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 - PatrikLundell

Pages: 1 ... 42 43 [44] 45 46 ... 753
646
DF Dwarf Mode Discussion / Re: Summoning deities into the physical world?
« on: February 26, 2021, 07:35:47 am »
I guess I was a bit hasty with writing this discussion because the answers weren't hard to find. I'll be waiting on the tip of my chair for the magic update then, I cannot wait!
I'd recommend NOT waiting on the tip of your chair for the next 7 years, but rather do something useful (while eagerly waiting nonetheless), like playing the DF that's available, investigate the weird stuff called "life", or start a multi billion dollar company (the profits could then allow you to donate a couple of millions to Toady).

647
DF Dwarf Mode Discussion / Re: Summoning deities into the physical world?
« on: February 25, 2021, 04:31:25 pm »
No. That would be post Myth & Magic functionality. I think deities once did appear in the world sometimes, but don't think they do any longer.

648
DF Gameplay Questions / Re: My giant chameleon aren't breeding
« on: February 25, 2021, 04:27:51 pm »
And you have verified that they haven't laid eggs and those have been collected? This also leads to the next question: Have they laid any eggs at all (all egg layers act as domesticated chicken, i.e. lay eggs regardless of fertilization or not, so there should be a steady stream of eggs).

I haven't had chameleons, but I have had snakes and crocodiles.

649
DF General Discussion / Re: State of Optimization (Returning Player)
« on: February 25, 2021, 04:22:00 pm »
:
If I could predict the future I wouldn't post on a niche game forum, I'd be relaxing on my yacht bought with the payout from Gamestop's stocks.
Are you sure you wouldn't just relax in front of DF on your yacht when not posting on the forum :P

650
DF General Discussion / Re: Future of the Fortress
« on: February 25, 2021, 03:24:40 am »
Any plans to allow the creation/filling of a wagon and sending it to trade off-site?
A return of the economy and trade is in the future somewhere after Myth & Magic. It's not unreasonable that trade "armies" could be introduced after that. It's probably better to make this suggestion in the suggestion forum, though, as Toady won't look back to this thread at that time, but he does look at the suggestions.

651
DF General Discussion / Re: State of Optimization (Returning Player)
« on: February 25, 2021, 03:16:40 am »
Quote
I think people's attitudes change quite a bit when they pay for a product (as opposed to donating to a project you want to support), and I do think new players will be less forgiving of the game's quirks than us bay12ers
You know the game is still free right?
Steam payment gets you a tileset and some music.
:

The comment is very valid. People who pay for the Premium version pay for it regardless of it being available for free as well, and if you pay for something you expectations are different than if you support a hobby project. Sure some of the new players may opt to get the Classic version, but if the era of pirating is any guide, not actually having paid for something that's available for sale doesn't do much to lower the expectations (and voices) of those who didn't pay.

652
The only requirement for artifacts to get stolen is that the thief can get at them (which includes stockpiles: I've had a theft from one).

653
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: February 24, 2021, 11:41:18 am »
The error message says you haven't got write permission to a standard file, so one guess is that you're trying to run it from within the zip file without unpacking it. Another is that you've unpacked it to somewhere the OS doesn't allow you to write (like C:).

654
DF Dwarf Mode Discussion / Re: Does human merchants leave gifts?
« on: February 24, 2021, 04:24:45 am »
Caravan guards should be able to engage enemies, but "civilian" caravan members are easily spooked (less so now than in the past), and when one caravaneer gets spooked he bolts and takes the rest of the caravan with him. Anything unloaded in the trade depot is abandoned (and you're credited with stealing it, regardless of whether you take it or leave it cluttering the depot), and if the spooked caravan member was a wagon it will disintegrate, leaving the carried goods in a pile on the ground (there should also be a log of wagon wood there in that case).

The result of such incidents is a reduction of the size of the next caravan (i.e. fewer good available for sale and a lower capacity for hauling away your garbage).

655
Unfortunately, you have to be rather careful with you militia squad creation as it's very easy to accidentally get a captain of the guard when you just wanted to set up another squad (it somehow becomes the default somewhere along the line).

Also, the Villains mess requires the injustice system to perform interrogations. You can block Villains by not allowing any visitors to any of your facilities, I think (you'll still get the useless monster hunters, but I haven't seen any of them being villainous agents).
On the other hand, the injustice system doesn't really help against Villains, as the only way to recover artifacts is to kill the bearer (although I've seen some comment that you can do things backwards by convicting the bearer for the theft and interrogate him afterwards). Nothing you do (using vanilla means) will have any effect whatsoever on either the unbounded stream of villains into your fortress or deter your morons from continuing to steal your artifacts (killing all the dorfs will obviously block them from stealing, but that's about it).

656
DF Gameplay Questions / Re: Leafy sticks dwarf bane?
« on: February 24, 2021, 04:06:40 am »
Your dorf is probably lost. Using DFHack you can teleport it to safety, but vanilla rescue would be very tricky:
- Set up a ballista and fire bolts at the tree to destroy it. The dorf will either drown trying to swim to the shore, actually make it to the shore, or get stuck in the hole in the water where the trunk used to be, doomed to be stuck there to die of hunger/thirst (Don't know if dorfs can drink from walls of water, though).
- If stuck in a hole in the water, you need to create ripples in the water by e.g. channeling out a tile of the shore. Eventually that ripple should hit the hole in the water and get it to collapse, at which time your dorf is back to swim or drown. Note that ripples may be cancelled by water flowing in from the edge if the lake is connected to the edge, in which case you may have to create new ripples.

If the lake isn't connected to the edge you can also drain it by digging a tunnel to the map edge underneath the lake, carve a fortification in the edge, and then drain the lake into that tunnel. I'd probably try that in parallel with making and setting up a ballista.

657
DF General Discussion / Re: Future of the Fortress
« on: February 23, 2021, 05:01:12 pm »
Are there any plans to add off-site (wildlife) hunting missions?
Nothing has been mentioned so it almost certainly shouldn't happen before Myth & Magic. I would assume that to be some generalization of the army logic, in which case it would fit in with things like geological surveys, natural resource inventory, magical effect loci localization, threat scout missions, etc. However, with the current abundance of food hunting expeditions would be somewhat pointless, so it probably wouldn't happen before a revamp of agriculture.

658
DF Dwarf Mode Discussion / Re: Tired of losing
« on: February 23, 2021, 09:10:38 am »
There are many possible approaches that are usually successful if implemented correctly.

The easiest one is to ensure you can lock yourself in and wait out the siege (one season or one year, with a small number of oddball exceptions). This means ensuring food and drink gets indoors and that you have to ensure sufficient building materials to keep going is present. The key dangers are to screw up you your entrance blocking measures (such as not hooking up the bridge or making it retracting rather than raising), wait too long to close it in the hope of saving that last straggler who is trying to save that precious boulder from the invaders, and early weres wreaking havoc because you haven't been set up were warning stations (possibly because you haven't had time to do it) so they're effectively inside before you detect them (visiting weres are extremely dangerous).

659
Well, asking how you'll be able to play the game with modded behavior and be surprised by it not being geared towards that is somewhat odd.

Expecting to live only off hunting is definitely optimistic, so if you were going to aim for only/mainly meat as food you'd have either have a rather small hunter(without gatherer) "tribe" (and make a bee-line for the caverns, to get more [dangerous] critters to hunt), or live off livestock you bring on embark (which can be complemented later on with wild caught and tamed animals [rutherers!] and hopefully elven brought trade animals).
Turkeys and geese have the advantage that they can be fully tamed as adults, but other animals can be fully tamed in their child state, so you can basically use any kind of bird for eggs and meat (the latter requires you to catch a breeding pair).

Avoid elk birds, though, as they're a pain to manage because they're both grazers and egg layers, resulting in the mothers starving to death sitting on their nest boxes unless you micro manage them.

660
Creatures that are not egg layers (such as mammals) breed by having males and females adjacent to each other. Thus, all you need is a pasture, although grazers need "grass" on it (cavern fungi count as grass), and enough grass for them to eat without overpowering the grass regrowth. It's said you can even cage a male and have the females outside of it such that they get adjacent to the cage and he'll impregnate the females (I've never tried that variant).
Once gestation is over you get an announcement that baby animals have been born (and you need to add those to the pasture).

Pages: 1 ... 42 43 [44] 45 46 ... 753