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Messages - Casei

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1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 11, 2015, 12:10:20 pm »
My captured Werelizard went into a Fey mood, so I had to build him a craftsdwarf workshop and stock it with some wood to keep him from bogging my FPS down to 6. Finally, construction is finished and we allow the Werelizard out. As planned, he claims the workshop and gets to work. We wall him in while he's paying attention to his masterpiece, and sit back to await his epic product.

In the middle of his artifact creation, he started looking a little less dwarfy and a little more lizardy. I was worried that he'd destroy the workshop, but no, he finished the artifact, and THEN promptly destroyed the workshop.

He made a fungiwood bracelet that menaces with spikes of fungiwood, without any other designs or features - the kind of bland thing that would appeal to a creature of the night.

(As a side note, this werelizard doesn't like biting victims - but it LOVES hitting people with mittens and cloaks - when he was discovered in the Statue Garden there was page upon page in the combat log of him bruising people with mittens.)

2
DF Dwarf Mode Discussion / Re: Goblin Liason??
« on: March 04, 2015, 10:05:57 am »
My most recent outpost liaison is a human vampire law-giver, so every year I can look cheerfully forward to trading my masterpiece meals for valuable metals and an exsanguinated corpse.

3
DF Dwarf Mode Discussion / Re: Wretched Focus-Stealing Announcements
« on: February 14, 2015, 06:55:24 pm »
Thanks! A global replace on :R later, and I'm back in focused business.

4
DF Dwarf Mode Discussion / Wretched Focus-Stealing Announcements
« on: February 14, 2015, 06:43:18 pm »
Is there any way to prevent DF from stealing focus from whatever it is you're looking at during an announcement? Just as I get my view situated on something, Urist McCrafter wants to build an artifact, and the moment I get view re-adjusted he claims a building and just as I get my view readjusted he starts his artifact. The view 3 levels over the trees in the middle of the map is nice and all, but it shouldn't have to be like this.

5
The kid in the back telegraphs the upcoming testicular impact by guarding his gem-sack. He also falls in a very odd way for a gem-sack impact. The cabinet looks to be made to breakaway, and the objects in it appear lighter than they should.

Spoiler (click to show/hide)


But, very amusing, nonetheless.

6
DF Dwarf Mode Discussion / Re: Incredible shrinking pastures
« on: October 03, 2014, 10:53:32 pm »
While we're at it, how about having "Extirpate" also remove those annoying boulders and pebbles that get in the way of building fields aboveground?

You can have your dorfs smooth the boulders, then haul in buckets of water to leave behind some mud.

7
Just increased time before it reverts to being wild?
I think that is a correct assessment, but I'm not entirely sure.


As well, is there any point in simply taming a creature before designating it for either war or hunting training? Or should you just start with hunting or war training if you know that's what you plan on using the creature for eventually?

I don't think you can start off with War or Hunting training. IIRC, you must get a critter to Tame before you can train it for war or hunting. The best way to do that is to force it to have offspring, because those are always more tame than the adult, and the first generation of children can be moved from =Trained= to Tame in short order. If you want to eat a captive critter you must train it to a minimal level, then you can use 'b' to have it butchered like any other animal from the (z) screen.

9
DF Dwarf Mode Discussion / Re: Taller trees....means taller Tower Cap farms?
« on: September 27, 2014, 01:00:55 pm »
This is a very elfy conversation, turn yourselves over to the Hammerer for readjustment processing.

My artificial farm (5 z-levels tall, stone with imported mud) just started its first batch of trees, and there was much rejoicing. However, getting them to a point where they're worth harvesting is going to take many, many years. An underground tree-farm is an investment of time and effort that has a long-term payout. The new tree rules have added the nifty effect of having to make some forestry decisions.

My fort is a reclaim, and it started with only like 10 trees, so in early game I had to be very stingy with wood. By the time the first artificial clay cavern was ready to harvest, I had repopulated the surface with a forest through careful tending and selection of which trees I would cut.

It seems that the farther away from the parent tree the area is, the longer it will take for new saplings to sprout in that area. So don't clear-cut your areas and it won't take as long to regrow it. Select the trees you need based on new growth/old growth decisions. If you need lots of wood, take an old-growth tree (they will have many bundles of limbs +1 z above the base) but don't take too many. Cut new-growth as you need a piece of wood here and there, but let some of the new growth turn into old growth over time. This is the same underground as on the surface. Leaving 3 or 4 seed trees in your farm is going to benefit you more than clear-cutting in the long run.

10
DF Modding / Re: Noob question about Phoebus tileset and soundtrack
« on: September 18, 2014, 12:28:22 pm »
Still are music mods compatible with Poebus tileset ?

Yes, they are compatible. What happened was that the install script for Phoebus copied a new init into your directory, overwriting it. Soundsense and such should work just fine with Phoebus.

11
DF General Discussion / Re: Okay this time... I woun't elf-out
« on: September 16, 2014, 05:49:06 pm »
How long it lives and how it dies is entirely up to your mismanagement. :)

It took about my tenth fort before I felt I had a good handle on what I needed to do in order to survive for more than the first ten minutes.

Good luck, and keep us posted.

12
I've been playing DF for a while (since the 2012 release, at any rate) and I've always been able to appease my dwarves enough that tantrum spirals were not a problem. They happened every now and again, but I couldn't consider them problematic.

For full disclosure, I'm still on .40.08 - I have yet to upgrade, so if this has been fixed in one of the later iterations, tell me to stuff a crundle in my chicken tallow roast-hole and upgrade, and I will do so happily. From what I've seen fixed since .40.08 dropped, though, it doesn't seem dwarf sensitivity has been addressed. The fort is 20+ years old.

I have a mostly-ecstatic dwarf population. They have awesome 3x3 bedrooms that are nice enough that they get good thoughts from having it. I have mist generators at the entrance to the dining hall and the entrance to the fort. I have artifact armor stands and statues put in high-traffic areas so they have good visibility to passing grumpy dwarves. There are a few of them with some raggedy clothing, but lately my clothiers have been spitting out masterwork t-shirts like nobody's business, and most everyone has at least two or three masterwork clothing items and collecting more and more as time goes by - there aren't a lot of Bad Thoughts being generated by clothing, in other words. Vermin is under tight control. There are roughly 2700 alcohol units, and 4000 prepared food units (provided my bookkeeper isn't a lying elf-lover). There are a lot of parties, but I rarely have idlers and it's mostly children attending the events (I have set the pop cap at 100, like my forts in the past, 30 of them are military, so that keeps everyone exceptionally busy). All my dwarves are the equivalent of the over-excited Forever Alone guy - either really ecstatic or very happy.

And yet, the death of a single military unit has caused four separate spirals in four separate incidents. The first ended with one mayor and six children left standing and the elf liaison having to step over dozens of corpses to warn the mayor about dendrophilia. The second ended with the captain of the guard and three kids who survived. The latest two I savescummed out of because, well, the spiral was no longer fun, just obnoxious.

In the past, keeping them happy was a way to circumvent the spiral, but that doesn't seem to work any more. Now it seems like their oversensitivity has become a problem - problem enough that I'm getting uninterested in continuing my forts. What's the point of making a fort, now, when I know that all my FUN is guaranteed to come in the form of a tantrum spiral?

Tangentially, shouldn't dwarves draw some sort of stolid inspiration from a fallen military dwarf? "Do not mourn Urist McBodybag! He gave his life so you could drink asparagus ale and spit out more masterwork silk bikinis!"

While I'm not at the point of stripping off my socks and punching a Stonecrafter in the head, it's getting pretty frustrating.

Is it a bug? Is it getting addressed? Is there any thing else I can do to keep them from-- like ninjas --flipping out and killing everything?

13
DF General Discussion / Well, That's Awkward
« on: September 14, 2014, 09:48:32 pm »
This just popped up and I had to share its awkwardness:



Hopefully Mebzuth will get things figured out.


14
That's pretty awesome. The capability for DF to construct such stories, even outside of the one you're constructing with your fort/adventurer, is one of the reasons I love it so much.

15
DF Dwarf Mode Discussion / Re: How often do you save-scum?
« on: August 30, 2014, 10:48:55 pm »
There's nothing I can do. I cant fight, I cant let dwarves outside, I cant do a frigging thing because everytime a tantrum. Ridiculous, I lost 2 hours of gameplay to an event I cant have any control, that's not !!FUN!!. FREAKING TANTRUMS EVERYWHERE *smashes a chair*

This was happening to me lately - oversensitive dwarves spiraling out of control when Urist McStabby stubbed his toe on the goblin head he was kicking. Through savescumming, I was able to put an artifact statue in the dining room, and since they have to pass through the dining room to get to their bedrooms, it pretty much solved the immediate tantrum spiral problem. They appear to draw inspiration, courage or fear from it enough to dwarf up and do their duties. A bunch of war dogs roaming the dining rooms helps, too.

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