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Messages - muldrake

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271
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 01, 2020, 02:26:57 am »
When I have DF dreams, it's usually adventure mode, quite thrilling stuff!  I remember discovering some pink eyeless amphibian experiments that were indeed unique, for they had custom Phoebus sprites.

My DF dreams are usually frustrating, involving me trying to solve some problem in-game similar to one I'm actually working on, but being baffled by the mechanics of it.

272
DF Gameplay Questions / Re: Caravan "still unloading"
« on: October 01, 2020, 02:25:38 am »
I've been getting a lot more wagons stuck halfway in the depot or unloading only half their stuff (seeing caged animals which aren't for trade). I've never heard of them finishing unloading AFTER the ready to leave message, though...

I'm not sure there's much to do, muldrake - upload and chuck it on the tracker is basically it right now. DFHack might have some scripts that help.

I don't think I saved it at the right time to replicate it.  It could be a number of things.  It had already been taking excessively long to unload but a marsh titan attacked and got killed right in the depot, so that might have discombobulated them even more.  The trade depot was also particularly full of junk from buying out a previous caravan and never getting everything stockpiled.  As well, I had requested a LOT of various items the previous year, so there was a lot more junk in the new caravan too.

I honestly think they might have just had a lot to unload.

The titan didn't even touch or disturb any of the merchants, being killed almost immediately after killing nothing but a cat.  It was an absurdly flimsy insectoid creature which amounted to little more than a free food delivery.

273
Urist McMasterChef, up yours for never using dwarven syrup no matter how many stockpile tricks I try.  I guess the gold barrels of it make a great export good though because apparently every chef out in the rest of the world knows how to use it.

274
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 29, 2020, 11:00:44 am »
In addition to mugs, dwarves demand straws when consuming drinks.  These can only be crafted from specific types of grass, are single-use, and decay rapidly once made.  Dwarves will drop used straws wherever, cluttering up your fort.

And on top of that, eventually dwarves decide these straws are somehow environmentally unsound, if they spend too much time around elves, and demand instead that straws be made of paper, and only from an absurdly finicky plant that can only be grown under perfect conditions and requires several steps of manufacture to be turned into paper, then requires several more steps to be turned into straws.

Dwarves go insane and demand the old straws back.

275
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 27, 2020, 12:22:34 pm »
Siege engines that launch dwarves, damage from impact determined by their weight.

276
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 27, 2020, 12:21:11 pm »
I'm veg as well, and tend to go hard the other way in my games. I event went so far as to not grow any edible plants (sweet pod wine only) and survive entirely off meat/eggs. This was a pretty irksome challenge as miasma was a constant annoyance and micromanaging pigs and chickens became the primary gameplay. I really would like to try a vegan fortress though... Might post here about it some day.

Cave wheat/sweet pods/plump helmets give you the main three kinds of booze.  If you gather and plant the available outdoor seeds you also have sufficient variety for dwarves to deal with it (I usually dig out an "above ground" farm and then put a roof over it).  Where it gets really ugly is in glacier biomes though.

277
DF General Discussion / Re: *We need your help with game ending stress*
« on: September 25, 2020, 11:56:50 pm »
I don't provide this feedback about my experiences with this system just to whine, I want this to be improved, I'm interested to see what this system working well looks like! It has potential, but, as-is, it's just not fun (or Fun) for me, and a lot of other people (ranging from new players to long-time players) I know. Among local people I know who play DF it's been the main source of frustration and "I'll just wait for the next release..." attitudes I've seen lately, even though we all have different approaches to the game, and different degrees of familiarity with it, and different degrees of patience for it.

I'd like to see the differences between corpse-induced stress be a lot more marked.  I don't see why it would be traumatic at all to see a goblin toe when you literally enjoyed killing that bastard.  If anything you should get a good thought from that, "yep that s.o.b.'s still dead."  However, it's entirely reasonable someone would be traumatized by, for instance, having their spouse and children rotting in their own bedroom.

278
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 25, 2020, 06:26:39 pm »
Dwarves now insist on continually wearing T-shirts with the name of the musical group they love most.  This T-shirt guarantees they will never reproduce, as it repels members of the opposite sex.

279
DF Suggestions / Re: Crusades Against Necromancy
« on: September 25, 2020, 06:22:03 pm »
The trouble with necromancy is that it's also tied with immortality, and immortality is a problem that goblins have as well.

Where with goblins I'd make more unstable and prone to civil wars among each other and revolutions among any non-goblins they've conquered or enslaved, I'm not sure Necromancy would be so much different, I mean unless they've killed everyone and the entire world is undead, necromancers should have a lot of trouble maintaining power.

This requires having civilizations and intrigue matter and not feel clunky; a town or group-of-towns should overthrow their old leader for  economic, cultural, and political reasons(like "I've pissed off/alienated enough of my vassals, that they've abandoned their oath to me").

though for that to happen part of me thinks religion and politics need serious adjustments.

Other than the necromancy in my own civilization, the world (a pocket world) is remarkably wholesome.  Goblins are without a civilization and nearly extinct.  Everyone else is peaceful.  Other than the necromancer, the only other "bad" people are some outlaw group of people that has been persecuted for ages and currently has only 10 outsider members in something called "dark human pits."

280
DF Suggestions / Re: Crusades Against Necromancy
« on: September 24, 2020, 05:37:08 pm »
I have a dwarf in my civilization who is a military leader and a necromancer with the goal of turning the world undead and ruling it, and he is a minor noble in another fort of my civilization.  I've contemplated how I would try to do something about it but most of my own dwarves rule the same death god, even though the fort is otherwise wholesome and uncontaminated.  The most violent thing that's happened in three years, other than a dwarf carelessly dodging a kea and falling into magma was a nanny goat kicking an eagle in the head and killing it.
So basically: Scorchfountain?

I doubt I'll even approach that level of epic.  Also another act of violence.  A Marsh Titan showed up.  It was a giant fly with an allegedly poisonous bite.  It killed a cat before getting swarmed and didn't harm anyone else.  I haven't decided whether I want to figure out how to crusade against necromancy or send out someone in adventurer mode to steal the slab and bring it back.  Or just leave them alone and become the Mountainhomes.

281
DF Gameplay Questions / Caravan "still unloading"
« on: September 24, 2020, 03:36:03 am »
Can't trade because the caravan is still unloading two weeks after arriving.

Nobody had any particularly useful suggestions or, for that matter, any suggestions at all, but some time after the "caravan is leaving soon" message and the caravan actually leaving, the unusually lethargic traders somehow managed to finish unloading and I bought them out, as I usually do after removing the most astoundingly useless items they have for trade.

282
DF Suggestions / Re: Crusades Against Necromancy
« on: September 23, 2020, 03:03:26 am »
I have a dwarf in my civilization who is a military leader and a necromancer with the goal of turning the world undead and ruling it, and he is a minor noble in another fort of my civilization.  I've contemplated how I would try to do something about it but most of my own dwarves rule the same death god, even though the fort is otherwise wholesome and uncontaminated.  The most violent thing that's happened in three years, other than a dwarf carelessly dodging a kea and falling into magma was a nanny goat kicking an eagle in the head and killing it.

283
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 23, 2020, 03:00:33 am »
How do you know that dwarfs aren't already taller than humans? All we have is volume of the creature, and simple descriptors saying they're tall / short for a dwarf. Every dwarf could be a stalk reaching the sky and every elf could be wider than they are tall and we would never know.

There's a line from the elven diplomat that makes fun of the dwarves' height.

Elves now gaslight dwarves on a variety of subjects. Dwarves should be grateful that elves shared their invention of magma with them.

Maybe elves are so dumb they can't tell the difference between a dwarf being short and a dwarf just being far away.

284
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 21, 2020, 03:31:58 am »
DF becomes an actual simulator, and to do anything, you have to control every part of the dwarf's body, so like QWOP except with hundreds of controls for every single part of the body.  You need a special keyboard with hundreds or even thousands of keys.

285
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 20, 2020, 02:02:32 pm »
So I suddenly get a message about a missing dwarf.  I can't figure out where he is, so I go looking if he got in any mischief in announcements that I missed among the cancellation spam and the recent discovery of the magma sea and all the sudden mineral discoveries this triggers, seemingly out of nowhere as I hadn't breached anything.



These keas are miserable creatures and have been continually stealing things.  Since I beefed up the security at what is now the only entrance it's mostly just stray bolts (that have mostly been shot at previous keas).  But surely they can't kill a dwarf, right?

Still the times are right.


The kea message.


The missing message.

So I check combat logs.


Uh-oh.  That's kind of ominous.  Where did this happen?


Double uh-oh.  Guess what's right under that open space? You've probably figured this out already.


Yeah.

Remember that magma sea discovery?  I guess we have an explanation for that too.  Semper fi, Sigun Olonlegon, bird fighter and explorer.

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