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Messages - Henry47

Pages: 1 2 [3] 4 5 ... 13
31
DF Modding / Re: Setting up a low popcap game with full features?
« on: October 10, 2016, 02:03:52 am »
More important, mountainhome, you don't call it full if you can't become the mountainhome.
Perhaps, but becoming the mountain-home is not really that useful, all you get are three more useless nobles(which is quite a waste in a low pop-cap fortress. You also lose the ability to order stuff from caravans, which i would also imagine is more of an issue in a smaller fort than a larger one, though i suppose that would make things more "survivalistic".

In regards to the original question, i believe you can change the amount of population required for civilisations to siege you in the entity raws.  According to the wiki, changing PROGRESS_TRIGGER_SIEGE from 3 to 1 will make a civilisation start sieging you at 20 dwarves, rather than 80 as currently. I don't know if this would affect siege size, but i suspect not.

32
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 07, 2016, 08:37:15 am »
Construction of the new wind farm is finished, so theirs now enough power for the magma pump stack. Construction of the pump stack itself is going nicely, if a bit slowly. I've walled all my wind-farms off, so they won't be burned down again. I was attacked by a very small siege of just 5 crossbow-goblins, my military killed them without a scracth. And so it seems things have finally settled back down in my fortress, but for how much longer?

33
Masterwork DF / Re: Fiery collapses?
« on: October 05, 2016, 09:31:55 pm »
Yes its normal. My current fortress has had its forest burned down twice already, first time when i was attaced by a dragon, second when i was attacked by a blob of fire.  I've also had past fortresses whose forests burned down. Every-time I've had a fire a few trees have collapsed and paused the game. I've modded the game a bit but i've never fiddled with trees.

34
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 01, 2016, 03:10:09 am »
My Fortress was attacked by a titan, a blob made of flame. I managed, with the loss of a sacrificial farmer(it seemed to be stuck breaking down a door), to lure it into a cave in trap. But the loss to the fortress was far greater than that, as the inferno the beast set of destroyed my windmills again(again), and killed all my livestock. Fortunately the seeds survived this time, so farming will be able to continue.   

35
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 30, 2016, 09:26:29 pm »
I did not know that migrants could show up as werebeasts, vampires yes, werebeasts, no.

36
DF General Discussion / Re: DF Players' Computers - Polling on 32/64 Bitness
« on: September 30, 2016, 09:12:05 pm »
I have a 64bit machine(4GB of Ram, Intel Core-I5 processor 1.8ghz dual core), but i run the 32bit verison of dwarf fortress because i can't get the 64bit version of dwarf fortress to run(i'm on linux). I get about 20-30fps on my map with about 150 dwarfs, a 5x3 map and fairly deep caverns(magma at 180z), so i'm not too unhappy about performance.

37
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 30, 2016, 08:29:22 am »
My queen arrived, as did her husband, and the outpost liaison. No Legendary Dwarfs though, which was a real shame, as they would have been useful in the goblin siege which followed. There were about 110 goblins, trolls and beak dogs all up, and while my military managed to fight them off, i lost half of them in the process(7 dwarfs and a human lasher). The mess was enough to scare off the human caravan.

38
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 29, 2016, 12:40:15 am »
Got attacked by a fairly small goblin siege(about 30), but my military is still too weak to face it, so i upgraded my trap corridor and then let them in. I now have about a dozen caged goblins sitting in my animal stockpile. I have started taming crundles, just to get my animal trainers skilled up. I was also attacked by a web-spewing organic forgotten beast. I managed to wall it out with no losses, but i've lost acess to the 2nd and 3rd cavern layers. 

edit

I managed to cave in the beast with little difficulty, since it seemed to be stuck trying to break down a door.

39
DF Dwarf Mode Discussion / Re: About long drops with a sudden stop.
« on: September 28, 2016, 10:40:04 pm »
Does it matter, they should die either way.

40
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 28, 2016, 02:07:36 am »
Those vapours can be dangerous, still, at least your desert should be green now.

Powerfinger has managed to finish the carven water pump(though not before an engraver had managed to drown herself). I have also built a library, and we finally discovered the magma sea(and candy), 185z levels down!. The Magma pump might take longer to build than i thought. We almost starved to death, as the farms were'nt running properly because all the seeds were destroyed in the dragon attack,  but the dwarven caravans arrived and sold us enough food to last till the humans show up next summer.

 

41
Dear Urist McThreeYearOld, please don't play on the railway tracks. It was stupid enough the first time round, but i thought seeing your two year old friend killed before your very eyes and you having your own arm mangled by a mine-cart full of wood logs would be enough to convince you playing on the railway tracks was a bad idea.

Appears i was wrong, and now I've had to go to the trouble of creating an everywhere except the railway tracks burrow to put you in. Hopefully that should stop your stupidly, so your parents don't have to suffer like your poor friends.

Kind regards, Fortress Overseer who does no wish to have to be a nanny to his dwarves.

 

42
DF Gameplay Questions / Re: What are the FPS deaths?
« on: September 27, 2016, 12:32:18 am »
I tend to give up on a fortress when the FPS gets down to about 5. I view FPS death as a sign that a fortress has been successful, too successful, something which tends to make me dig deep to find a way of out of ending the fortress that does not involve boredom.

43
DF Gameplay Questions / Re: Basic Steel or Masterwork Iron?
« on: September 26, 2016, 08:19:10 am »
I agree with Melting Sky, the best solution to the problem of masterwork iron or basic steel is masterwork steel.

44
DF Dwarf Mode Discussion / Re: Humans in the fortress
« on: September 26, 2016, 05:19:44 am »
This is actually good thing - you dont have to specify 'd'etails every time, instead you can have your human to craft clothes for the other humans.
Of course, no ingame info about that was available, so it was a surprise for people.

Well, its a good thing if you have lots of humans who you can assign to labours, but for those who don't the "d"etails function is awfully useful.

45
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 26, 2016, 03:11:57 am »
Your fortresses will last a lot longer than it would have back before the zombie nerf, back then you would be lucky if you managed to kill one of them, now you should be able to kill a good chunk of them, if not all.

Meanwhile, my fortresses had just managed to rebuild the wind farm when a goblin siege arrived. Fortunately there only 16 of them, and no trolls, so i locked them outside and built a trap corridor. However by the time i had finished the trap corridor 10 had decided to leave, and when the first of the remaining 6 stepped into the trap the other 5 promptly retreated as well. The only death from all this was a dwarf who got lost outside and a ram who got shot by the bowgoblins.

 

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