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Messages - IRON_GAUNTLET

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1
DF Dwarf Mode Discussion / Re: FPS woes
« on: January 22, 2016, 07:21:20 pm »
it doesn't matter if you have a nasa space-computer on steroids dedicated to running dwarf fortress! If the program can't handle it's own spaghetti code, it will always perform like shit. Dwarf fortress has a tall order of things that it tries to compute all at the same time, toady must figure out a way to rewrite the code so that huge populations don't slow the game down to a crawl. But hey, lucky for us he is already on that, maybe 300+ dwarf forts on 60 fps may be a thing in the near future, hehehehehe!!

2
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: December 04, 2015, 03:20:16 am »
I saw posts earlier, that had adventures say "Your attitude insults me, but let us continue.", but after fiddeling around with arguments I couldn't find that option. I must tell the world, especially in bars, but how do I do that?

3
DF Dwarf Mode Discussion / Re: Help with a Fortress name.
« on: September 20, 2015, 04:22:54 am »
What about "Fatespurned the comedic knight of miseries"?

4
Slapping a tile-set on the game can help, but if he wants to actually step into the realm of science and other devious adventures, he won't get around reading up on the wiki, plus UI navigation will be a lot harder for him and he might miss a lot of announcements. These are huge issues that you have to work around. I would find out if he really wants to stick to the game, before you commit to helping him out.

5
DF Dwarf Mode Discussion / Re: But what do you even DO with McUrist #53
« on: August 06, 2015, 04:34:03 pm »
The draft is my favorite method that I employ in these circumstances. The mastery of cheese-making and fish-cleaning will not be achieved in my fortress.

But if you don't want to build up dozens of doomsquads, you can have the peasantry engrave the entire fortress, or clean the surface of any trees, as other possible suggestions. Or have them voluntary work on constructing stone-floors and walls too.

6
DF Dwarf Mode Discussion / Re: The Immortal Draltha
« on: July 25, 2015, 02:50:31 am »
Miner's picks are very good weapons, especially when the dwarf is also a legendary miner, because mining counts as proficiency in pick-weapons. Assign your miner into a squad, equip him with the pick and let him whack away at it, he should be able to kill it.

7
haha, that was quite a devestating blow. If the fort was still alive, you could dig to the circus to unleash the full spectrum of !!FUN!!

8
Why, the draft of course!

9
Toady should add an option for magical sieges, or at least make it modifiable in the ini. I don't know what kind of stage we have reached that realism makes things easier, but we are in it, and we want 500 goblins in full steel armor filling the magma pits with their bodies and using them to climb over our walls to engage us in a fierce and glorious battle.

10
If you just started playing dwarf fortress, military will look impossible. But once you have enough experience and got the hang of the UI, setting up military is really easy, as long as you have enough dwarfs. A bit tedious yes, and you have to unassign their other jobs and give them training weapons, but not mind-boggling complex.

11
If the dead bodys are outside, they won't get picked up by dwarfs unless you change it in (O) set orders and set (o) dwarfes to gather refuse from the outside.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 11, 2015, 04:14:13 pm »
I guess that means it's hammer time!

Spoiler (click to show/hide)

13
DF General Discussion / Re: Future of the Fortress
« on: June 05, 2015, 07:09:03 am »
With more additions to the game, the more burden falls on the already very strained FPS of Dwarf Fortress. Will there be Improvements on the game-performance in the next realease(s), that could make mega-projects or larger fortresses in general more pleasant to play with?

14
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 02, 2015, 06:38:46 pm »
I have a question regarding death and going-missing causes. In my fortress, I have several walls surrounding the fortress, with the entrances beeing trapped by cage-and weapontraps. Even patrouls are sceduled to walk routes along the outer walls, ensuring to spot stealthed creatures before they even come close to the entrance.

Yet, despite all these safety measures, my animals that are beeing held on the surface, safely surrounded by walls, have been starting to mysteriously go missing. Even stranger, a handful of chickens have spontanously died on the spot, with even DFhack not beeing able to discern a possible death cause. The fortress has been going for around 5 years now, but these weird events have just now started to occur. Can somebody clue me in to what the reason is that my animals suddenly die and vanish?

15


Seems like prospect all works like the map was revealed. But just to be safe, I did both things, so here is the result.

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