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Messages - Admiral Obvious

Pages: 1 [2] 3 4 ... 10
16
Forcing enemies to fall on platinum floors is funnier than on obsidian floor.

Isn't the general method around here to turn the enemies into the obsidian floor? Tis' what I recall from way back when.
All methods of introducing enemies to floors are viable.

17
In my experience, as long as you have an actual mountain tile, which does NOT have a lot (or even a little) soil, you should be able to bypass the aquifer. However, that also means that accidentally poking the aquifer might literally drown the entire fort, you should be able to literally go around it.

18
Whips have a tendency to anhilate anything they impact. Picks are very similar, though I can't remember the specific data on them. I'd argue that a pick is more reliable as a weapon, since they don't deal with the V Slow modifier that whips do, though I don't know where you'd be able to notice the difference between a slow attack and a quick attack outside of going tick by tick. Morningstars seem to have the benefits of a hammer, with the contact edge of a dagger when it's used to stab.

19
DF General Discussion / Re: Future of the Fortress
« on: June 16, 2018, 09:13:17 pm »
Quote from: Devlog
    Combat styles
       
    • Ability to create new moves/styles when highly skilled
Do you have any plans as to how you will accomplish this?

UristMcBiteMaster has mastered biting! He created a new wrestling move! Joint Bite is now useable!

Why break the joint when you can bite hard enough to tear it off?[/list]

20
DF Dwarf Mode Discussion / Re: "Reliving" traumatic events
« on: June 16, 2018, 02:12:21 pm »
I'm fairly certain that one of my dwarfs had a breakdown because he kept repeatedly saw a corpse of a rat which (I think) got exploded when someone closed a door on it.

So, they kept seeing the rat corpse in the stockpile, and they kept remembering about seeing it, and eventually went brezerk after a period of 6 years.

21
Actually, once I have enough dwarves for a fully functioning fort and economy I was planning to round up all migrants, form them into squads, and send them to siege nearby civs. Any who survive get to join the real military. By the by, should I be at all worried about a purple cloud that the game warned me about? Teleported me to where it entered the map and everything like it was a siege.
Yes.

Your mileage may vary based on your RNG. It could be somewhat harmless (inducing vomiting) or it could be actually terrifying (turning your dorfs into thralls).

22

Puts two and two together. Ah... so NOT a legendary dining hall, but a true tavern eh? Hope someday adventurers will come by seeking quests and party members, as they are wont to do.

Actually, there's an idea. Build a tavern, and then build an adventuring town around it selling weapons, armor and all those other goodies.
Well... actually, you can get adventurers to move into your fort to slay monsters, do some philosophy, or kill each other over the proper use of socks.

You can't sell them your stuff yet (and in fact, sometimes they'll steal borrow your stuff).

23
DF Dwarf Mode Discussion / Re: Starting at year 2 a few questions...
« on: June 10, 2018, 04:19:14 pm »
According to the wiki, stopping a world gen before the history finishes generating causes some kind of problem with trading, but it's vague. Does anybody know what they might be talking about?
Link?
There should be no issues, especially not with trading which isn't even simulated yet for the most part.

http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide#World_Generation
"A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated."

Is this simply inaccurate, or is it maybe referring to fewer civilization sites potentially meaning less access to human and elf civs for trading?

I've gone digging through the revision history. That's been in there for at least a year or more, since it's beyond a reasonable scope for me to find it.

It could've been an old bug, or it could be related to the civ issues. It probably shouldn't be in there, especially without any citations. It probably wouldn't matter though if you stop worldgen or not. It's really a matter of if your civilizations are actually alive by the point you hit stop.

24
Well the "social relations" part was mostly a joke.

But I can use adventure mode to scout out and generate embark areas? I've always played dwarf mode and never touched adventure mode yet. I always thought of it as a side show to the meat and potatoes of dwarf mode. I didn't realize I could use it to scout embarks out in person.

I'm pretty sure you can do that, though depending on your worldgen settings, and how well you fare in adventure mode (namely, not dying at night) the world can change by the time you go actually setup your embark.

25
DF Gameplay Questions / Re: Embark prep script exists?
« on: June 10, 2018, 02:55:50 am »
I know the starter pack comes with some predefined scripts, but that's more of a prefabricated set of items in a text file as far as I'm aware.

I don't know if you can set anything up to actually auto pick stuff available in game for you to use however.

26
DF Gameplay Questions / Re: Inn or Dining hall?
« on: June 10, 2018, 02:53:40 am »
What are the pros and cons of an Inn over a Dining hall?
Tavern's attract visitors and encourage performances. Dining halls can be part of taverns, so no real disadvantage of having a tavern.
Well, except for the occasional bar fight that goes full lethal, and the alcohol poisoning that inevitably happens to those punt human livers.

27
The first line I see is "error, blocked by client".

Do you have any type of antivirus which can mess with your web browser? I know certain, extremely paranoid anti virus/malware programs can break the wiki.

28
DF General Discussion / Re: What actually makes DF great
« on: June 10, 2018, 02:43:10 am »
The sheer amount of possibilities in the game world, and the limitless things you can do.
 
[...]

And, with constant progress being made on the game by Toady, if you ever stop playing for a little while there will (usually) be a new feature to play around with when you come back.

Definitely these.

For me it's also not so much what happens on screen, but all the stories that pop into my head while playing (and even after that). The ASCII graphics is a bit like reading a book and imagining what everything really looks like, so basically DF looks much better in my head than any other game. 8)

I can't think of any other game from the 2000's that has inspired me as much as Dwarf Fortress with my creative projects.
This is why I prefer ASCII graphics when possible. A brain is the best graphics card.

Agreed. Just Say No to tilesets.

Do I have a problem if my OS uses the CLA "tileset" by default? I've gotten used to reading things with periods represented as giant half filed in boxes as a result.

29
That sounds like an offshoot of one of the bugs that occours when multiple parties from different civs are in combat.

Everyone agrees that the troll should be murdered, lethally with weapons. So, everyone pulls a weapon and takes a swing.

That in turn upsets ALL the combatants because "oh my God, he pulled a weapon in the tavern", and then it kicks off from there.

That's what I think at least. It could've also kicked off from a missed crossbow shot hitting a stray bystander/combatant.

30
DF Gameplay Questions / Re: How do you build roofs?
« on: June 08, 2018, 12:41:22 am »
One trick I used to build a wall over an empty space was setting up individual wall pieces with a stairwell built along the outer, edge of the wall, since dorfs build walls piece by piece though, it can get complicated, and sometimes needs a constructed ramp built next to each wall piece first.

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