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Messages - Lord Dullard

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1891
DF Adventure Mode Discussion / Re: ^#%@ Stairs...
« on: June 09, 2008, 07:55:00 pm »
1. Use > and <.

2. If they're already hostile you'll attack them just by moving towards them. If not, use 'A'.
http://www.dwarffortresswiki.net/index.php/Adventure_Mode_quick_reference


1892
Nightwings are very nasty creatures, and they do indeed exist.
http://mkv25.net/dfma/movie-414-thenightwingstrikeslurorkalur

That movie is not a particularly good example of their nastiness because I got incredibly lucky at the time.

Typically they will tear apart anything but highly trained dwarves (and sometimes them, too). This is because they have a flag set on them that makes them immune to the effects of pain; thus, even if they're injured, they won't be knocked unconscious, et cetera.


1893
DF Adventure Mode Discussion / Re: Epic Failures
« on: June 11, 2008, 01:12:00 am »
One of my very first adventurers was a dwarven axe-wielder. Very early on in his career he got an arrow through one of his eyes.

Despite this setback, his days were (relatively) long and carnage-filled. He slew many megabeasts, cleared out several goblin forts, et cetera.

His final, epic battle was with the demon ruler of a goblin civilization. The demon managed to heavily wound him before dying, and the adventurer was gradually dying from his various terminal injuries. My only chance was to get him far enough away from the fort and the remaining goblins that I could fast-travel him to heal him up.

He crawled.. and crawled. Annoyed at my slow progress and worried a goblin bowman might finish him off, I opened up my inventory to see if I was carrying any heavy items that were slowing me. It was only then that I noticed the xIron Arrowx was *still in my eye*.

Annoyed, I pulled it out..

..and instantly died.  :roll:

Needless to say, I have long since learned my lesson and no longer remove arrows from vital organs..


1894
DF Adventure Mode Discussion / Re: The Traitor
« on: March 13, 2008, 02:24:00 am »
quote:
Originally posted by Ed-:
<STRONG>Oh
Look at this

Creepy. It happened while i was trying to get myself into worshipping some god.

      </STRONG>


O_.;

Holy CRAP, man.

I know it's just a random name generator, but that's just effed up.

[ March 13, 2008: Message edited by: Lord Dullard ]


1895
DF Adventure Mode Discussion / Re: Poke ém man got to catch them all.
« on: March 11, 2008, 03:58:00 am »
Dwarf Vader finds your lack of facial hair disturbing.

1896
DF Dwarf Mode Discussion / Re: Dwarven economy
« on: December 04, 2007, 08:18:00 pm »
The init.txt file seems to suggest 100 population is what does it as well:

quote:

You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.

[POPULATION_CAP:200]



1897
DF Dwarf Mode Discussion / Re: The Problem with Produce
« on: February 27, 2008, 05:03:00 pm »
quote:
Originally posted by Name Lips:
<STRONG>The game is becoming more of a simulation than a game (even though it's simulating a fantasy world instead of something resembling "reality"). That means it's practically a sandbox, and you have to fabricate your own challenges. So if you want food gathering to be a problem, start on a rocky map with no soil and no access to water.</STRONG>

There have never been any clear-cut 'goals' in the game; the goals are what you want them to be, although the major 'story' arcs present within Fortress mode provide a default level of development to work towards. On that note, I am uncertain as to why you're suggesting that leaving fallible game mechanics in the engine would benefit/improve the playability of the game overall. If you want less of a 'simulation' and more of a 'game'.. well, that's what Adventure mode will be for, methinks.


1898
DF Dwarf Mode Discussion / Re: The Problem with Produce
« on: February 27, 2008, 04:52:00 pm »
quote:
Originally posted by Fenrir:
<STRONG>To make things a bit more difficult, I think underground farming should require irrigation no matter what the soil. Plants need water, but it doesn't rain underground, so you should have to flood your farm every now and then. Even above-ground farms should require irrigation in biomes with less rainfall.</STRONG>

Back after a long break, and with a shiny new Vista computer that (surprisingly) is running the game perfectly.   :D

To add to this sentiment, if constant irrigation was a factor for underground farming, we might actually have a reason to want to settle on maps with aquifers.. it would make perfect sense if the Z-level just above an aquifer was considered perpetually irrigated, thus making an aquifer more of a double-edged sword and less of a huge pain in the arse.


1899
DF Dwarf Mode Discussion / Just got this...
« on: March 16, 2008, 11:59:00 pm »
:eek:

1900
DF Dwarf Mode Discussion / Re: Child goes legendary
« on: March 14, 2008, 02:34:00 am »
Ah, I see what you mean.  :)

Depending on how much iron/steel you have laying around once she turns into an adult, obsidian swords are always nice to have. I usually end up using them instead of steel, if for no other reason than that I generally get at least two or three Legendary stonecrafters from fey moods waaay before I ever have any legendary weaponsmiths. It also saves on steel which can be used for armor instead, although if you get enough goblin sieges that shouldn't really be an issue.


1901
DF Dwarf Mode Discussion / Re: Child goes legendary
« on: March 14, 2008, 01:58:00 am »
I'm relatively certain that children cannot actually do any 'work' aside from hauling/basic tasks until they turn into adults (?).

Still, even if that's the case, the fact that she's got increased stats means she'll at least go about those tasks faster until she matures.


1902
DF Dwarf Mode Discussion / Re: Theocracy: A Community Challenge
« on: March 13, 2008, 10:49:00 pm »
   

Tadpoles (casual workers) will form the lowest rung of the order.

Once I get some Elder Toads (ardent worshippers), the priesthood will vote on who shall represent them as the Avatar of the Toady One (what else?).

I shan't reveal any of the greater plans of the Toady Order, though, until things are closer to completion.

[ March 13, 2008: Message edited by: Lord Dullard ]


1903
DF Dwarf Mode Discussion / Re: Theocracy: A Community Challenge
« on: March 13, 2008, 10:26:00 pm »
Well, I have embarked. My chosen deity is Sárek Hollowabyss, a god of caverns that normally takes the form of a giant toad.

There's a lot of exposed olivine in my chosen starting location...

I have plans.   :D


1904
DF Dwarf Mode Discussion / Re: Theocracy: A Community Challenge
« on: March 13, 2008, 10:15:00 pm »
quote:
Originally posted by Nesoo:
<STRONG>

That's what I did; all my dwarves started with no skills. We'll see how this goes. I also only got 2 worshipers, everyone else had different deities. The chosen deity is Zagstok, who often takes the form of a female dwarf and is associated with deformity. (Ok, I cheated a bit. The first one I rolled, which also only had 2 followers, was associated with pregnancy and family. That sounded boring.)

Also, I was looking for a bit of clarification: I understand that the heathens are to be haulers at the least, but do they also do all of the work while the monks just idle? Should my monks be doing any "dirty" jobs, like mining? Or should my monks only do "cleaner" jobs like making crafts or engravings?</STRONG>


I'm only just now getting around to generating a world and starting up my own monastery, as, alas, I ended up getting called into work twice over the past two days (both of which I was supposed to have off).

I think, really, it's up to you - as long as there's some kind of class segregation. It also depends on the god; if it's a god of minerals/mountains/metals or whatnot, maybe the monks would consider Mining or some kind of stone/metal-related class the only profession worthy of their order's undertaking.

Hm.. come to think of it, maybe if I get a deity of forgiveness or hospitality, the monks will do all the work and let everyone else lay around..    :D

[ March 13, 2008: Message edited by: Lord Dullard ]


1905
DF Dwarf Mode Discussion / Re: Theocracy: A Community Challenge
« on: March 12, 2008, 05:32:00 pm »
Update/Note:
After two test embarks, I noticed that 3 dwarves in each embarkation followed the same god. It might be worth preparing carefully, if you're willing to accept a random god.

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