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Messages - Shonai_Dweller

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8071
DF Gameplay Questions / Re: Large Address Aware problem
« on: October 07, 2015, 04:39:19 pm »
Large Address Aware should be completely independent to Dwarf Fortress, as it's not a DF mod, just a technical windows util. Quick search on Google should get you the real version.

8072
More than 8000 Furies after v.high civ worldgen with new version. Much better.
Did you change Frogmen change to Frog Demons, or have they always been demons?

8073
DF Gameplay Questions / Re: Where Are The Goblins?
« on: October 07, 2015, 07:41:20 am »
Was trying Fortress Defence when they turned up last time. Population 12 I think. Being a real fan of Fun I'd skipped the descriptions of the new races. Imagine my surprise when the damn undead Naga strolled straight through 30 cage traps. The last line of defence two-man squad didn't last long...

8074
There's a laughable blob of steam chasing elk birds around my cavern right now. It keeps trying to push them but has no force.

8075
DF Gameplay Questions / Re: Where Are The Goblins?
« on: October 07, 2015, 04:58:51 am »
Oh we do love those year 1 zombie sieges...

8076
DF Gameplay Questions / Re: Adventure Mode Mining
« on: October 06, 2015, 10:29:27 pm »
Take a look at the list in the link below. These are a couple of things which the programmer (singular) thinks should be in the game. You could ask 'why isn't it in yet?!' about any one of these features and the answer would be the same. It's because the game isn't finished yet and there's one guy (with support from brother, cat and a couple of thousand generous fans) working on putting them in the game (with occasional breaks for bug stomping and panel discussions) who estimates it'll take another 15-20 years before it all gets done.

http://www.bay12games.com/dwarves/dev_single.html

Adventurer is generally in a less complete state than other parts, so yes, in all probability you overestimated it. Fortunately the modding community is very impatient and thanks to them a lot of stuff (like adventurer mining) can already be done with only a little effort.

8077
DF Gameplay Questions / Re: Where Are The Goblins?
« on: October 06, 2015, 06:09:51 pm »
Goblin sieges start at pop 80, don't they?
Also you might not get any at all because:
1) They're busy sacking other sites (check legends)
2) They're lost (wait for next release - not too long now, probably)
3) They've been beaten up badly and don't have enough soldiers to siege you (check legends)

Up the population a bit and give traders even more massive profits and they should be along soon (if none of the above apply). You can check the current state of the world in Legends, but you have to retire your fort first. Make a copy of your save before you do that of course (or I think there's a fairly new DFhack script which will open up Legends in game).

If they've not turned up by winter year 5, then yeah, you might just want to give up and embark somewhere more Fun.

8078
DF Suggestions / Re: How to fix Dwarfs Training... ;)
« on: October 06, 2015, 07:57:41 am »
Double post

8079
DF Suggestions / Re: How to fix Dwarfs Training... ;)
« on: October 06, 2015, 07:56:18 am »
I put my archery dwarves in a bunker full of finely crafted bolts near the entrance to my fortress. Any enemies making it as far as the waiting axelords are already crawling on the floor puking all over my entrance tunnel. Not all that special a setup. Roofs avoid climbing disasters.

8080
DF Community Games & Stories / Re: where do i find my "stories"
« on: October 06, 2015, 03:54:25 am »
I've found the best Legends stories are ones you come across by accident. Searching deliberately tends to send you round in circles. Of course, by the time you realise you're on to something special you have to go back and try to find where you started.

And yes, you need too work out a comfortable way to browse Legends mode, Legends Viewer and World viewer too which occasionally gives you a bit of extra info (though I can't recall what exactly).

8081
DF Suggestions / Re: How to fix Dwarfs Training... ;)
« on: October 06, 2015, 03:06:17 am »
Dwarves do train, you just have to avoid outdated advice like 'set the squad to 2'. Some simple up to date instructions somewhere would be really helpful.

The real issue is that once you get them training they level up way too quickly. By the time your population is high enough to attract sieges (if you're lucky enough to get them) your squads are almost all legendary axelords/dodgers.

8082
For real, what happens now that the game generates music and poetry?
The game only generates text descriptions of them, not the artworks themselves... much the way that books are in the current version.  The newer art forms are more detailed that book styles, though.

Surely we can match it up with thematically appropriate music? You could do anything from playing generic "cheerful/mournful" music to filtering music and poetry databases for similar creations.
But then you'd have a description of chanting dwarves and an alien sounding microline 15 stringed instrument, but 'generic happy music' playing in the background. If that's all it can do, would rather it not bother and stick to my imagination.

8083
There are lots of options for Communal Happy Zones; statue gardens, dining rooms, rooms full of finely crafted cages, etc. Only nobles need personal attention, lots of normal Dwarves shouldn't mean micromanagement unless you really want it to. It just means everything gets done a lot quicker (balanced by fps death of course...)

Order beds, cabinets and whatever for new bedrooms with the manager. Keep normal dwarves away from the mounds of goblin corpses at the door.

8084
DF Gameplay Questions / Re: Marksdwarfs training....lol.
« on: October 04, 2015, 05:01:32 pm »
1) What's 'minimum number to train' set at? There's some odd info at the wiki which says set it to 2, which in my experience messes up everything. Set it to 10 if it's not already (I keep it set at the number of Dwarves in the squad which seems to work too).

2) Why set CIV to alert/training? Something to do with burrows? Probably not related to your issue, just curious. Squad training schedule is set on the active/training schedule, right?

3) Are they all actually carrying bolts, crossbows and quivers? They may be assigned but not able to reach the stockpile for some reason.

Finally, they won't go to the archery range all of the time, but they should be having crossbow demonstrations, dodging lessons and stuff if they're set to train properly. On the other hand if they're not set to train properly, they'll do individual drills and archery range training in their spare time.

Edit: And check each of your targets again. Each one needs to be set separately. Ensure direction is set right too.


8085
I thought auto-invasion success was fixed towards the end of the last run? Doesn't seem to be the case glancing through legends. Dwarves always seem to survive 250 years (albeit a bit battered) in the worlds I've tried. Always large worlds, with 'very high' sites.

Annoyed to discover my Fury population is 6(!) in my new world. Result of 233 year war with Hellfire Imps. Ruthertaurs didn't make it all, wiped out by roc and colossus (my fault for setting beasts at very high I guess).

In other news, I see Toady has fixed mounted goblins, which is good news for future versions of this mod. :)

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