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Messages - Dantez

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1
DF General Discussion / Re: Future of the Fortress
« on: September 03, 2017, 04:39:00 am »
Since I am writing a book about dwarves right now, and music has a pretty big part in it, I had to ask:

Is there any possibility of clarifying the randomly generated musical instruments? So far if I want to build or buy some instruments, I have to go through a bit painful process of reading through what each instrument is and what it does. I mean, that is fun and kinda cool, but I would like it a lot if for example there was a (wind), or (string) tag in front of the random name. Would be much quicker and clearer in my opinion.

2
Evening, fellow Elfslayers,
I'm having a bit of an issue with LNP and the Dwarf Therapist. For some strange reason I can't seem to be able to use it at all. I've tried out versions 40_24 r16 and 40_24 r20, as well as 43.05 r05. With each of these releases of the LNP the same issue reoccured; I have started my game up, then I pressed "Connect to DF", and then Dwarf Therapist stopped working.

Is there anyone that might have an idea as to how to fix this issue? I cannot play the game without DT, and I am really craving some goblin smashing action right now.

Thanks for reading;
Dantez

3
DF Gameplay Questions / Re: Vampire fortress
« on: January 14, 2015, 06:13:37 pm »
Aww, I hoped it would be easy. Well, I guess I'll go vampire hunting then. Thanks for the reply's!

4
DF Gameplay Questions / Vampire fortress
« on: January 13, 2015, 05:17:36 pm »
Hello,
I got a bit bored with DF lately. After thinking for some time as to what would be some interesting variation on the gameplay, I've wondered. Is there any way to make your first 7 Dwarves all vampires? Ideally making them able to infect the migrants as well?

I'd like to gradually make a full vampire fortress of superhuman dwarves, not just add a flag that adds vampiric properties to every dwarf. It should be a challenge to survive and fully contaminate, rather than just a variation on the same.

I hope this isn't too unreal.

5
DF General Discussion / Re: Dwarf Fortress 40_16 Starter Pack r2
« on: December 02, 2014, 10:23:56 am »
I've posted about this in the Sad Dorfs thread, but sadly, this version of LNP turns out to be incredibly frustrating to play; having over 20 dwarves now tantruming because they are "missing their spouse" even though they stand in the same room sucks. I've tried the no stress script mentioned several pages earlier, but it didn't work for me. Is there any other possible solution, or should I just bite and wait for the inevitable update?

6
DF Gameplay Questions / Re: Sad dorfs
« on: December 01, 2014, 10:28:15 am »
Meh, that sucks. I guess I will just wait for the updated LNP then. Thank you for the help.

7
DF Gameplay Questions / Re: Sad dorfs
« on: December 01, 2014, 09:49:37 am »
I'm using LNP and it's latest version is 40.16. So, I guess that means it's just a bug?

8
DF Gameplay Questions / Sad dorfs
« on: December 01, 2014, 09:44:16 am »
Hello,
I've posted my couple of noob questions here and there, but the new builds give me significant trouble in an aspect I have never encountered before. The thing is, I am used to just having my dwarves working full time, with each of them having their own beautiful rooms. But nowadays, I'm having huge trouble managing their happiness, since about 20 dwarves already are going crazy because...they are lonely. Any tutorial or guide I have studied has mentioned the necessity of separating your dwarves, since a death of a friends makes a tantrum spiral inevitable. But in the new build, it seems that separation of dwarves actually brings the spiral even closer; especially children slip into depression in six months, and even female dorfs that actually live in the same room as their husbands receive the "Sad due to being separated from a husband" mood.

I apologize if this was mentioned and answered elsewhere, but what might be the possible remedy to this? Is the separation no longer a valid tactic? Should I just accept parties in the meeting hall, caring even more about the safety of every single of those fuzzy mongrels?

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 30, 2014, 01:05:48 pm »
Spoiler (click to show/hide)

Hory shit. Post a screenshot?

Alright. This is the combat log that has the most important fighting done by a certain dwarf called Oddom Sterusthíkut. I have to mention this because a) the rest of the dwarves mainly watched or threw a punch here and there, nothing significant and b) because I use DT and my profession name replaces the usual stuffs.
Spoiler (click to show/hide)

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 30, 2014, 12:19:47 pm »
So, I am getting my first fotress in 40.05 up and running. Got a nice amount of dwarves, have set up all the necessities and am steadily getting ready to start preparing my military.

Then a werewolf came.

He chased a child that was weeping with terror, and since my dwarves were too busy drinking nobody closed the front gate. The werewolf got inside.

The child miraculously ran away, but I was stuck with a werewolf a couple of floors away from my precious dwarves. I have then decided to make a squad of 10 dwarves equipped with nothing but their beards and righteous fury.

And right when I was ready to sacrifice them to save the rest...the werewolf turned in a dwarven child. They beat the crap out of him. His body got so mangled that three of the soldiers froze in terror after watching what they did to him.

I love this release.
EDIT: After closer inspection of the combat log one of the final hits on the poor thing was a punch so amazing that it literally exploded the child's head. Holy crap.

11
Seconded, I got so used to DT that going back to the native system makes me tantrum. Thanks for this amazing program!

12
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 13, 2014, 03:12:06 pm »
Sorry for being a filthy elf, but is there any estimation on when Dwarf Therapist will be updated for this version? I got used to it thanks to the Lazy Newb Pack, and now it is very hard for me to adjust to the native system.

Also, my first dwarves landed right next to three crocodiles and a sponge. Damn.

13
DF Gameplay Questions / Re: migrants won't go get pick
« on: November 25, 2013, 02:20:07 am »
Since I use autolabor I sometimes have trouble with making my dorfs pick-up their picks so they can continue their glorious labor. What usually works for me though is having a weapons stockpile, when it is built one of the haulers usually picks up the dropped picks, puts them in the stockpile and my dwarves go and merrily continue with their newly acquired tools. Therefore, try this little trick out, preferably without marking the tools as Dump or Forbid.

14
DF Gameplay Questions / Re: Basic defense questions
« on: November 25, 2013, 01:52:37 am »
Alright, after reading through your suggestions I have tried to assign my squads to defend their burrows. First I set up an alert for this, then I went into scheduling, chose the "WAR" alert and set up "Defend Burrow 1" and "Defend Burrow 2" respectively for both squads. Yet, after pressing S in game and scrolling to a different alert, my military dwarves immediately changed into their civilian attire, ran around for a while, then changed back and about half of them actually arrived to my desired destination; the other half either ran upstairs (which would be disasterous during an actual siege) or just sort of messed around in the base.

Well, it is most certainly better than just doing S-M, but still it isn't exactly what I imagined; all I want is basically for my marksdwarves to stand in a straight line and my fighters to stand in a block basically, just so they can take on the goblins one at a time.

15
DF Gameplay Questions / Re: Basic defense questions
« on: November 24, 2013, 08:52:18 am »
Yes, I did, they are training on the screen actually without a problem. I have even manageded to fight of goblin ambushers via S-K, but assigning them to a burrow is my main problem, I basically want to force them to stand in their respective spots

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