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Messages - Salkryn

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76
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: January 14, 2016, 09:58:39 pm »
I have to say, compared to the 2014 release this one has been quite tame.

77
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: January 09, 2016, 06:13:07 pm »
Well, he did return home early after some fool breached the aquifer.

78
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: January 07, 2016, 08:14:14 pm »
Hey, some of us genuinely try to keep our dwarves happy...while simultaneously picking an embark full of hostile wildlife near to as many invaders and forgotten beasts as we can.

79
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: January 05, 2016, 09:16:57 pm »
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.

Or, is he attempting the one-pick-camping-trip?

Silently digging out his bunker as we speak. Now he just has to knap a few rock mugs to trade with a passing caravan. Priority being an anvil but I doubt the hendersons carry one in the back of their wagon. He will probably have to make due with leather armor and his pick for defense, unless there is obsidian near by. Heres to hoping there is no aquifer and he can find some berries to brew into wine before he sobers up enough to realize he is wearing xxclothingxx. Luckily he can butcher a horse and eat *horse tallow roasts* until the park ranger finds him, accuses him of slaughering trees, insults his stature, and promptly carries him off to the hospital so he can get treatment for his dented right 4th toe. There, unfortunately, no one will do any Feed/Water prisoner tasks and his bed will need to be deconstructed around him. Next thing he knows hes woke up in some meadhall wondering why his toe hurts. Luckily he can exit the meadhall and fast travel home to upload the latest version of the starter pack.

Very funny  :P

Back in town this morning due to a slight flooding incident, so this is more accurate than I might like.

Also had traditional Slovakian "cats eye" biscuits from my cousin, though apparently named for shape instead of ingredients...

Maybe a pack tomorrow, since there's a work meeting I need to make too.  A camping trip with far more interruptions than usual...

PeridexisErrant cancels Sleep: Dangerous terrain.
Damp stone located.

80
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: December 30, 2015, 12:55:50 pm »
If the problem's in the bleeding-edge pack, I'd guess it's probably because the functionality hasn't been fully integrated in the latest version, probably something to do with the addition of non-dwarf residents.

81
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: December 29, 2015, 12:51:23 am »
So, with the fairly substantial additions of 42.04 only a couple of days old, the next release looks like it's going to fairly radically change how the undead work. I wonder how much more is going to be added and tweaked in the .42 version before Toady goes back into the longer development cycle.

82
DF Suggestions / Cape buffalo, and other aggressive wildlife.
« on: December 27, 2015, 10:36:45 pm »
It occurs to me that the wildlife of the DF universe has calmed down quite a bit since the days of Boatmurdered. Overall, this is probably for the best, but I think it would be neat if we could have instances, particularly in savage biomes, where nature fights back a bit harder than usual. For this purpose, a couple of suggestions.

1. Cape buffalo. Large bovines that are well-known in real life for turning the tables on hunters, aggressively hunting down and killing humans who encroach on their territory. They're large, aggressive, and have never been domesticated.

2. Musth. This is a periodic condition that shows up in bull elephants, usually during the winter months. Their testosterone levels spike, and they become insanely aggressive, even toward members of their own species. This one has the potential to be scary as hell, as it can happen in pretty much any male elephant, including those in captivity. On the other hand, it might be too difficult to manage, as well as possibly being difficult to code.

3. Territorial critters. As things stands, pretty much every animal in DF is migratory, never staying in one place for too long. How about predators that establish a den in an area, where they will hunt in the surrounding area while finding mates and raising their young? You're relatively safe provided you stay toward the edge of a large predator's territory, but if you start building too close to its home and it will aggressively defend it. And Armok help you if you try to steal a mother's cubs for hunting/war creatures.

I'm not sure how feasible these are, but I think this could make interactions with the mundane wildlife more interesting, as well as making your military dwarves work for a living outside of sieges/megabeast incursions.

83
DF General Discussion / Re: So, .42.04 has been out almost a day now...
« on: December 27, 2015, 07:14:39 pm »
For some reason, that makes me a little sad.

EDIT: Also, I feel like elephants/giant elephants should be fairly territorial animals. Also, it would be interesting/terrifying if musth could somehow be coded in.

https://en.wikipedia.org/wiki/Musth

84
DF Dwarf Mode Discussion / Re: Winning. Is. BORING.
« on: December 27, 2015, 07:10:55 pm »
You haven't lost in SimCity (or the current gold standard, Cities: Skylines) if you stop at an idyllic, rural hamlet and just let that sit. You also haven't lost if you attach a handful of pieces from a whole bucket of Lego, say "I made a chair!" and walk away. You also can't lose when bowling alone.

But not-losing and winning aren't the same thing.

Play DF to win. Intentionally maximize the value of mood projects. Figure out how to defeat sieges quickly and brutally so you don't miss caravans. Maximize the personal wealth of even your poorest dwarves. Sapphire encrust everything. Train, tame, and breed only the most exotic war animals. Don't just kill, but capture megabeasts and turn them on your enemies. Develop legendary tradesdwarves to the point that all non-masterworks are garbage to you. Design rooms carefully, with great attention to layout and ceiling heights, wall textures, and materials. Make creative use of natural embark features (tall cliffs, split-level aquifers, freeze-thaw cycles).

These aren't even megaprojects. It's about playing the game really well. When your goals are high, you don't need halls piled with corpses to lose. And it's in striving for perfection that I most often have "fun".

Which is fine, if you're the type who loves to do that sort of thing, but I think the problem is that a lot of us aren't that sort of people. We all build and refine our forts to the degree we're comfortable with, but some of us want to get to the Silly !!Dwarf!! Antics (TM) that Dwarf Fortress is famous for. I personally came to the DF community after reading Boatmurdered and laughing my head off, and I've always wanted to experience some of that level of insanity. Having a fort start out innocuously enough, but then having the place slowly slide down into madness, magma, and elephants is a thing that a lot of us WANT to happen at some point. Losing is Fun, and I think sometimes the purpose is just to find a way to lose in the most interesting/amusing way possible while still having at least attempted to establish a mighty fortress.

85
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: December 27, 2015, 07:00:38 pm »
I know the other major races can become part of another civilization through conquest of various sites, but how do animal people join a civilization in worldgen, since as far as I know they don't form cities?

86
DF General Discussion / So, .42.04 has been out almost a day now...
« on: December 27, 2015, 06:37:07 pm »
Has anyone's fortress been smashed by giant elephants yet?

87
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: December 27, 2015, 06:35:43 pm »
Will the introduction of new giant and people versions of animals slow down the release of dfhack, do you think? Also, it occurs to me, do animal people show up as visitors to forts? I've only seen human, dwarf, elf, and goblin visitors so far.

88
DF Dwarf Mode Discussion / Re: Winning. Is. BORING.
« on: December 27, 2015, 02:13:18 pm »
As I recall, sending out armies is a planned update. Also, this update had the thing with vampires, that were preventing sites from growing above minimum size, so hopefully larger populations will mean more activity of all sorts, including visitors and invaders.

89
DF Dwarf Mode Discussion / Re: Winning. Is. BORING.
« on: December 27, 2015, 12:16:52 pm »
There are no win conditions in this game.

It's like simcity, you set your own conditions for "winning." It sounds like you and the guy in that quote both set the bar too low and are now disappointed in your own standards.

To be fair, I like to have my fortress tested by external forces (sieges, megabeasts) regularly, and I find it hard to strike a balance between a fortress that gets crushed almost instantly and one that eventually settles into a very long period of stability with no major threats without poking a hole in the blue stuff. It's true that there's no set "endgame" to DF, no "win" condition programmed in, but it's still quite common to end up in a situation where it's nearly impossible to "lose". After losing a few forts to madness and tantrum spirals, megabeast incursions, and sieges, I read up on basic fortress design, military training, and defensive/trap design; after which I rarely have a fortress fall unless I am particularly unlucky. On the other hand, I will freely admit I haven't yet moved on to the more challenging embarks, I'm still mostly embarking in high savagery biomes but avoiding evil ones and towers for the time being. Then again, the reason I avoid those embarks is because my forts tend to end very suddenly and very painfully. What I'm trying to say is, and I think what the OP is talking about is that it's hard to find a good balance between "fort gets curbstomped in the first year" and "fort settles into long period of stability with no challenges".

90
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: December 26, 2015, 11:37:27 pm »
42.04 is here, and with it: giant elephants. Prepare for Boatmurdered 2: Boat Harder.

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