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Messages - sal880612m

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586
DF Community Games & Stories / Re: The Aboveground Challenge!
« on: May 20, 2014, 09:52:38 pm »
Not much happened in the first season. We got enough wood and food for now but the generally slow progress of the fort worries me. What also worries me is the threat of goblins and other beasts that will surely come to my fort sooner or later...You know, i dont really know how to fight a goblin army with wooden weapons... Why are we trying to be elves again?
I mean they do build and do the stuff i want relatively quickly, but stuff like farming and food production is very much the slowest of slowiness.

I am not great with military but I am going with crossbows, the material of the crossbow itself doesn't matter, and while the marksdwarves will still be at risk from archers you can minimize or nullify the risk for melee units. As to the the farming issue use the gabbro or gabbro blocks or gather some clay and make some potash, I had never bothered with it because I didn't figure it would make a big difference but it made a significant one. I am not positive in terms of actual plants but I think that I started my rope reed farm plot with 2 seeds and I think I had reached 10-20 seeds when I used fertilizer on the plot for a season and ended up with 90+ rope reed cloth and and have something like 130 seeds.

Edit: reading other threads makes me think my marksdwarves is just further proof of my lacking military skills.

587
DF Gameplay Questions / Re: Dwarven Eugenics
« on: May 20, 2014, 06:36:54 pm »
I imagine there is a great deal more variance in the dwarf creatures than in the cattle creatures, so while the inheritance may be quite streamlined and simple in cattle it may not necessarily be true of dwarfs who tend to have a larger list of variables attached to them.

588
DF General Discussion / Re: What has DF taught you?
« on: May 20, 2014, 05:53:14 pm »
Hard to find the words as not to be a total jerk about it.
More and more it seems like games are basically just wrapping paper around the same game engine. So something along the lines of non-Toady game developers just don't try all that hard anymore.

589
DF Gameplay Questions / Re: Dwarven Eugenics
« on: May 20, 2014, 05:27:36 pm »
I don't know if they ever came to an exact conclusion but I do believe the people in this thread searched for that answer among others in the name of !SCIENCE!

590
DF Community Games & Stories / Re: The Aboveground Challenge!
« on: May 20, 2014, 05:24:06 pm »
sal, I really like the layout you've chosen for your fortress.  The centralized dining area must be pretty convenient; not only can everydorf access it easily, it's good and close to the Depot for when your broker takes hir leisurely time doing hir job!

So, do you intend to expand vertically, horizontally, or some mixture of the two?
At this point the biggest cause of my forts ending is that I get unhappy with the layout. In this regard the Above Ground fort is a much more forgiving structure as every piece of is/will be a construction. I don't really like to deconstruct and then reconstruct things but this particular forts design has become almost organic in nature after the initial plan, which is designated in the underground layers as a blueprint and was initially meant to support vertical growth but the more I look at it the more I see a need to move things ( the kitchen and it's stockpiles ) and expand things ( the dining hall, the individual rooms, the small barrack across from the depot, add a way to collect clay during a seige ). The list goes on and on, and I am feeling slightly OCD about it. Moments like these are when I get the appeal of a game like Minecraft.

For the future:

I will be a bit busy and possibly not at my desktop much over the next day or so I might not update my fort but I will probably still be around the forums.
Despite what I imagine I come across like above this is easily one of my favourite of my fort designs and I actually fired up stonesense to take a look at it, and was curious if there was any interest in screens like those. I probably wouldn't take many when it is in such a raw state as I find stonesense makes the grass far more of a clutter than it needs to be, but I do think it made things like the workshops on the second floor stand out more.

591
DF Community Games & Stories / Re: The Aboveground Challenge!
« on: May 20, 2014, 01:11:07 pm »
Report from Woodwalls the Tower of Souls:

It has been a busy, if unexciting , year, I have had no time to fill out out the yearly report and when Autumn came and went with no sign of a liaison I was glad of the extra time to throw something together. In truth, while we have made progress on our fortress and we are all at least content to continue in the attempt I have only managed to make a few people truly excited about it. The lack of migrants hurt our production capabilities far more than I would care to admit, and we are in sore need of more dwarf power.

In the spring we were visited by an elvish caravan, and we traded some bone trinkets for the only thing of use they had:meat. Since most of our crafts are wood, we did not have much to offer and didn't get much in return but every bit helps. Summer brought a human caravan, who more of use to us, but while trying to ensure we got good deals I seem to have offended them by being cheap. I managed to get some metal goods and food off of them before they stormed of. I think the humans may be in league with the kobolds, as they began sneaking around our fort right after they left.

Lots of reorganizing occurred throughout the year, most notably moving our workshops to the top of our current dormitory, the movement of the Depot to the front entrance of the fort, and the extension of our farm. Our efforts in farming have been particularily pleasing as our food stores have increased greatly and in an attempt to speed our clothes production along I used potash to fertilize the field we had growing rope reeds. In the matter of a season our cloth stockpile has grown about tenfold. In addition we have acquire two female birds a guineahen and a peahen, we hope that their addition will help to further bolster our food stocks. As our current clothes are beginning to wear out this news was well received all around.

Morul Whippedbows, one of our militia, is the first among us to score a kill. She slew a monitor lizard that had aggravated her in some way. Under normal circumstances this would earn her a promotion but seeing as she ignored orders to target and kill a kobold thief in order to do so I will leave her under Dumed's supervision until she learns to obey orders. The only other dwarves that truly distinguished themselves in any way are Melbil Wheelcarnages and Momuz Whipgild, who on the first of Moonstone this year gave birth to a baby girl, Tulon Helmcrypts.

Over the past two years there have been primarily two large groups of workers, those responsible for gathering the clay and using it to construct our dwelling and those responsible for producing our food and drink. as we move into the next year I will be looking to restructure this into four smaller groups of farmers, builders, clothiers, and soldiers. The lack of metal and the need for mechanisms still limits are military options to marksdwarves but we will prevail.

My request for supplies for the following year include ores, fuel and stone. Oh, and dwarfs. Please sends us some dwarves I don't care if they were criminals or, god forbid, cheese makers we have a lot to do and we will put them all to work.

Sincerly, Urvad.

Spoiler: The Fort (2 Pics) (click to show/hide)
Spoiler: The Dwarves (2 Pics) (click to show/hide)

(OOC: @grombardrim, since you requested to be dwarfed as a female marksdwarf I was going to dwarf you as Morul. If you have objections I won't but otherwise it will be done. Since this isn't a typically succession or community game and there are multiple people playing different forts, general request for the type of dwarf or specific request as to which player might be advised to anyone wishing to be dwarf'd.

Edit: I should mention my ability to use the military is lacking so this could get ... FUN ... really fast now that immigration is back on.)

592
DF Dwarf Mode Discussion / Re: Graphics, need your opinions
« on: May 20, 2014, 11:26:32 am »
Pushy: why? If I think deeply about it, I guess I am just sad at how some people perceive DF in the wrong light. A lot of people talk about it like it is the most complicated and difficult thing ever. This obscures reality. I think that DF has become a game that is defined by its difficulty rather than its enjoyability. It is easy to come to the conclusion that you should not try DF at all, because it is just "so insanely hard". The graphics thing is a more specific instance of the same problem.
The ASCII makes it harder to get into the game for most people and it will continue to do so as time goes on. Losing the need to interpret or check everything does help and once you have the basics down it is easier to transition to the ASCII because you have a grasp of how to do things and what to do in general. Someone is far more likely try the game if they can understand at a glance when you show them a picture than if you have to explain to them what is going on.

I agree with WoobMonkey. Anyway I am having trouble not treating this like someone is trying to start a flame war so I am going to post this and leave and hope Toady sees the negative potential hear and kills this thread.

593
Their beards eat stone, so if they slept on a stone bed it could conceivably be eaten right out from under them.

Where did the first dwarves come from?

594
DF General Discussion / Re: Future of the Fortress
« on: May 19, 2014, 11:30:11 pm »
I have reached the point where I doubt it will happen before the 4th even if Toady has it all in order before then.

595
No one has explained concepts like gravity to them, so while they know something totally unsupported will fall from experience they simply can't comprehend why that one spot isn't enough support, so it doesn't fall.

Why is it that basically all the gods in the game increase chaos and/or evil?

596
I don't have a story about introducing someone to dwarf fortress, but I was introduced by someone. For a time it sat on my computer unused then I got a graphic set for it. So while I prefer the graphics I have reached the point I could cope with the ASCII for the game. Never would have got into it without them though. Seems like it's easier to cope with giving the dwarves orders if you aren't also trying to decipher the screen.

597
DF Dwarf Mode Discussion / Re: Strange mood problem
« on: May 19, 2014, 10:24:44 pm »
Check his preferences as he may be holding out for that. As a last resort you can try DFHack's command showmood to find out exactly what he needs.

Ahhh. Turns out I have the wrong types of materials (e.g. Sapphires not tiger iron). Thank you everyone, I will publish the artifact I get.

EDIT: IT'S JUST IN: I have nothing my dwarf "prefers", will she be able to still make an artifact?    :-\

Might be too late now but I suspect you will soon experience a pinch of FUN.

598
DF Dwarf Mode Discussion / Re: Strange mood problem
« on: May 19, 2014, 05:48:05 pm »
Check his preferences as he may be holding out for that. As a last resort you can try DFHack's command showmood to find out exactly what he needs.

599
DF General Discussion / Re: Future of the Fortress
« on: May 19, 2014, 05:22:24 pm »
I would assume dwarven sites wouldn't be the only ones that could become ruins though.

600
DF General Discussion / Re: Future of the Fortress
« on: May 19, 2014, 04:14:45 pm »
I'd kind of like to see both and have it be dependent on the surroundings. Quicker in a desert and other similar biomes but slower in others.

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