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 - WoobMonkey

Pages: 1 ... 37 38 [39] 40 41 ... 51
571
DF General Discussion / Re: What Would Urist Do?
« on: November 20, 2013, 10:15:05 pm »
Continue life as normal; dwarfs gave up on fission long ago, after discovering the secrets of magma.

WWUD if the magma sea were made of marmalade?

572
DF Community Games & Stories / Re: IronFist
« on: November 20, 2013, 10:12:13 pm »
Okay, guys, here's the deal:  I played from winter to winter.  Organized all stocks, busted the aquifer, set up magma forges, breached the caverns, fought off a necro invasion... I'm done, for this turn.  Whew, what a challenge!

There's still a potential security hole on cavern layer 1, and I didn't yet build a proper airlock for wagon access to the depot.  The traders are still present; they brought the siege with them.  Hopefully there's still time to trade.

All farming has been moved downstairs; most workshops have been set up well beneath the aqui layer.

Be aware that there is still a caged Dwarf Corpse, as well as a caged Human Necromancer, in the animal stockpile.

Hopefully, everything I've done is pretty self-explanatory - look carefully at all the minecart stockpiling, before changing anything up too much on that front.  It took for-freaking-ever set all that up; it would be a shame for that work to go to waste.

I'll do a proper in-character write-up later; for now, I'm just uploading the save, and trying to wash my brain clean of IronFist for the moment.

Save is here: http://dffd.wimbli.com/file.php?id=8156

Have fun, Nidilap!  All hail the new overseer!

573
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 20, 2013, 09:37:38 pm »


Egotistical dwarf is egotistical.  Pretentious, as a true artiste ought to be.

574
DF Gameplay Questions / Re: Concerning Elf Traders...
« on: November 20, 2013, 08:45:15 pm »
Just kill the bastards

Already done.  Deny my trade, will ya, you pointy-eared bastiges?

575
DF General Discussion / Re: What Would Urist Do?
« on: November 20, 2013, 08:44:26 pm »
Build a minecart track, set to haul it.  Then completely ignore said minecart, and try to carry it by hand, anyways.

WWUD if he had cirrhosis?

576
What, no love for your carpenter?  I'm in trouble, aren't I?  XD

577
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 20, 2013, 07:38:28 pm »
Because magma?

578
DF Gameplay Questions / Re: Concerning Elf Traders...
« on: November 20, 2013, 07:33:08 pm »
A-ha, of course!  Must've been something that menaced with spikes of wood - the previous overseer deconstructed the old depot (yep, that old exploit) - probably something from there that I didn't bother to check out thoroughly before bringing it to trade.

Thanks, Garath - you've set my mind at ease on this one.

579
DF Gameplay Questions / Concerning Elf Traders...
« on: November 20, 2013, 06:49:23 pm »
Okay, I know, just kill the bastards.  That said:

Playing a succession fort (IronFist, if yer curious), and I just got to trading with the elves.  They gave me the classic 'now a rude bauble' speech - except that I have absolutely nothing wooden in the depot, never mind marked for trade.  Even the Depot is made of clay, not wood.

Is there anything else that can cause this message, or is this bugged, or....?

Cheers.

p.s.: It may be relevant that the Depot was not yet built when the traders arrived.  Upon building it, they pathed just fine to it; I don't see how it could cause this issue, but that's the only unusual thing about this trading experience.

580
DF Gameplay Questions / Re: Question about Bedrooms
« on: November 20, 2013, 06:33:26 pm »
I think everyone goes through this realization, and realizes they spent tens of hours scrounging through lists to assign dwarves to bedrooms before figuring out the secret behind auto-room-claiming.

And then another set of hours dealing with vampires, only to figure out that they were better off with a large, communal dormitory in the first place.  XD

581
DF Dwarf Mode Discussion / Re: Debating on making a DF Tutorial series
« on: November 20, 2013, 04:33:59 pm »
Quote from: WanderingKid
You don't have to watch me browse the results of the 'find' menu, for example, you just need to know what the options mean for when you search your world.

It certainly would have been nice, and saved me many, many hours, if any other tutorial series' had looked at more than 'aquifer, flux, and metals' when using the <f>ind options on embark.  Heck, I wasn't aware that there was ANY reason whatsoever to allow an aquifer, until I first watched Andrakon's SPC series.  Now, I search FOR aquifers, instead of avoiding them.

When I was a total noob, it never occurred to me that temperature, elevation, or even hitting <Tab> and the <F1, F2. . . > keys were an important part of choosing an embark.  This is definitely a place where you can easily improve on what's already existent on YT.  The number of vicarious facepalms I go through, watching 'tutorial' videos, these days.... :P

Quote
It depends on how you use it... which may mean a tutorial in itself.

True; the same can be said for the in-game UI as well.  The difference being that there are already plenty of tutorials that use DT; there aren't, however, (m)any that don't.  A tutorial on the in-game controls would probably be more useful to Mac and Linux players, as well - AFAIK, DT is iffy at best on non-windows platforms.

Machinery, as well, is rarely touched on in tutorial videos (beyond 'here's how to hook up an atomsmasher bridge' that is).  A great niche that needs filling is the application of machinery to non-defense tasks.  How does one, really, set up a proper pumpstack?  The most recent video I've seen on that was from DF2010, and poorly-made at that (as far as production, not content).  How exactly does an impulse ramp work, and what's the advantage?  You are, after all, a proven expert on that particular topic. 

--------------------

Basically, with the caveat that I personally will support whatever DF content is spread around (even the downright awful vids I've seen!), I humbly suggest you play to your strengths: there are already plenty of basic tutorials; there are few (if any) that cover the sorts of topics you've expounded on in these very fora.  Remembering the the past year or so of play, it wasn't until I started watching non-tutorial videos that I personally even realized just how deep the rabbit hole goes; seeing a successful minecart shotgun does a lot more to motivate a player like me to learn the basics than yet another 'here's how to build a farm plot' video.

But, once again, you know your subs and your interests better than I ever will.

582
DF Dwarf Mode Discussion / Re: Debating on making a DF Tutorial series
« on: November 20, 2013, 03:47:34 pm »
Quote
You're getting into very advanced play there.  One of the biggest and most difficult things for new players to grasp in dwarf fortress is what are the options that are hiding underneath the menus. Sure, I *think* I know what channel does, but I wouldn't think to go mining under 'designation', I'd be looking for 'dig'.

By the time you get to the level of play you're talking about, DF is the kind of game that I more see as "I don't want you to show me, I want to go DO it!... but that's a nice tip, thanks.  I'll try that."

True.  I guess the main reason my suggestions move more toward intermediate/advanced play tips, is that everyone and his sister has done a basic tutorial.  Heck, I'm having trouble thinking of any lps, even those that aren't set up as tutorials, that don't go into mind-numbing detail over the basics.  Not that there isn't room for improvement; it's just that there are nearly completely unexplored niches for tutorializing (is that a word?  It is, now! XD).  It's rare, for example, to see anyone doing a vid where they don't spend 20 minutes hmmming and haw-ing over pre-embark point spending; or laboriously going over very basic worldgen, without touching on any of the advanced creation options; or clumsily spending the entire second episode on the 'k' menu.

For example: learning to look at your start locale is pretty basic gaming stuff; doesn't matter if it's DF, SimCity, or even bloody Cookie Clicker: the first step is to look at the screen and plan what you're going to do before doing it.  What's rare is an lper taking that as a given, and getting to more dorf-specific things.  Yet, so few bother to do so.

Quote
To hell with that.  I expect anyone who would follow my videos not to merely install LNP but to use the community tools.  I have abstolutely no damned reason to argue with any bad interface more than I have to.  If someone would write one up for military and scheduling I'd use that too.  I don't like roguelike menu systems, DF is the only game I will even accept it from.  I want a UI.  I work in IT and I know they're a pain in the ass to build well.  I don't care, when someone does it for me I'll happily use that.

[flamebait]The problem being that DT isn't really much of an improvement, UI-wise [/flamebait].  It's good for a quick overview of specific preferences a dwarf may have, but when it comes to jobs, it really doesn't dig any deeper, or work any more efficiently/effectively, than just hitting 'u,' grabbing a dwarf, and setting everything from hir 'v' screen.  Also, it seems (no hard data, purely anecdotal) to me that DT leads to a specific, generic playstyle; the lps I've watched (every single one I can find on YTube! Life =/= a thing I have) that use it end up pretty much all looking the same after a few episodes - a job spreadsheet, with little to no actual knowledge of what each dorf is all about.  It ends up being about as informative as watching a bookkeeper entering data into Excel.

But hey, it's certainly not for me to dictate what you think is important or useful!

No matter how you go about it, more DF content on YT is a good thing, bar none.  Even (especially?) if it all goes haywire in a hurry...  Now there's an idea for a tutorial - 'How to bring a fort back from the brink of self-destruction, by DFWanderingKid!'  XD

583
I, personally, prefer challenge embarks - my dorfs tend to tantrum even when I do my best to keep them happy, what with the shambling corpses, piles of miasma, and general murderousness of my embark zones.

I find the real joy in this game to be bringing a population back from the brink.  Start out with everyone miserable; then it feels like more of an accomplishment when I can keep even one or two legendary dorfs in ecstasy.

584
DF General Discussion / Re: Average World-Gen cutoff
« on: November 20, 2013, 02:30:36 pm »
I usually go for a year 2 cutoff.  More FBs, Titans, and MBs are still alive that way.  It also leads to slightly more interesting migrant waves, IMHO - no stream of 30 dabbling axedorfs with no other skills, due to some protracted war between the mountainhome and an unimportant gobbo civ.

Plus, I don't usually enjoy waiting an hour to generate a world with a long history.  I think (going by the poll) I'm alone on this one, though.

585
DF Gameplay Questions / Re: QSP - minecart vs. zone?
« on: November 20, 2013, 02:03:17 pm »


Once you've set up QSPs a few times, you can do it very quickly. Just remember to set the giving stockpile first, so you don't have to make two trips to the routes screen.

This is true.  It was some months ago that I first learned to properly use minecart QSPs; haven't looked back since.  The main reason I opened this thread was due to a (semi) argument in a succession fort: I'd spent hours setting up minecart piles, linking them to other spots, and micromanaging what's in them - only to have a kibbitzer berate me for poor organization.

Is there any empirical evidence (# of dorf actions, dorf steps, time to setup and use, etc) to support one system over the other?

I understand that a lot of it is situational; a one-tile dump zone is still how I remove rocks from a foundry's magma cistern, for example.  From the first couple responses (thank you, btw), it seems that the minecart system is more efficient in the long run.

Perhaps, instead of asking others, I'd best just spend a couple hours doing the research for myself.  Cheers.

Pages: 1 ... 37 38 [39] 40 41 ... 51