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Topics - AlienChickenPie

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1
I just finished my first run as an adventurer. Unfortunately, I saw no underground stuff, but I did see two differences that caught my attention:
1. Wild animals were plentiful, more than I remember from 40d. I could stumble into some elk, run them down and find a herd of muskox before having finished with the elk. This meant I spent quite a lot of time chain-hunting, stopping only to quicktravel to another biome.
2. Throughout the game, I don't think my character got injured once, not even by the wolf ambushes at the start or the human mob in the town I destroyed. Did anyone else notice they were having a much harder time getting hurt?

2
Other Games / Deadly Rooms Of Death
« on: November 15, 2009, 06:09:26 pm »
This one has been biting into my usual DF time for a while. It's a turn based puzzle where you go into a dungeon and kill everything in each room, where everything is a variety of monsters that behave differently and create different challenges. Take a roguelike, replace the random dungeons with well-made puzzles, strip away character equipment, reduce combat to instakill, fill the voids with tactics and you should arrive at something rather close to DROD.
http://caravelgames.com/Articles/Games_2/KDD.html

3
DF Community Games & Stories / Sparkgear Seven - Retarded but Optimistic
« on: October 30, 2009, 04:45:25 pm »
Sparkgear 7

Turns
Sunday, November 1: AlienChickenPie
Monday, November 2: Danarca
Tuesday, November 3: nil
Wednesday, November 4: Servu
Thursday, November 5: DaPatman
Friday, November 6: Rosedrake
Saturday, November 7: Ezk1
Sudnay, November 8: Barbarossa the Seal God
Monday, November 9: Bloogonis
Tuesday, November 10: Skaltum
Wednesday, November 11: Lord Shonus
Thursday, November 12: nahkh
Friday, November 13: Squirreloid
Saturday, November 14: sir labreck
Sunday, November 15: Ezk1
Monday, November 16: The Architect
Tuesday, November 17: nil
Wednesday, November 18: Lord Shonus
Thursday, November 19: The Architect
Friday, November 20: AlienChickenpie
Saturday, November 21: Frogwarrior
Sunday, November 22: Sir Labreck
Monday, November 23: nil
Tuesday, November 24: Danarca
Wednesday, November 25: Greyjoy
Thursday, November 26: Katsuun
Friday, November 27: DaPatman
Saturday, November 28:
Sunday, November 29:
Monday, November 30:

Metagame Rules
1. This is the seventh succession game in the SparkGear line. Each turn is 24 hours, and changeover occurs at 2200GMT. The game is the latest version of DF, using the mod Relentless Assault.
2. Turns are reserved in advance, on a first-come-first-served basis. Newbies and veterans alike are invited. You may also ask to be a replacement for a given day or name a dwarf. To keep things fresh and reliable, slots are opened seven at a time, every Friday.
3. When it's your turn to play, make sure to post something in the thread so we know you're alive. If you don't post something the day before your turn, or within 6 hours of changeover, it is considered forfeit.
4. If you're going to finish late, request an extension from the next player in line. If no request is made, the turn is considered forfeit 3 hours after the changeover time.
5. If your turn is unplayable, it's skipped. Don't submit saves with horrid FPS or goblins in the dining room. Unless they're caged or something.
6. A forfeit turn may be claimed by the first person who asked to be a replacement for that day. Life sign rules still apply.
7. If neither the assigned player nor the replacement show a life sign, the first player to ask for the turn after their time is up receives it.

Game Rules
1. The game is Dwarf Fortress 40d, modded with Relentless Assault by nil.
2. Don't shut in, an impenetrable fortress is boring to watch and produces no Fun.
3. Dwarves may only use spaces above ground level. This may be achieved by building up from the ground or by lowering the ground level around a volume of stone. A building may contain one cellar level below the entrance. This is not very well defined, you are trusted to interpret it honestly and well.
4. If you need stone, use an open-air quarry. That means sending dwarves to remove ground layer by layer, creating a large pit.
5. You must maintain the military and/or defensive installations. Sending wave after wave of civilians will only amuse the treants.
6. Make sure your levers are tidily arranged and concentrated. Add a note on each lever. If you fail to do so, no one will use your magma espresso machine.
7. If you feel like you must cheat or reclaim, give people a chance to talk you out of it first.
8. Each player must state a challenge or a goal at the beginning of their turn. These are meant to give players an aim and keep things interesting. Completing the stated goals is recommended but not mandatory.
9. The number of military dwarves shall be at least 40 dwarves or 40% of the population. Military dwarves are those in active service, or Elites temporarily deactivated to crosstnain with civilian jobs.

Challenges
Players may choose to take on one of these challenges, or make up their own.
-Make the water generator repeatable by exploiting the fact that water tiles get "topped up" while frozen
-Build Indifference Hospital, a magma heated hospital with good access to drinking water
-Find an entertaining or productive way to dispose of or utilize prisoners of war
-Enhance the fort's skyline with more tall or pretty structures
-Design a new and exciting trap to kill or capture invaders

4
DF Bug Reports / Dwarfin' blind
« on: September 25, 2009, 05:03:05 pm »
I've recently returned to the game, and a new problem came up. Whenever I start, I get a blank window, black all over. This happens with several installations, including ones that worked on someone else's PC. I've tried to reinstall the drivers, but that didn't change much. In fact, the only way to get the game to display was to strip the video card driver and let Windows use whatever it wants, and the result was so sluggish that rendering a single frame while idling at the main menu became a gradual process that took the better part of a second.
There is a shred of hope, though. Whenever I exit the game normally by pressing up and return instead of terminating it, the window unblanks for a split second.

Any ideas?

5
DF Gameplay Questions / Accidental thread
« on: September 25, 2009, 05:00:09 pm »
This thread was started accidentally, nothing to see here.

6
Building an above-ground fortress is demanding. Building a secure above-ground fortress without cheap traps is difficult. Building an above-ground fortress secured against zombie gorillas, skeletal fish and  quite-alive-thank-you-very-much orcs should be something worthy of a community fortress.

Here is my proposed site:
Spoiler (click to show/hide)
Game: DF with Dig Deeper
Embark zone: Volcano, Tropical Moist Broadleaf Forest, Tropical Ocean, all sinister
Guidelines: Above-ground construction encouraged, sealing the fortress forbidden, trivial traps (stone fall, weapon, cage) strongly discouraged, mass trading of stone objects discouraged

Feel free to claim and equip a dwarf, claim a succession slot or both.

7
DF Gameplay Questions / Civ list
« on: August 21, 2009, 12:13:40 pm »
In my current fortress, the only civ showing up in the c menu is my own, even though the embark screen had all of them. Does this mean I won't get to interact with any of the other races in that particular fortress?

8
DF Gameplay Questions / Multiple Constructions
« on: August 06, 2009, 02:03:14 pm »
I'm currently looking for an embark site, with all of the features set to always visible. I'm in an area with plenty of roads, but no towns, yet the embark screen says "multiple constructions" right above the name of the local brook.
Does it indicate multiple roads or bridges, or is it something more interesting than that?

9
DF Gameplay Questions / Siege operator intelligence
« on: August 04, 2009, 04:42:57 pm »
Suppose I have an area covered by multiple siege weapons. All of the weapons are set to fire at will, but only some of them can actually target an enemy. Would siege operators prefer the weapons actually capable of hitting something?

10
DF General Discussion / I think I've been dwarfing too much
« on: July 28, 2009, 03:13:50 pm »
The Greek letters I encounter in mathematical expressions started to stand out as the objects they represent in DF more than anything else. In other words, I spent a split second pondering the derivative of sweet pod with respect to bed before I get to the real boring math.
It could be worse, though. I still recognize the letter d as a differential and not as a dog.

11
DF Gameplay Questions / Disappearing purring maggots
« on: July 26, 2009, 04:59:48 pm »
In an attempt to start a cheese industry, I've started an aggressive trapping campaign. Whenever I catch one, I immediately assign it to a cage in the kitchn. Most of the time, the maggots mysteriously disappear somewhere between getting picked up at the trapping area and getting to the cage. What's going on?

12
DF Gameplay Questions / Preventing the exseedus
« on: July 24, 2009, 06:07:41 am »
In my current fortress, the dining room is located far away from the farms. Haulers bring food and drink barrels into the stockpile, so the dwarves just come in, take some food and eat it there. The problem is what happens afterwards- Dwarves that ate some kind of plant take the seed and go all the way to the farms just to put it in the seed pile. I tried putting a seed stockpile in the middle of the room, but haulers fill it with seeds from the farm, so diners still have to go to the farm to dump the seeds.

What can I do to improve this?

13
DF Dwarf Mode Discussion / Cave spiders exhibit quantum tunneling
« on: July 23, 2009, 04:12:41 pm »
My miners dug an exploratory tunnel, part of it passing right next to a natural platform that stands over the chasm. The tunnel is not actually connected to the chasm, but there's only one wall between them at the thinnest point.
Cave spider webs started appearing in that section of the tunnel, which must mean the spiders can tunnel through the wall. It seems like a nice way to gather webs and chasm vermin.

14
DF Gameplay Questions / Moving and tormenting creatures with water
« on: July 06, 2009, 03:27:44 pm »
Suppose some creatures walk into a room, that room gets sealed and water fills it. The creatures start drowning, and a floor hatch suddenly opens, draining the water into a lower tank. Will the creatures go through the hatch along with the water?
Now, suppose the creatures did fall through, using a retractable bridge if necessary, will water break their fall completely, partially or not at all?
Now, suppose the creatures survived the fall, they're in the water, and the water level is flush with a platform containing a siege weapon. Will the siege weapon be able to hit the creatures? If not, and accomodations have been made for a ballista on the level below that fires right through the water, will it be able to hit them?
Finally, suppose I don't want to kill the dropped creatures, which are currently drowning in the lower tank, and I drain it. Will the creatures lose the drowning status?

I hope to get some of these questions answered, and possibly experiment to find the answers to the rest. The results will hopefully be used to create a multipurpose hospitality system.

15
DF General Discussion / Voxel-based 3D program for fortress planning
« on: January 09, 2009, 01:13:13 pm »
I've been looking for a program that would let me use voxels to sketch out fortress elements before implementing them ingame.
So far, the only seemingly suitable program I managed to find was Everygraph Voxel3D, and the free version is not particularly generous in its features.
Do you know a program that does this reasonably well and has a save feature?

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