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Messages - quekwoambojish

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196
A while ago, the game used to play like the following:

*Poof* evil has appeared! Many evil nameless things! Fear the night because EVIL!

But now it has become:

Evil wakes up in the morning like everyone else, puts his pants on, and goes to work. Evil knows there's a much more exciting world out there to explore, but he's so bound by his daily comforts he very rarely has time to do the things he'd really enjoy...He's got kids to take care of, he's a married man now. Maybe he'll go ransacking a little village a couple times through the year, but he knows deep down he's a shadow of the former man he used to be.

That's a lot harder to program, but a lot more personable/dynamic. It's not fun, but hopefully within time Evil will get a little more free time in his busy schedule.
(And learn how to build siege equipment)

197
Anyone else pronounce them, "k" like I do? Makes it funny for me since keas are k's :o

198
DF Dwarf Mode Discussion / Re: Winning. Is. BORING.
« on: December 30, 2015, 10:45:11 pm »
I think the issue here lies with the invaders...

What invaders show up to a fully built fortress with just weapons in hand?

Once our invaders get a hold of more strategic sieging AI, siege equipment, and tile destruction, I'm sure a lot of this boredom issue will go away.

*edit: and more fliers!

199
DF General Discussion / Re: New "Divine" - Force(s)
« on: December 24, 2015, 02:26:53 pm »
the only deity one of my character encountered that wasn't a demon fooling their worshippers was back in 34.11 :
http://www.bay12forums.com/smf/index.php?topic=51245.msg5324979#msg5324979

Didn't encountered a single one in df2014, and didn't encountered a single demon in disguise either (as all demons i saw were in dark fortresses).
Are deities or impersonated ones still in gameplay in 40.x / 42.x ?

Wait what?? I never saw that in the previous version!...I always forget to check the 'what's going on in your adventures' thread...shouldn't a find like that deserve it's own thread? Haha

Did you fight it? Talk to it?

*edit: and do you think this might still exist?

200
DF General Discussion / Re: New "Divine" - Force(s)
« on: December 23, 2015, 12:33:47 pm »
Not new, just the elven version of gods.
Pretty sure I've read about folks encountering them wandering about the region they are associated with in adventure mode, but I'm not sure if they get any temples or site of worship.
Wait. We can encounter forces? Was this added in the 2015 release?

Never seen that before either. Pics/reference?

201
Toady Claus- "You've all been veeeery very naughty!" d:<

*releases Dwarven economy*

202
DF Adventure Mode Discussion / Re: Why are boogeymen so overpowerd?
« on: December 23, 2015, 12:06:00 pm »
*SARCASM*

Hohoho, silly OP! Bogeyman easy! Just...Just...Turn them off in advanced world gen! See easy, not OP.

(Fuck Bogeymen)

203
DF Dwarf Mode Discussion / Re: A vile force of darkness has arrived!
« on: December 20, 2015, 01:44:24 am »

204
DF Dwarf Mode Discussion / Re: I have discovered something useful!
« on: December 16, 2015, 03:22:15 pm »
Ahhhhhhhh!! Very good find!

It's really frustrating how these options aren't clearly visible...

205
DF Dwarf Mode Discussion / Re: How do I write books?
« on: December 12, 2015, 12:56:56 pm »
Soooo, I didn't change anything really, but apparently they have been writing about Compassionate Animal Reproduction without my knowledge haha.

Thanks for the help guys.

****EDIT:

Wait what?!
It wasn't one of my scholars OR scribes who wrote this...My Papermaker did? I'm super confused, can anyone just start  writing things regardless of who's assigned to the library?

206
DF Dwarf Mode Discussion / Re: How do I write books?
« on: December 12, 2015, 12:11:50 pm »
-The writing material should be in the containers, not in a stockpile. I'd move the stockpile out of the library and expect the codices to be moved into the bookshelf (a stockpile inside the area might confuse the hauling to not haul to the container, while not satisfying the staff's desire to use material from the containers). Paper in itself is useless in a library. It has to be processed into quires and/or scrolls that are then used to write on. Scroll rollers are used together with paper to create scrolls. The writing industry process is rather long and messy. I'd check the wiki to brush up on details and make sure things are processed correctly.
- Scribes copy, as far as I understand, so they'd need something to copy to produce anything (e.g. codices). They're also currently awfully slow in doing so.
- Scholars think, discuss, think, discuss... and then eventually write. My experience is that this takes a fair bit of time as well.
- My understanding is that dorfs are unable to share tables, so the number of chairs and tables should be the same.
- Reading and writing skill probably affects quality and/or speed. Bottom starting levels ought to result in awful writing and lousy quality copies, but I think they use on the job training.

So do you recommend me just remove writing materials and codices from all stockpile designations?

Like I said I have some bags in there, but I assumed they're supposed to automatically store desired writing materials in the bags. Do I need to assign it to the bags themselves?...not really sure how to designate items to be stocked onto a bookshelf either. The only option I have for them is the typical 'make area' etc

207
DF Dwarf Mode Discussion / How do I write books?
« on: December 12, 2015, 03:15:43 am »
Hey all, I'm trying to make books but I can quite diagnose the issue.

I have the following in my library:
1. 2 Scholars
2. 2 Scribes
3. A stockpile with codices, paper materials, scroll rollers etc
4. 3 bags
5. A bookshelf
6. 2 tables and 4 chairs

My scribes though are not readers and writers, is that an issue?

I just hope I have the setup right and I don't just wait here for eternity expecting something when really I'm missing a key ingredient. Maybe if someone can tell me what those (desired) and other numbers are on the page that'd be helpful.

Like I said, I have a stockpile in there, and some EMPTY bags, but it doesn't say I have writing materials in the room (even though they are in the stockpile).

208
DF General Discussion / Re: Was version .40 a bust ?
« on: December 05, 2015, 01:04:19 pm »
You are comparing Dwarf Fortress versions as if they were different instances of a series of games. This doesn't make sense.

I think the issue is that the OP is combining both "development stage" and "looking back on" in the same argument. Hence why I stated my long run and short run 'analysis'.

To the development of DF, v40 was essential, necessary, and an overall improvement in my opinion. Though a few issues persist, I'd certainly say it was for the greater good given the fun im having in this version.

But looking back on v40 while I was playing it. Many features of gameplay were hardly functional with respect to a large portion of it's additions the version offered.
(*Edited some grammar errors)

209
DF General Discussion / Re: Was version .40 a bust ?
« on: December 05, 2015, 01:28:10 am »
I'm looking at v40 and all I see is broken systems. broken invasion armies. various combat to hit bugs. food supply trivialization.  over detailed lag causing tree limbs. And all of this for slightly more detailed emotional system. I am I wrong to say 40 was a development stage best forgotten?

Hmm,

What I Disagree with:
1. v40 added a lot, especially regarding the interaction with the world map/succession/legacy and brought us even further towards more larger scale global issues. I'm very happy for this

2. Fishing, plump helmets and egg layers have made food trivial forever, so the trees trivializing things is more of another option to your infinitely easy ways of getting it. The more the merrier

3. I like climbing, I like jumping, I like the additional swings and such for combat.

What I agree with:
1. Invasion and thieves had major pathing issues and that made me almost entirely stop playing v40 in fort mode. Yah it sucked bad, but now that it's fixed in this edition, I like the features v40 add to armies for adventure and fort mode.

2. Multi attack introduced more gimmicky exploity combat. But again, we already have this if you really do want to exploit things...whips, throwing, wrestling etc

3. Lag, v40 really packed on some lag issues regarding populations. (Especially adventure mode)

4. My biggest one...Way too over powered undead.

5. People behaving far too cowardly. Again this seems to be much better now, so I appreciate that v40 allows us to have those emotions to begin with now that they work.

So I think it'd be appropriate to rate this in two ways:

Short Run Rating: 4/10
(Fort mode pathing problems, and Adventure mode cowardly behavior/overpowered undead really made this version rediculously boring compared to 34)

Long Run Rating: 8.7/10
(Now that they work better, this current version plays great!)


210
DF Dwarf Mode Discussion / Re: Differences In The New Edition - General
« on: December 04, 2015, 12:51:36 pm »
It seems that menus (setting tasks in workshops, for example) now always seem to revert to the top of the list after you select something.
Very irritating. Was this an intentional change, or is it a bug? Makes doing anything take a lot longer. :-\

THIS

It's especially horrible when there aren't honkeys (*EDIT: HOTKEYS) for the task ),;

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