill Points
« on: June 05, 2014, 12:50:18 am »
my slightly related opinion: do not spend too much time coming up with a "perfect" embark skillset or itemset, its not that important

Taking metal nuggets to save points on axes/picks or taking specialized dwarves for higher quality goods DOES make all the difference, though. But as soon as you get your second/third migrant wave (Which obnoxious usually contains about 17 dwarves for some reason) this won't really matter anymore.
'
Oh how I WISH it only contained 17. My latest fort went from 17 to 63 dwarves. Not entirely unexpected since the stonecrafter had managed to make a ton of obsidian crafts by the time the first caravan arrived.

Wood oven converts wood to charcoal (or ash). Ashery is for processing the ash further.

184
It's slated for the beginning of July, but keep in mind that it'll probably be pretty buggy for a while.

I'd suggest playing on the current version, though the new version would probably be suitable for testing out different embark teams.
I tend to give the engraver job to dwarves that I expect to have quite a bit of free time, but have important duties to perform now and again, such as certain nobles and military dwarves (since I rotate them in and out of duty).

A single military dwarf can work for killing pesky animals that are bothering your workers, but otherwise won't be much use until you give them company and decent armor.

I tend to embark with 1 miner, 1 mason, 1 woodworker (though with Masterwork I drop this one, since I only ever use wood for fuel, replaced with stonecrafter), 1 mechanic, 1 cook/brewer/farmer, 1 military/engraver, and the expedition leader that I give a few social skills and otherwise just use for hauling at the start.

185
DF General Discussion / Re: Happy 2nd birthday, DF 0.34.11!
« on: June 05, 2014, 12:29:01 am »
Happy birthday!

Now sit and languish in a dark corner while we enjoy your improved successor!


186
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 05, 2014, 12:26:35 am »
Marksdwarves will run over and smack the enemy with their crossbows if they run out of ammo, yeah.

187
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 04, 2014, 02:51:15 pm »
The spiders really have it in for me.

Three of them charged an immigration wave, tore two peasants apart and severly maimed another before help could arrive. The wounded dwarf's spouse was among the killed, so now he's limping around, picking fights with anyone who gets too close. Had to shut everyone inside until I can get some cage traps built.

Then again, I'm building a magma pump stack. Maybe I'll repurpose that for flooding the surface, though I'm sure another group of the damn things would appear as soon as it dried.

188
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 04, 2014, 06:19:23 am »
Started a new embark in a desert. Only wildlife seems to be some easily-angered forest spiders. My first immigration wave had a peasant with some decent social skills, so I made him a broker. Unfortunately I didn't disable the hunting labor quickly enough, and didn't notice that he'd gone out hunting until he got his head ripped off by an angry forest spider.
A bit annoying, but no matter. I just made a different dwarf broker.

Not long after, a dog chased a kobold thief into the desert and killed it. My new broker decided to help carry the loot, and got his head ripped off by an angry forest spider.
I'm not sure I want to appoint a new broker, since I don't have that many dwarves to spare...

Edit: Oh, and it was the same spider, by the name of Cloudmonastery. The injuries it's suffered has only fueled its hate of dwarves, it seems.

189
Actual sieges/better invaders would be really cool. Next version has climbers, so at least it's a step in the right direction. Really, unless you're delving in the realms of the supernatural, there shouldn't be an easy to set up, static defense that works 100% of the time. Walls (even stone block ones) need to be destroyable in some way, same goes for drawbridges. Right now if you don't want to deal with a siege, you just raise a drawbridge. Or if you don't want to deal with the caverns, you build a wall. It seems so anti climatic to find out the mythical horror from the depths can't smash down a brick wall made of sandstone.

We'll have to agree to disagree on this point.  I am very happy that in DF the military is optional.  Military games generally bore me.  I probably wouldn't play DF if there wasn't an easy way to turtle.

Invaders are already an init option, so turtling for non-military oriented players isn't even necessary. It's a switch for those who want the challenge, and right now that challenge just isn't really there.

There's a big difference between not wanting any conflict and not wanting invaders to actually ruin my fort, though. I want invaders, but I want it to happen on my terms, especially since anything that breaks my carefully thought out fort layout tends to annoy me to the point of restarting :P
But I assume that when digging invaders come it'll be possible to disable it, as it is with the Masterwork mod.

I think what I'm looking forward to most is the continued history, since I want to keep playing multiple forts and adventurers in the same world, but right now it feels a bit dead as the years pass.

190
Masterwork DF / Re: Invader mounts attacking everything
« on: June 01, 2014, 07:24:01 am »
It's on my laptop, so I'll have to check to be sure, but I think they were cave crawlers, drow spiders and something like giant blighted bats. Not 100% sure about the spiders, but at least the bats and crawlers started fighting the goblins and each other (these are the only three mount types I've had goblins arrive on).

191
Masterwork DF / Re: Invader mounts attacking everything
« on: May 31, 2014, 01:42:53 pm »
Nope. For an evil area it's really quite nice. No reanimation, no clouds. Some dangerous wildlife and the occasional light shower of dwarf blood is all I've noticed. The infighting starts as soon as the ambush parties enter the map.

192
Masterwork DF / Invader mounts attacking everything
« on: May 31, 2014, 12:14:49 pm »
In one fort I have going in an evil area, whenever one or several goblin ambush party on mounts arrive, the mounts are hostile to everyone, and start attacking both each other and the goblins. This would be kind of funny, but it also causes a massive spam of ambush interrupt messages that constantly pause the game, making everything grind to a halt unless I use dfhack to kill all the mounts.

Has anyone had this happen?

193
DF Dwarf Mode Discussion / Re: Vampire Weirdness
« on: May 30, 2014, 06:31:56 am »
Whenever I find a vampire I immediately wall them off in a separate area, enable all jobs and let them make trade goods (plus whatever they need to stay happy). Chutes in the ceiling and floor for raw materials and goods.

194
DF General Discussion / Re: World Preferences
« on: May 30, 2014, 03:41:52 am »
Short history because I like it when engravings are about stuff that I've done/experienced, plus it gens much faster.
Generally turn aquifers off because I find them more annoying than interesting.
Other than that I generally don't mess around too much with the settings, other than a few times where I've made cold worlds with lots of volcanoes.

195
DF General Discussion / Re: Target Audience for DF?
« on: May 30, 2014, 03:37:05 am »
Call me a hipster, I started simply for the challenge of learning such a hard and unforgiving game. I do the same with many other games (only a select few harder than DF) just because learning something from scratch without and help is fun for me and gives me a good sense of accomplishment.

If you also have a threshold for community size where you'll go "It's popular now. Dwarf Fortress sucks!", then I'll be happy to call you a hipster :P

For me it's a combination of the sim/fort building, the stories and wonderful emergent gameplay that keeps surprising me.

Pages: 1 ... 11 12 [13] 14 15 ... 21