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Messages - Spriggans

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676
DF Community Games & Stories / Re: Bard Quest! The succession legend.
« on: March 06, 2016, 02:57:45 am »
Great start for Iki ! :)

So.. What was the deal with the "fuse lobed ears baby" ?? It was a baby reciting poems ?? =O
Was it human ?

677
Mandate #5: Dig Deeper, Rest Area

How deep is deep ? Finally some magma smelters to spare some of the sparse wood ? :)


Also, do you overseers mind if we smelt-dup some steel ? Not that we really need it since the queen told to focus on glass... But you know, steel's better than copper... And I guess the militia that got slaughtered by the Zebra titan couldn't agree more if they were still there  :'(.

678
DF Community Games & Stories / Re: Bard Quest! The succession legend.
« on: March 04, 2016, 05:27:20 am »
Whoops! Sorry, I hadn't noticed I have messages. Just came to read this thread. But yeah, I can definitely take the challenge. I am blessed of having a week of free time so I should be able to make it fairly quick.

Yay ! Go for it ! Seduce the world with your voice ! Make everyone cheer in admiration of your exciting verses !
Or die a horrible death after a drunk dwarf punches you in the head because you sang too loud...

The quest beyond is up to you :)

679
Alright, i am getting the hang of it. I got a little underground base with beds, a table and chairs made, my miners are digging through a caravan deep underground, and I have my wood, gems, weapons and other stockpiles set up.

But I have a question about trading:
1/ How do I view how much cash I have?
2/ Also, when I trade, I select the items I want and then it has a "view stockpiles" option on the bottom of the screen. when I press that key, it lists a bunch of red numbers, what does that mean?
3/ and then there's this screen that lists all the items I selected with a yellow percentage next to them, at the top of the percentage it says "price" although I don't really understand what that means.
4/ About my weapons stockpile, how do I equip them to my dwarves?
5/ I figured out the difference between Jobs, labors and skills and how to change the labors of my dwarves. I also learned that dwarves earn experience in skills, which is pretty cool.

All these questions you're asking are why DwarfFortress is considered "hard" : the game expects a lot of you right off the bat.
There are no tutorial like in "other games" such as : hit X to swing a sword. Good. Btw, your hp are low, use a potion. Now for this ennemy, use some magic.
The game expects you to know everything, when you know nothing Jon Snow.
But slowly, you will make it ;)

4/ For military, it's the 'm' key (and 's' key to command your militia). It opens a very clear detailled clustered menu where you set everything related to war. From the composition of your troups to very specific things, like for instance, whether your militia commander should defend the main gate or train the recruits on Obsidian (dwarven December).
If you mess up with this menu. Just read a tutorial blindly... For now ^^

5/ Yeah, I know. It's amazing :) And you don't know yet how injuries work in this game (hint : there are no hps)

680
okay.....i have downloaded the game and created a world, the only problem now is that i am completely lost on what to do. any tips?

The wiki quick start page InnocentDave gave you is very good :)
You could also watch a tutorial on youtube. They're a good way to get into the game, but don't watch them for too long, they tend to become less usefull at the end. (Maybe somebody knows a good one, I'm french, so I don't, but I could look it up for you if you really want)
- Start by watching it, and playing at the same time, doing the same things, and getting used to the graphics / ui.
- Repeat the step above until you are confortable enough with the game basics (getting below ground, getting food, drinks, bedrooms and what not).
- Then, when you know what's going on well, you can start reading the wiki page : http://dwarffortresswiki.org/  and learning things by yourself.

Don't get depressed if it's too hard and you feel like you're not learning.
I learned the game by playing like a mad man for two weeks straight. Learned a lot, but also died a lot.
Then I got disgusted, stopped playing. Played it again months later, learned more things.
I basically did this stop-play-learn for like a year, learning things every time (like quality modifiers, using the manager and stuff).

Have FUN ;)

681
Yeah ! Clear glass fortress ? I want in ! :P

I've always been a glass guy. I prefer to drink my ale in glass cups rather than rock mugs. Rock is rough... Glass is clear.
The dwarves of the moutain halls, they all say I'm stupid... They all say I should become a rockcrafter...
But I want to contribute building the glassiest castle for the queen's glory !

Can I get on the list ? :)

682

I like how a topic about invading hell turns out to become a topic debating the efficiency of embarks :p


In comparison "garden vegetables" like cranberries, grapes etc. cost 2 units per plant, but come in bags rather than barrels. So it's a much simpler formula for those:

    5 plants = 10 points for 1 stack of 5 plants + 3 points for barrel/pot = 25 units of alcohol for 13 points = 0.52 points per unit of booze


Now, that's very cheap ! :D
Never thought to math the brewing of vegetables. I guess because I have never really messed up with them before... Vegetables are too, you know... elven, for me...
On the flip side, with PH, you get seeds, wich I think you can cook, but not on their own. Seeds need to have a solid food to be cooked with.
Vegetables seems to be the way to go anyhow.


And for the metal weapons, I'm pretty sure that Diamond will get attacked very very quickly. So, there is no point/time to take metals, and dig for magma.
Also the very point of the run is to die in a horrible way escape hell. Thus, reaching magma pretty much means that the challenge would be completed.

For the weaponry, I would'nt bother with armor because metal is not viable in terms of price, and leather is just not good enough.
You can get wooden spears for 9, copper warhammers for 18 (these could kill "easily" inorganic deamons if one dwarf manages to hit).

Also, with the new mechanics of morale, dwarves will probably never attack deamons, and flee from them unless they have good discipline, to get to proficient, it costs another 45points per dwarf -.-'
Being a coward is a lot cheaper...

683
In elder versions, your dwarves could be "forced to drink vomit lately" to survive :P
That could allow a 0-points-freezing-area-embark fort to endure, but the feature got removed, in 40d IIRC.

As of now, only drinks and brewable plants can grant you alcohol at embark.
With plants, you must also have some barrels, and craft your ale.
Let's make some math :
  • 4pts for the plant
  • 3pts for the wood for a barrel. One barrel holds up to 30 units of alcohol.
  • The first time, you get 5 units of alcohol for 7points
  • The 2,3,4,5 and 6th time, you get 5 units of alcohol for 4points (because no new barrel needed)
  • On average 1 unit of alcohol = 0,9 point (instead of 2 if you buy "raw alcohol")

For 6500 units of booze, you need to spend 5850points. For drinks only.... Gonna be fun !

The plants come in stacks of 5 though right?

Well, not at embark. Every 4 points, you get one plant. Which can lead to 5 drink units.

684
In elder versions, your dwarves could be "forced to drink vomit lately" to survive :P
That could allow a 0-points-freezing-area-embark fort to endure, but the feature got removed, in 40d IIRC.

As of now, only drinks and brewable plants can grant you alcohol at embark.
With plants, you must also have some barrels, and craft your ale.
Let's make some math :
  • 4pts for the plant
  • 3pts for the wood for a barrel. One barrel holds up to 30 units of alcohol.
  • The first time, you get 5 units of alcohol for 7points
  • The 2,3,4,5 and 6th time, you get 5 units of alcohol for 4points (because no new barrel needed)
  • On average 1 unit of alcohol = 0,9 point (instead of 2 if you buy "raw alcohol")

For 6500 units of booze, you need to spend 5850points. For drinks only.... Gonna be fun !

685
DF Community Games & Stories / Re: Bard Quest! The succession legend.
« on: February 29, 2016, 12:27:15 pm »
I would like a try on that ! =D

A bard roleplay sounds fun ! (pun intended)

686
Don't forget to bring thousands of wood. And to assign every dwarf to build a wooden perimeter very early. Once sealed (roof included !), you can work on expanding up.
With turkeys / plump helmet, you have your food/drink problem sorted out.

Maybe use half or more of your lifestock, dwarves included, to distract the deamons while the others seal themselves ? Kinda cowardy, but you know, as long as you stay alive...

GLHF, and keep us up to date ! =D

687
DF Dwarf Mode Discussion / Re: Play with your adventurer in fortress mode
« on: February 28, 2016, 07:14:41 am »
Yeah... I decided just to not experiment with the companions too much.
Companions in general is a wide subject. The way I see it, companions are not retired when your adventurer does, so, they appear as hostile. I like the idea to use them to fill your arena though :) With cunning trap design, you could use a reknown adventurer to continuously bring followers to your fort and trap them ^^

I am setting up a fortress with 20 humans (10males, 10 females) at the moment, to figure out how their breeding work.
I'll update the thread when new things happen.

688
DF Dwarf Mode Discussion / Re: Can't find "Locations and Occupations" menu
« on: February 28, 2016, 06:31:20 am »
You have to create a location first.

Set up a zone with i. Set the zone to be a meeting area with m, and hit l from the zone. You will then be able to create a location with the a key.

689
DF Dwarf Mode Discussion / Play with your adventurer in fortress mode
« on: February 28, 2016, 05:26:46 am »
So.
The other day, I played an (elven) adventurer for a little while, trying to write some necromancy book.
I ended up retiring him in one of my forts. And playing the fort again.
After that, I discovered that I could control the elf as one of my dwarf in fortress mode.

I then decided to !!Science!! the mechanics of getting an adventurer of any race in your fort.
The point of this thread is to know what you need to do to get a playable adventurer in fortress mode, and what you can do with him.
I don't think this thread got discussed before, if so, let me know.

There is a tldr; at the end of the post... just in case of lazyness.

Let's get started !

---------------
- Experiments -
---------------

The world I genned was a small/high civ. count/200 years world. So hopefully, there are many mixed-races civilisations.
I played one month in fortress mode to get things started, and retired for a while.
The dwarven civ I played was The Still Volcano.

On the adventurer intro screen, I can play as a Dwarf, a Human, an Elf, a Goblin or any Intelligent wilderness creature.
For every race, you have to choose which civilisation you're from.
In my world, I can always choose The Still Volcano, except for the Elves (because I guess The Still Volcano has not conquered any elven civ. so far, or something like that).

For the experiment, I played every possible race, with every civ. possible.
Here are the experiments :

Spoiler (click to show/hide)

----------
- Results -
----------

From a retired adventurer, you can only get two results :
  • Your adventurer is completely controlable. Exactly like your usual dwarf.
  • Your adventurer is, and will forever be, "like a peasant with hauling labors" (same as the peasant migrants).

The race of your adventurer doesn't matter. What matters the most is the civilisation your adventurer is from.
  • If at character creation, your starting location is your retired fortress, you will get result 1.
  • If not, you will get result 2. Obviously, when you're from a "not your fort civilisation" civ, you always get result 2.


Random facts :
- You get items your adventurer had on him. He will automatically drop most of them (not clothes).
- This can be an easy way to get legendary status early on. Just imagine your starting seven sparring with a Legendary wrestler Elephant-man :P
- If the adventurer is hungry/thirsty/etc, when you leave. He will still be in fortress mode.
  So you should make your adventurer drink his water before retiring, I had an adventurer die of thirst because of that.
- Goblins or humans cannot craft foreign object, like morningstars.
- Creatures not the size of dwarves will craft clothing according to their own size.
- You can assign an elf to cut down trees. He won't argue.


Further !!SCIENCE!! needed for :
- Can you make the adventurers breed ? => Adventurers can't breed.
- Will the wildlife attack an elf ? Elves are "wildlife friendly", so I may need to try that.
- Can you retire an undead adventurer and control him ? => Turns out you can't. Undead adventurers cannot retire.

---------
- TLDR; -
---------

Ok, so you want to control your adventurer in fort mode ? At character creation time, when you choose your starting location, choose your retired fortress. Then make your adventurer rest here for a while. Reclaim the fort. You got it.

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