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Messages - Immortal-D

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181
Mod Releases / Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
« on: March 17, 2021, 05:41:57 pm »
I've started browsing for a modern alternative to the old Fortress Defense mod, and this looks like a solid candidate.  I did have to remove the advanced races from Fortress Defense b/c they were just so OP (anyone remember Fiend Spiders?).  On that note, can anyone give me a break down of exactly how difficult the assorted hostile races are if my civ is at war with them?

182
Query; Is there a way to cherry-pick the features here?  I've started looking around for a modern alternative to the old Fortress Defense mod, and although the assorted stuff here looks cool, I'd like to start with just races & gear.

183
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: March 11, 2021, 06:46:49 pm »
I have updated the OP with a summary of findings thus far.  Still rather generic and small, but the biggest take-away from my own testing is that stress is now more of a novelty than a serious gameplay mechanic.  In my current playthrough, I created 2 separated mini-forts on the same embark, with the only difference being that one side had to deal with all of the sentient corpses and rubbish collection from butchering.  Most of the Dwarves on that side reached "doesn't care about anything" status within 2 years.  That timeframe is likely very accelerated for me, due to concentrating all of the corpses and such in a small area.  One Dorf on the non-corpse side eventually hit "haggard and drawn" due to not being able to practice a craft.  Seriously, that was all he thought about, despite having every other luxury available.  That's all I've got for now.  Keep it coming!

184
DF General Discussion / Re: Future of the Fortress
« on: March 09, 2021, 05:13:32 pm »
Regarding 'Bedroom Zones' in the March 8 update; Could this mechanic theoretically be applied to critters?  Specifically, a 'Nest Box Zone' for the purpose of allowing underwater nest boxes to work, so we can finally breed the mythical Sea Serpent.

185
You're doing better in a reanimating biome than I ever have.  Would love to see a tour of the entire Fortress.

186
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: February 19, 2021, 08:35:47 am »
I have made squads of wrestlers in the past to meet their needs for practicing a martial art. I just set them to having a small number of them training every month. They would all get a round eventually. It was really useful when I was trying to combat stress because they would get happy thoughts when they improved their skills.
Do you remove them from the squad afterwards?  Even with Wrestlers, when the combat skill is high enough, they prefer to use their free time for more training instead of any other job.

187
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: February 15, 2021, 03:20:13 pm »
Does anyone have any tips for setting up military squads for the purpose of fulfilling the various fighting or martial art needs?  I've tried to setup squads will alternating months of training, but the problem is that dwarves in squads that are "active" yet not training will prefer to do individual combat drills during idle time rather than socializing.  Disbanding the entire squad works, but then you have recreate and re-add people to the squads later on.  So far it seems like setting the squad as 'inactive' from the 's' menu AND freeing the barracks from the corresponding furniture(i.e. an armor stand) gives me the results I'm looking for.  Is there a better way that does not require those two manual actions?  Ideally, I'd like it to be automatic.
In the previous version, bar fights were sufficient, if unpredictable.  As you say, active but no orders military with enough experience will eventually prefer training over other jobs regardless.  I don't have an answer, just recommend that you note their stress shifts from the unmet need, as best you can.

188
DF Community Games & Stories / Re: The Hall of Legends, 5th ed. revised
« on: February 10, 2021, 09:39:28 pm »
Eh, why not. I'll toss Smallhands that tenth vote. I've been reading it this whole time after all.
Smallhands is recognized as a Legendary Succession Fort.  Party hats indeed :)  I trimmed the synopsis of Drunk Fort a bit, and removed the finished/active tags, since most Legends fall into the former category anyways.  Will be doing the same for the other categories.  Stay warm my fellow Dorfs.

189
DF Community Games & Stories / Re: The Hall of Legends, 5th ed. revised
« on: February 07, 2021, 08:57:45 am »
Oh sure, blow up the thread when I'm away for the weekend  :P

Would you ever take recommendations for YouTube content?

Kruggsmash makes some epic content... https://www.youtube.com/watch?v=j05mr5F69H0

It's too hard to pick out any specific tale, so as an epic general artist / storyteller, the collective works of Kruggsmash gets a vote from me too.
Plus one from me.
+1 to the collective tales of Kruggsmash.
+1 to Kruggsmash. As a whole, he's up there with Boatmurdered.
+ 1 to Kruggsmash. I have enjoyed all his work since I started watching it.
+1 to the collective works of Kruggsmash
+1 to the collective works of Kruggsmash
What the hey, +1 to Kruggsmash.
I'll add a bonus vote for Kruggsmash

The myriad tales by Kruggsmash is recognized as a legendary story.  Good stuff :)

+1 to Smallhands
+1 to Smallhands
+1 to Smallhands. Certainly the most interesting community fort I've been a part of!

Smallhands reaches 9.

I just noticed that despite several votes for Dawnthunder, there has only been one actually recorded. I thought I should point that out.

Thank you!  Dawnthunder is now correctly showing its' votes.

Looking over the Stories section, I'm debating removing the 'Active' sub-section.  There are only a few items that qualify, so unless you folks regularly look to it for current stuff, those stories will be merged into the main group.

190
DF Dwarf Mode Discussion / Re: Is magma needed for adamantine?
« on: February 06, 2021, 05:22:36 pm »
Although candy can spawn in the caverns as a disconnected vein, I don't know if having the magma sea as an origin is required.

Edit: Also, there are many many other ways to gain fps.  Off the top of my head; smaller world size & history gen, occasional use of the 'clean all' script, smaller embark size and pop cap.

191
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: February 05, 2021, 06:10:48 pm »
Huh?  Isn’t it speled correctly than?
Look at your own post title. It was wrong before, and still is in this quote thread.

Well, I'm going to fix it in this post to help cover up your shame, Immortal-D. Don't worry, I've got your back.
<3 :-*

2 things, sadly I can't get any more from this fort because of some crash whenever the caravan comes in the fall:

personality changes don't really seem any easier to prevent. It just seems like now they all decide to change their worldview because someone left a plump helmet on the floor and it got stinky once. A single helmet changed 3 of my starting 7, including turning my baron into a nervous wreck.

Do any of the new conversations involve booze in any way, shape, or form? After like, a year of nobody drinking themselves to death I've had it happen more than once per fort since the patch (2/3rds of the time without the help of a tavern keeper, tho the third time the tavern keeper herself committed death by booze before her first season on the job was even over).
Glad someone else has seen tavern keepers kill themselves. Thought it was only me...

Personality changes aren't meant to be prevented. The issue is if those changes make your dwarves unplayable. Are the personality changes actually causing mass unrecoverable depression spirals?
While it's true that personality changes are supposed to be legit, it seems like the frequency remains close to pre-patch, which is to say near constant.

192
DF Dwarf Mode Discussion / Re: Stress & Pysche 47.05
« on: February 04, 2021, 09:29:15 pm »
The thread title is likely to send me into a tantrum.

... does that count?

edit: Oh I see the old one had the same spelling. Perhaps it is an historic matter I was unaware of.
Lol?  I'm genuinely curious about this.
If you mean you don't understand the point being made, it's that the word is "psyche".
I swear I know how that word is spelled :-[  I'm honestly surprised nobody called it in the previous thread.

193
DF Community Games & Stories / Re: The Hall of Legends, 5th ed. revised
« on: February 02, 2021, 06:06:09 pm »
Hope everyone is staying warm this year :)

I would like to nominate Smallhands: http://www.bay12forums.com/smf/index.php?topic=175473.0

Ghouls, Necromancy, Feverish Goo, and !!SCIENCE!! all in a small space. Also the home of the first truly unkillable dwarf.
+1 To smallhands.
Thanks for the nomination, fat_cat. If it's not too self-satisfying, I'll vote for my child Smallhands.
I also deliver a +1 to SmallHands.
+1 for Smallhands
+1 to smallhands

Smallhands joins the nominees in January 2021.  Although voting for one's own thread is rare, there is precedent, so I'll allow it.

Would you ever take recommendations for YouTube content?

Kruggsmash makes some epic content... https://www.youtube.com/watch?v=j05mr5F69H0

Kruggsmash has been nominated in the past as 'the collective works of...'.  If you want to highlight a specific story, that's fine.  Otherwise he'll be added as a general artist / storyteller.

194
DF Dwarf Mode Discussion / Re: Stress & Pysche 47.05
« on: February 01, 2021, 08:21:42 pm »
The thread title is likely to send me into a tantrum.

... does that count?

edit: Oh I see the old one had the same spelling. Perhaps it is an historic matter I was unaware of.
Lol?  I'm genuinely curious about this.

So I don't want to be a bummer but I'm at 7 Slate first year in the first fort generated with the new patch and just got my first "Cheesemaking Cancelled: Experiencing Emotional Shock" message.

I hope this is not a sign of what is to come.

I've had this before on 47.xx ish, a farmer became shellshocked after seeing someone die infront of them and were intermittently traumatized for the 5 year span of the rest of their life (i forget the exact circumstance, but they were savaged by the captain of the guard who exploded their foot or tore out their throat, one or the other, that guard didn't care about mortal wounds). It shouldn't really coalese, but i guess the extremes might work both ways for tears of joy and the like.

I suggest you expel them at soonest notice and see if they migrate back to the site with stress reset or least offload the problem indefinitely.
That's not what was said. We've yet to see a report on whether permanent shock at recurring memories has been fixed or not.
Yeah, the whole 'dwelling upon / remembering x_event' chain reaction is something to be tested anew.

195
DF Dwarf Mode Discussion / Re: Strange mood - plant cloth
« on: February 01, 2021, 07:59:30 pm »
New strange mood dwarf, I checked his workshop, and he has cloth. I believe he wants bone (he is drawing skeletons). Have plenty of bones lying around from all the butchered llamas and pangolins. Maybe he wants the bones of a specific creature?

Currently running the newest version of DF, so dfhack is not an option yet.
Are the bones outside, or in a stockpile?  It shouldn't matter, but since he found cloth, I'm rather stumped as to why this Dorf is stuck.

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