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Messages - BenLubar

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61
DF General Discussion / Re: Most amusing bugs?
« on: August 24, 2014, 03:37:23 pm »
I find all of the understated reactions quite funny. I killed someone's housemate and they became "a little angry" about it. I cut someone's leg off and they were "suspicious" of something illicit happening.

62
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 24, 2014, 02:53:22 pm »


I cut someone's leg off and they thought that was a bit suspicious.

63
DF Dwarf Mode Discussion / Re: Best Dwarven Jail
« on: August 23, 2014, 04:22:47 pm »
I think the saying, "The beatings will continue until morale improves" should be implemented in a fort.

The great part is that in Dwarf Fortress, that's a valid plan of action that might work.

64
The part where babies are ignored by their migrant mothers is a known bug:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=5551

You can work around it by saving the game and reloading after the migrant wave. The mother will cancel her current task and go find the baby.

65
DF General Discussion / Re: What do you want in the next version?
« on: August 22, 2014, 01:10:22 am »
Randomized magical  powers for artifacts.

Ooh, that could be interesting. A chair that spits out cat blood if it goes near an egg. A sword that randomly teleports its wielder a random distance in a random direction. A shirt that makes its wearer thirstier. A door that refuses to allow dwarves whose names contain the letter "a" go through. A crossbow that occasionally keeps copies of bolts it shoots. A cabinet that changes anything the dwarves put into it into a sock.

66
From Toady blog today:
Quote
Adjusted projectile firing speed which became broken during wagon fix

I wonder what the dependencies are that would make fixing wagons screw up firing speed.

Wasn't wagon speed broken by an update to attack priorities? It seems like the code of the game has the same structural integrity as the average fortress.

67
Despite creating worlds specifically to test MB's and SMB's, I've never seen a single one attack any fort I've created, and I've attracted hundreds of goblins, undead, Titan's and FB's.

I have had the opposite experience. I've been attacked by a few FB's, but I generally place my fort where the goblins and towers can't reach me, and I have never seen a titan in either game mode. I was attacked by a few dragons and a few minotaurs in a single 0.34.11 fort, and I was attacked by a roc in 0.40.08. The 0.40.08 fortress fell to a giant cave spider (actually, the resulting tantrum spiral after I told my military to attack it) funnily enough.

68
DF General Discussion / What do you want in the next version?
« on: August 16, 2014, 03:13:43 pm »
I swear there was a topic about this, but I can't find it anywhere.

I really want adventure mode and fortress mode to add features from each other. I'd like to hear what the migrants are saying to my dwarves in the meeting hall. I'd like to be a medic in adventure mode, cleaning up after sieges performed by AI against AI.

Perhaps the simplest thing I want is to be able to harvest crops in adventure mode. Currently, you can only pick the parts of the plants that are inedible, like leaves and flowers. Trying to survive in the wild without trading or stealing food pretty much requires you to be a carnivore at all times.

On that note, I'd also like to see dwarves picking fruit from trees in fortress mode. Dwarves are short, so I'd imagine they'd climb the trees and pick the fruit while balancing on branches, possibly supplying fun

69
DF General Discussion / Re: After 10,000 years.
« on: August 16, 2014, 02:27:11 pm »
Now I have to find a reason to make a 1:10000 creature.

In order to get that creature to die, you would have to play in fortress mode continuously without pausing for anywhere from 1 hour to a few weeks more than a year.

70
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 15, 2014, 09:46:49 pm »
My second encounter with a werecreature. The first one killed a migrant mother and her child and is now sitting in its own refuse stockpile inside a mausoleum.



It walked down along the river and left before my military could get there. A few fisherdwarves spooked, but no injuries.



My dwarves elected a 12-year-old as mayor.



Apparently she likes bitter orange wood wood. Before that, it had been the original expedition leader (he was mayor since the fort decided it was no longer an expedition).

71
DF Gameplay Questions / yellow/blue "individual combat drill"
« on: August 15, 2014, 08:35:45 pm »
What's the difference between Individual combat drill and Individual combat drill on the units screen? I've seen dwarves do both of them.

http://dwarffortresswiki.org/index.php/DF2014:Combat_drills doesn't have anything on this.

72
DF Dwarf Mode Discussion / Re: Are old saves new-version compatible?
« on: August 14, 2014, 03:16:02 pm »
Tried a save originally from 0.40.03 - if you don't mind all stockpiles suddenly being marked as "inside, dark, above ground", it seems to work fine.

That's even possible? I thought light/dark and above/below ground were the same variable.

73
All cats are legendary climbers. They have [NATURAL_SKILL:CLIMBING:15] in their raws.

74
DF Dwarf Mode Discussion / Re: Translucent metal?
« on: August 14, 2014, 03:12:15 pm »
Wait, so nobles don't slaughter your legendary metalsmiths anymore when you fail to meet their ridiculous/physically impossible demands?

What is this bullshit and where is my Dwarf Fortress?

You must be thinking of mandates. Demands are just "hey, I'd like a _____ right about now" thing.

75
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 14, 2014, 03:07:41 pm »
My dwarves have somehow been getting blood on their skulls and then washing it off in the river that is on the opposite side of the embark from the main stockpile. They leave the soap next to the river and grab a new bar of soap from the stockpile every time. There are now eleven bars of soap on a single tile next to the river.

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