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Messages - DoktaYut

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16
That bug with mud never falling and remaining in mid-air, then constantly spawning saplings that caved in when they grew into trees, is it still around? If so, it might be that.

17
Haven't gotten the chance to play this mod yet, but it may be something with a stray Building Destroyer tag, having intelligent creatures that can actually roam friendly sites with that tag is just asking for trouble. I've seen it happen in another mod, peddlers and such just barging into the fort to wreck my trade depot because it was there and knocking chairs and tables over in the tavern because they weren't smart enough to realize they should be acting friendly. The tag's a bit buggy like that, it overrides everything.

18
Most of the time, because it basically happens when I look at the supposedly ideal way of doing anything and think "you know what, that's boring, what else can we do", and then go from there following whatever theme popped up from that.

19
Mod Releases / Re: [0.44.02] Direforged Mod v1.3i - To the Hive!
« on: February 08, 2018, 09:04:14 pm »
Gonna post to say it worked, the shyhak can send missions now. This should be entertaining, when I get this fort going. Not sure if I'm yet good enough to get a wax surface fortress going, but we'll see.


EDIT: This still in progress? Sorry to bother, but it has been some time. It was fun, while it lasted, shyhak on missions were quite a treat. My guess is two shields, two weapons makes them really good in combat, or maybe that was just the quick leveling to legendary levels speaking. Still, I quit that fortress some time ago because we stole a Vermancer's book full of secrets, and some kind of glitch makes shyhak vermancers go to sleep but forget to wake up until they starve, forcing me to deconstruct beds constantly. It got a bit old quick, but at least we got twenty or so legends out of it. But yes, I mean to ask, any plans on updates?

20
Hmm... haven't quite had this problem the way you're describing it, and I've raided my local necromancer's tower for library-filling purposes more than a few times already. Only thing that's ever delayed them is someone being late to the party and leaving the map after everyone else has left, or half the squad being delayed with something else before departing; the countdown to return will not begin until everyone has left your map. You sure the two that "returned" actually simply never left?

That, and if you accidentally assigned them to look for a given artifact instead of raiding a site they may be chasing it around the world, hopping bars to find out where it is.

21
That might need clarification. But if it's all just tag-based then the right tags are in play, they should be able to marry given enough time to interact.

22
DF Dwarf Mode Discussion / Re: Optimized Embark Builds
« on: February 02, 2018, 03:03:29 pm »
The thing I love about this game is that there's no right or wrong way to play, so long as you're having fun.

I just discovered the Krugsmash youtube videos, and am feeling the same sort of weird guilt for not treating DF as a source of possible drawing subjects. ~shrug~ It's easy to feel like you're doing things wrong, but it rather misses the point of the game.

Agreed. Sure, there's more optimal ways to do certain things than others, but all in all there is no real right way other than whatever you'd enjoy the most. Not even "so long as it works", because anyone can make anything work after enough tries and experience.

23
DF Dwarf Mode Discussion / Re: At war with my home civ?
« on: February 02, 2018, 02:41:27 pm »
Haven't heard of such a thing before, but unless something really weird is going on my bet is your civ got conquered. You're now all that's left of the old Dwarven ways.

Try raiding your capitol, just in case. Or if you want to be less insane about it probably wait for the liaison to arrive and maybe take him in as a refugee if he's not a goblin.

24
While the system could well use some alterations and fine-tuning because technically it's rather simplistic compared to reality, and such additions would present a better image, having "it makes immigrants/refugees look bad" as a driving force for it is not something I agree with. There's been worse, much worse, than this in the game more or less entirely by accident, let alone what players do. Representation of real groups and Dwarf Fortress shouldn't even be trying to go together, because DF is a game whose purpose is to simulate worlds that aren't even trying to represent this one in any terms beyond physics and biology; cultural and political terms being directly left out. Even in high-realism worlds it'd be just interpreting something a machine made up.

Basically, improving the system is alright, but not for these reasons; they are entirely irrelevant for the case at hand.

25
DF Dwarf Mode Discussion / Re: Optimized Embark Builds
« on: February 02, 2018, 07:56:10 am »
Am I the only one that's been reading this thread and slowly been realizing that maybe he's been doing absolutely everything wrong? Because I feel a bit like that; should probably not be using techniques that were made before caverns were even a thing, should I...

26
Mod Releases / Re: [0.44.02] Direforged Mod v1.3i - To the Hive!
« on: January 23, 2018, 05:49:03 pm »
And another minor thing, that's probably a part of the whole "Sentients with [buildingdestroyer]" problem, I might suggest looking into fachan with that in mind. In my latest fort I've had my share of obvious fachan spies passing themselves as peddlers and such but wrecking everything in sight (I've rebuilt that trade depot like ten times) even while pretending to be friendly. Sure, I didn't really need another excuse to toss them off a bridge or lynch them, but I imagine it wasn't quite intended.

27
Mod Releases / Re: [0.44.02] Direforged Mod v1.3i - To the Hive!
« on: December 17, 2017, 01:14:02 pm »
Been enjoying this mod again, specifically with a Shyhak fortress that seems to be doing quite well (while the dwarven one got Werebeast'd and I quit right then). Still, a couple of questions
One, I imagine the Shyhak being rather fragile is intended, due to the general frailty of anything without an inner skeleton in this game and to compensate for having four arms? Because the chitin doesn't quite protect that much, and even Atlases can get their limbs splatted by unskilled punches sometimes. But then again: Multiple arms. Just having two shields makes a soldier quite hard to hit.
And two, Shyhak can't launch expeditions as far as I know, and I believe it's because a subqueen is needed for that (and I don't have one, because no queen caste members have deigned visit). I'd probably point at the [RESPONSIBILITY:MILITARY_GOALS] tag in that regard; is this intended (Shyhak'ur do seem like the sort) or not?

28
DF Dwarf Mode Discussion / Re: The forests shall burn
« on: March 28, 2017, 08:17:52 am »
I hope there aren't any requirements for sending your dwarves elsewhere, because the thing I really want to try out is, after a werecreature visit that infects one or more dwarves, just sending the infected to some place belonging to someone you particularly dislike.
That way you get rid of that particular problem (which can be a big hassle when you're just starting out and couldn't even kill the original were) and make sure some civ that displeases you suffers. Hell, it might not even piss them off; after all, all they know is they got attacked by night creatures.

29
DF Dwarf Mode Discussion / Re: How did they know?
« on: March 20, 2016, 08:58:23 pm »
A naked peasant that is also a baron, at that. Yes, that's happened before.
Shame the game doesn't let you blackmail people yet.

30
DF Dwarf Mode Discussion / Re: How did they know?
« on: March 20, 2016, 06:50:33 pm »
Whatever it may be it does make engravers a bit more useful; order an engraving about someone in particular (like that werebeast that just ran away as a naked peasant), and you can learn more than you imagined about the individual.

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