Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - LordUbik

Pages: 1 ... 5 6 [7] 8 9 10
91
If you played DF2012 (34.11 IRC), you're pretty done, the major changes are as said in multy- tile trees, fuits and tons of new plants to use, and the fact that the world is now simulated also during play. This expecially change the way enemy attacks you (you have to be really close to them, and to be reaaally interesting to them) and the fact that now it's a little bot harder to keep FPS high.

92
DF Gameplay Questions / Re: Pet found dead
« on: November 21, 2014, 02:04:46 am »
More like a bug than a syndrome, if it not listed between your animals. Only therapist ignore it or also the vanilla list?

93
DF Suggestions / Re: Compost!
« on: November 19, 2014, 02:01:07 am »
Yeah, that's a really nice idea! I would love such a feature!

94
DF Suggestions / Re: Independence war
« on: November 18, 2014, 03:59:40 am »
It could be interesting, but i suppose i would need a "reason" to declare my indipendence.

 In real world, colonies were often overtaxed, ignored, and kept in poverty both of money and political power, only used to gain resources and/or store political enemies and fellons.

Dwarven civs instead ask nothing from you, trade fairily and give you the possibility to become the mountainhome with some effort.

So why would i need/want to be indipendent?

Maybe we'll need to pay annually to the mountainhomes once the economy kicks in?

Yep, by money or raw materials, that would work. Or we could have to send some of our dwarves to fight for the mother civ, with little hope of seeing them again... things like that!

Moreover, with such a mechanic, other fortesses could try to become indipendent from us once we becomme the mountainhome one way or the other.

Surely that would need the army arc to be completed first, but i would love it!

95
DF Suggestions / Re: Independence war
« on: November 17, 2014, 05:49:41 am »
It could be interesting, but i suppose i would need a "reason" to declare my indipendence.

 In real world, colonies were often overtaxed, ignored, and kept in poverty both of money and political power, only used to gain resources and/or store political enemies and fellons.

Dwarven civs instead ask nothing from you, trade fairily and give you the possibility to become the mountainhome with some effort.

So why would i need/want to be indipendent?

96
DF Gameplay Questions / Re: Is sliver barb findable now?
« on: November 17, 2014, 04:28:27 am »
Yep, now you can find them, and other plants too, if you are in the right biome. Just gather some plant around (d-p) and you should find some pretty easily.

97
DF Dwarf Mode Discussion / Re: Adventurer in fortress mode
« on: November 17, 2014, 04:20:58 am »
Yeah, but you're not. You are just a random gobbo.

98
In 40.16 is far less broken. The sadness for missing a loved one has been almost fixed, and i have to admit that i like this new sistem... it feels a lot more natural and realistic! It only needs some more balancing, but at least it's harder to see mother, desperate for losing her children in a goblin siege, being all happy and cheerish because of a nice dining room...

99
DF Gameplay Questions / Re: Happy Meal Question
« on: November 10, 2014, 04:38:05 pm »
Uh... ok, now i feel reeeeeeally silly! I looked at that page for about 40 minutes!

Thank you all guys!

100
DF Gameplay Questions / Re: Happy Meal Question
« on: November 10, 2014, 07:03:04 am »
Yeah, i know this, but my problem is that i can't find the "Prepared Meal" selection!

101
DF Gameplay Questions / Happy Meal Question
« on: November 10, 2014, 06:53:01 am »
Sorry to bother the community, but i can't find a way to tell my food stockpile to only accept prepared meals. I searched various menus and submenus, but it seems that the option simply do not exists.

Someone knows how to set up a stockpile in this way?

102
DF General Discussion / Re: Dwarf Fortress for the BLind: Advice sought
« on: October 29, 2014, 05:04:56 am »
Yeah, but you could have a simple tone that tells you it is metal or rock, and a voiced text that say exacly what are you lokking at when you need it.

103
DF General Discussion / Re: Dwarf Fortress for the BLind: Advice sought
« on: October 29, 2014, 04:09:04 am »
Uhm... really interesting topic...

I could have a suggestion, but i'm not a programmer and english is not my main language, so i apologize in advance fir everything stupid i could say.

using sounds to "read" the world seems the way to go, but reading each single cell would be problematic at least. You would end hearing only "grass, grass, goblin on grass, grass, grass".

But, what if you could express what the program is reading not with "read text" but with simple sounds?
An "empty" (grass, soil, stone) could be expressed maybe with a low humming sound,  different for pitch and intensity to differenciate maybe stone and grass, and units would be instead expressed with normally voiced text.

Also, to avoid the "hunt that goblin cell by cell" thing, the reading program could use a reading grid that would read, lets say, a 3x3 or 5x5 grid and express the position of interesting things with a "radar" sistem using a surround sound sistem ( a good headset would be more than sufficient, or you could use a 5.1/7.1 sistem).

So i'm figuring...
Your pointer is at a coordinate. You hear a low ambience sound that makes you understand that you are surrounded by stone floors. Another, different sound pointing the north means there is a wall in that direction. A ping in the wesr indicates something interesting there. You move your pointer closer, the ping gets stronger, and when you are directly pointing at it a voiced text tells you there is a dwarf farmer there. Different pings can indicate different thing.

That way you could experience the surroundings without a voice telling each thing.



104
Yep, any shield can block dragonfire, but you have to be sure your soldiers are not wearing anything flammable, like clothes. A metal claded dwarf can withstand dragonfire quite well befure starting to take damage.

By the way, you have to remember that dragons are... pretty big! An axe could have some problem in dealing real damage to it, a spear would be better. But, frankly, adamantine coated axelords can easily bring down anything.

So, be simply sure to fight the dragon with two things in mind: no clothes on your dwarves, and nothing flammable nearby, like grass, trees...

This way you should avoid any loss!

And you're welcome of course!

105
Well, nice catch! I'll try to respond to your questions:

A - It is safe... but it would be safe-ish to keep him caged. He will probably respect the pasture, but a sudden burst of flames can kill anything near him. If you really want to let him roam freely, keep a lot of cage traps nearby, to catch him promptly in the case he goes wild.

B - If you put a trainer without any other job (really, nothing else, no hauling of sort, no cleaning... nothing!) a single one should be sufficent to keep him under control.

It will never become "domesticated" sadly. To domesticate a creature, you have to have a trained breeding couple of them, and the offspring would be domesticated. You can only keep him trained. When the training level starts to lower, you trainer will automatically re-train him, and it could be more or less trained.

C - Nope. Burrows are respected only by your own dwarves, and only when they are performing any kind of job, so if the vampire is idle he can freely roam the map, unless you keep it with locked doors or similar.

Having nothing to do do not increase the chances they will try to kill themselves, but you have to remember that the dragon will slowly turn wild.

Vampires do not feed on animals, only on your population.

And for the latter... if the dragon hit the vampire with his flames, the vampire is pretty quickly dead, but dragons are the classical "glass cannons". If the vampire survives enought to hit the dragon a couple of times, it has high possibility to kill it or at least cripple it very badly, expecially with the help of a crossbow.


Pages: 1 ... 5 6 [7] 8 9 10