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Messages - Immortal-D

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646
Wiki says catapults won't fire at something if not on the same z lvl as target.
I can confirm this is inaccurate.  Catapults can target across zeds, but I believe they do function similar to crossbow & ballista in that zeds traveled is subtracted from total distance, so being on high ground is actually a disadvantage, technically.

647
DF Community Games & Stories / Re: Fun Times Learning
« on: June 22, 2017, 08:12:09 pm »
How is it that you have over 1k Urists of plants but only 157 Urists of prepared meals? ???  Your layout looks good otherwise, gonna need to start building vertically.  Also, mind that you don't keep too many dogs in that corner.  Despite the reduced stress factors of the current version, your animals will still flip out if confined for too long.

648
Other Games / Re: Fortnite
« on: June 18, 2017, 10:13:07 pm »
Well this escalated quickly :(  If anybody wants to team up when the game is released, just drop me a line.

649
Thanks for the info :)  Although I avoid over-building Traps for the sake of challenge, I do employ all varieties.  How many walnut wood spiked balls does it take to cripple a goblin wearing an iron helm?  The answer may surprise you! :P  Guess I'll wait for the next version before I start a new Fort.

650
I am formally putting forth Whisperwhip as a HoL candidtate, and not just b/c my personal Dorf had some great cameos.  The author started the Fortress as a newbie (see; Sky Pig incident), and quickly evolved into something greater.

651
Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
« on: June 16, 2017, 05:29:21 pm »
I personally use Staal's Armory and Terrible Weapons.  Grimlock is very good in its' own right, I just was never feeling the RP scenario of Dwarves with guns.  The Terrible Weapons addition is especially fun when you draft the entire population and set weapon preference to 'individual choice melee'.

652
Other Games / Re: Fortnite
« on: June 15, 2017, 09:12:39 pm »
That's one of the best trailers I've ever seen. Perfect mix of cut-scenes and actual gameplay.

One thing more I'd like to see in there is a shot of the active gameplay UI: That often reveals a wealth of info. (Most notable if you like frequenting mass-produced Asian MMOs...)
Check this; https://www.youtube.com/watch?v=fmSsG_9QO8Q  The whole interview/demo is worth watching, I feel (but I'm rather on the hype train right now).  22:56 gives you a glimpse of the various crafting menus.

653
DF General Discussion / Re: Pulping in Real Life
« on: June 15, 2017, 07:46:49 pm »
The thing DF misses in damage assessment is "recruitment". Each body part is its own entity, and it doesn't "pass along" the stresses that pass over a certain threshold to the body parts attached adjacent to it.  Blunt force trauma is different from cutting or piercing trauma because of that very reason: recruitment.  When your fist strikes someone else's leg for instance, there is a "bloom" effect around that wound where the impact damage is lessened by the various tissues adjacent to that area taking some of the damage "load" off of the point of impact.  The affected area becomes the entire body via systemic shock with a large enough blow.  The rib cage is specifically meant to shed blunt force trauma into less important areas of the body because of this specific mechanic.
See, that's something I love about Dwarf Fortress.  You learn stuff.

654
Other Games / Re: Fortnite
« on: June 15, 2017, 07:43:54 pm »
Based on the video, it looks like a team-based over-the-shoulder tower defense shooter split into two phases; one where you're searching the map for resources and building up your defenses, and a defense phase, with a Borderlands-esque loot system.

...Hopefully that made sense at least to one person.
Couldn't have said it better myself, lol.  The game has a loot system like Borderlands, with a defense phase like Orcs Must Die!, but with added Fort-building and not just traps (though there are a bunch of traps).

655
DF General Discussion / How prominent is the recent weapon trap bug?
« on: June 15, 2017, 06:36:32 pm »
Before I really commit to a new Fortress, I check the bug reports for the current version.  As of 43.03, seems that every weapon trap can insta-crash the game, with the exception being spikes.  I know Toady mentioned this being fixed in the next version, but I'm wondering how common or rare the bug is in 43.05.

656
Masterwork DF / Edit: wrong forum
« on: June 15, 2017, 06:25:07 pm »
Just ignore me :-X

657
Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
« on: June 15, 2017, 06:01:53 pm »
Sounds like you might need to take a breather for a bit mate.  The work you've done so far is top-notch. This is seriously the most stable version of MW I have ever enjoyed.  That said, it is the culmination of many years of work.  Meph himself has always worked in bursts, so expecting that you can keep going without a break is unrealistic.

Lastly, on a business note; Do you know offhand how the MW-specific additions like Carpet & Decorations are displayed in other tilesets? (if at all).  I got to wondering after I noticed that Plump Helmet Men (the mod, not the vanilla ones) appeared as amorphous purple dots in the 32x Meph tileset.  Although my monitor is nowhere near 4k, so that might have something to do with it as well.  I'm also wondering if there an option to set the Invader & Visitor cap.  LNP has this, but I don't see it in the MW menu. Edit: I found the visitor & invader number settings in the 'd_init' file.

658
Other Games / Fortnite
« on: June 15, 2017, 05:27:36 pm »
I just preordered.  Total impulse buy, but so help me it hits all the sweet spots (Terraria, Dungeon Defenders, DF, Orcs Must Die!).  Anyone else getting in on this?

659
also you might wnt to make sure there isn't an access error occuring... I've come across this several times, that for some reason certain shops will produce goods and the goods wont be available to the units.  check the shop and ensure its not full of items even though your counts say 0, if it is then deconstruct the shop and use D-B-C over the goods that fall out, and the dwarves will suddenly stockpile it and begin to use it...  I' don't know what causes this bug, but it seems to have something to do with setting a zone(such as a meeting hall) that includes the shop area or building a shop inside of such, an previously established zone.
You're a wizard Harry.  I had piled the contents of my wagon (including critters) in front of the entrance, for fear of the local wolverine population.  I deconstructed the kitchen, and ~60 biscuits exploded outwards in a great rain of foody goodness.  Unfortunately Thankfully, no Dwarf was injured by the flying biscuits.

660
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 11, 2017, 05:00:11 pm »
I genned a new world that was perfect beyond words.  Every geological feature you could possibly imagine was available somewhere, and all races were more or less intact.  The Dwarves had a single civilization of medium power compared to all others.  The civ's name was, I kid you not, 'The Wall of Targets'  :'(  I deleted the save, the Legends info, and seed information, then curled up in my lair and cried for a bit.

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