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Messages - clinodev

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451
DF General Discussion / Re: Dwarf Fortress 40_10 Starter Pack r1
« on: August 28, 2014, 10:01:11 pm »
The "Simple Start" embark profile has three picks, and the others come with the materials to make picks. When I made the ones with starting materials, I imagined them as 'intermediate' profiles. I'm in the middle of reworking mine after a thread on Reddit pointed some problems out recently (I don't think any of them are good for new players. The "simple Start," which comes with the equipment from the old profile with a similar name, doesn't have an anvil.) The real problem is that my profiles are the only ones in the pack at the moment. I continue to encourage and hope other folks to submit them for the pack, as I really enjoy trying others ideas.

452
DF Dwarf Mode Discussion / Re: Traps are worth...
« on: August 20, 2014, 08:20:26 pm »
Traps are OP.

What's a giant corkscrew as a weapon, anyway ?

Given that they're also used in pumps, I assume the traps are a bit like this:

https://www.youtube.com/watch?v=KKsw0OfPINU

453
DF Dwarf Mode Discussion / Re: Communist Fortress
« on: August 04, 2014, 05:25:05 pm »
Clearly we need an 'Aristo-fascist Fortress' thread. There 's a surprising amount of micromanagement needed to ensure the peasants aren't eating up masterwork meals and rare booze instead of the plumphelmet wine and cat biscuit Armok has ordained.

454
DF Dwarf Mode Discussion / Re: Communist Fortress
« on: August 02, 2014, 10:24:07 pm »
The development cycle of Dwarf Fortress does seem to obey Marx's general theory of economic history, we're just playing after the total collapse of Capitalism in 40d. . .. ;)

455
DF Dwarf Mode Discussion / Re: .40 military training research
« on: August 02, 2014, 07:43:31 pm »
Ah, I'm embarrassed by my reliance on aftermarket tools once again. Thanks much, it's 'v', and make sure 'b' is toggled... er, actually, "Discipline" shows up whether 'b' is toggled or not, interesting.

456
DF Dwarf Mode Discussion / Re: .40 military training research
« on: August 02, 2014, 06:47:11 pm »
I'm curious, how are you measuring discipline skill levels? I can't seem to find it in DT, for instance.

457
There are definite trends visible. This seems like the age of "Traps are for wimps! Charge them in the open field!"

I'm very glad for old water traps and all the clever pathing traps, because I'm more interested in design/simulation than goblins.

Old school awesome: http://www.bay12forums.com/smf/index.php?topic=62798.msg1443094#msg1443094

458
40d has the best, most creative bay12 threads. I find things I'd never have thought of and have never seen done all the time, back mining. And hey, 90% of it works fine in 34.11, almost certainly the same in 40.xx. Mine, mine mine the forum!

459
DF Dwarf Mode Discussion / Re: Room Values - !!SCIENCE!!
« on: July 25, 2014, 03:27:38 pm »
As far as I know it's still all in flux, with the normal "that sucks"/"that rocks" opinion ratio.

If you could lay out a few hours worth of experiments that need done, homework style, I'd be happy to contribute some time once dfhack is in.

460
DF Dwarf Mode Discussion / Re: Room Values - !!SCIENCE!!
« on: July 23, 2014, 04:35:51 pm »
Yeah! Came here hoping to see your first take on mining making floor tiles match the base stone level rather than the wall it's mined out of. This seems to be the most talked about relevant change so far.

461
DF Dwarf Mode Discussion / Re: What happened to the elves?
« on: July 21, 2014, 06:56:13 pm »
Worse, I think they're scared too!

462
DF Dwarf Mode Discussion / Re: Reclaim Awesomeness in .40.03
« on: July 18, 2014, 02:26:32 pm »
This is cool, thanks! It's not exactly the same, but check out my reclaim/archeology story:
http://www.reddit.com/r/dwarffortress/comments/2ahodw/an_illustrated_guide_to_the_recently_recovered/

Also, more on point, this is not mine,but awesome:  http://www.reddit.com/r/dwarffortress/comments/2awaej/the_horror_of_the_death_shaft/

Super glad to see some love for these procedural fortresses!

463
At (http://pastebin.com/Q4FyU41E), you'll find two embark profiles I've customized for DF2014. The embark profiles that come with the PeridexisErrant "Dwarf Fortress 40_03 Starter Pack r1" seem to work fine, and these are my attempts at fine tuning for DF2014. Both profiles work with DF2012 as well, despite "Discipline" not showing on the embark purchase menu, it seems to be valid (although they're a little wasteful if you have Dwarf Therapist.)

To install with the newest Starter Pack: Copy the pastebin text and paste it at the bottom of "\Dwarf Fortress 0.40.03\data\init\embark_profiles.txt" and then start up the Pack.

To install for DF2014 Vanilla or older Starter packs: If you already have an "embark_profiles.txt", follow the instructions above. If you have not yet created your own, open a basic text editor, paste the contents, and save as "embark_profiles.txt" in "\Dwarf Fortress 0.40.03\data\init\" and you're ready to go!

The first, "Disciplined Simple Start DF2014" is the basic (PeridexisErrant?)"For new players - Simple Start" modified to add a starting point of Discipline skill to each dwarf (and some other trivial changes,) which the Forum reports indicate helps a lot with the "look, a harmless creature, run away!" effect. It's a good one to work, because it also has points in a lot of starting labors. This helps especially right now, while we wait for Dwarf Therapist!

The second, "Disciplined Craftlords DF2014" is my personal start, with early fortress jobs enabled and a point each in Discipline. One of my goals when building a fortress is to make sure all of my original seven dwarves become Nobles or at the very least, renown master craftsmen. This embark profile gives you: a Mason/Engraver, Armorer/Metalcrafter, Weaponsmith/Metalcrafter, Jeweler/Bookkeeper, Glassmaker/Broker, Mechanic/Engineer Manager, and a Stonecrafter Leader. The starter skills I usually turn on in Dwarf Therapist (Mining, Architecture, Woodcutting, Carpentry, Animal Trainer (broken right now?), Brewer, and both Furnace Operator skills) all have one point, and all get turned off once there are some migrants to take over. For some extra starting dwarfiness, the equipment selection includes coal, bauxite, cassiterite, and malachite, so you can quickly make up some bronze picks and axes (I do include a single training axe.) The sand is for the glassmaker to get started making trap components for trade (there's plenty of bronze for first year good as well!) The rest of the gear is straightforward. For livestock, I've included dogs, pigs, Geese (meat,) Guinea fowl (eggs,) and the traditional cat.

Please help yourself, and enjoy! It's old fashioned smileware; if you've smiled today, feel free to use, modify, take credit for, and distribute, alone or with any project.

I'm also interested in your new starting embarks! What other skills are newly turned on in the embark planning menu? Thoughts, comments?

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