Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jbehler64

Pages: 1 2 [3] 4
31
Roll To Dodge / Re: Rise of the Monstrous Kingdom
« on: May 09, 2018, 02:56:29 pm »
Hmm, then I vote NOC, but preferably one that is new.
Unless this is a continuation of the last game??
If so I have much reading to do?

32
Roll To Dodge / Re: Rise of the Monstrous Kingdom
« on: May 09, 2018, 02:42:34 pm »
Name: (I'll vote for this if needed once others have come up with their ideas)

Leader: I like the idea of Talin, and the potential of a tiny kingdom, but if others find it limiting will also abstain.
Particularly if the limited to large sized characters feel limited by it.

Area: Definitely Mt. Tartarus here

33
Roll To Dodge / Re: Rise of the Monstrous Kingdom
« on: May 09, 2018, 12:29:25 pm »
Oh, ok.
That's way less dark than I was imagining.

34
Roll To Dodge / Re: Rise of the Monstrous Kingdom
« on: May 09, 2018, 12:17:38 pm »
Ok, crazy idea...
We could make Talin our king.

Hope and Azarian likely wouldn't care about size, and we could make the hollow Eversor as a walking battle fortress/mech/capitol as we work to unite the tiny monsters in a tiny kingdom. Added bonus, building up Eversor's power would probably be pretty easy, with tiny magic/engineers, and we could do so with other larger monsters functioning as mobile cities/battle fortresses as they join, cowed by his might.

I like the idea behind Talin, and finding use in the very small, so taking that concept to the extreme might be a fun way to explore this and all other character hopes. We'd be in a smaller, more dangerous world at first (before building up to take on the giant humans/ect) but would have the most potential to scale and explore.

Of course this all depends on who the 5th character is, and who they want to be. And who yall want to be, of course.
(EDIT: If Glass doesn't make a character or Roziel gets in another way this might even fit with their values, what with tiny life still being life)

35
Roll To Dodge / Re: Rise of the Monstrous Kingdom
« on: May 09, 2018, 10:47:25 am »
Would a hivemind cause issues early on?
It seems like it would be an enemy to all of us immediately, if not try to wrest control of our characters away from us?
Like I'm pretty sure we'd have to kill it?

36
DF Modding / Re: Can I hide history after world generation?
« on: May 09, 2018, 10:40:37 am »
Oh cool! Thanks!

37
DF General Discussion / Re: What Would Urist Do?
« on: May 09, 2018, 10:39:47 am »
Feed the biscuit to a wounded dwarf. Incidentally the cat's owner.

WWUD if sick with a cold?

38
Roll To Dodge / Re: Rise of the Monstrous Kingdom
« on: May 09, 2018, 03:27:34 am »
What the heck, I'll give it a try!
(First time making a spoiler, forgive if broken or bad)

Character Sheet
Spoiler (click to show/hide)

How is this?

39
DF General Discussion / Re: What Would Urist Do?
« on: May 08, 2018, 11:31:42 pm »
Wall himself in while building the first floor. Then die of thirst.

WWUD with a computer?

40
Roll To Dodge / Re: You are a Monster - Turn 21
« on: May 08, 2018, 08:49:18 pm »
Ok~~
Book monster idea shelved for now then, thanks for the reply!

Whats this about kingdoms???

EDIT: HA!! SHELVED!!

41
Roll To Dodge / Re: You are a Monster - Turn 21
« on: May 08, 2018, 02:53:27 pm »
A. Read all of this, looks like a lot of fun, how long is the wait-list atm?
Would love to take a few ideas I've enjoyed/want to explore and turn them into a character.

B. Partly just commenting to follow the thread (which is what I hope causes following)

42
My Dwarves now exist to murder what's not on the map.
Big difference.
And it lets me train a large military, then speed up things like construction when I want to get it done quickly.
Also, interestingly, it helps build up food stores, if you leave those production Dwarves in separate squads which arent sent out.

So basically, if you have a sub-classified full-fort military based on profession you can focus down on certain goals in real time. The Dwarves you want off the map vary based on that. Even military squads may not be sent out if I want to do a specific training program (or play with gobbos/beasties).

1. Many specializations, and you can focus down on profession specific tasks.
ex) 30 blacksmiths/farmers/ect operating at one time with similar fps to a fort with a 120 pop cap, but you dont have to build a 120 pop limited fort based around that task.
2. World interaction at a greater scale over modded limitations (read: murdering civs)
3. Reactive over proactive fps boost (not gonna quote all on this but is above)
4. Ability to meet fort size specific goals (monarchy, again above)
5. I personally enjoy it, DF is all about that productive complexity for me

But yeah man, if it seems too much work you do you.   

43
With the crashes, I focus on certain pops and they are limited, saving beforehand makes it safer.

Honestly the fps boost while they are away kind of makes it worthwhile even if it crashes 1/5th of the time, particularly because I usually have too much already set for my Dwarves to do, limiting task completion unless I back off. So I afk and if it crashes I lost no real work.
But, yes that can be hella annoying, which is in part why I started this thread XD.
I never risk raiding elves at this point (they seem to crash oodles more).

Though as for dwarves that die, with the sheer size of the squads sent out I barely see deaths.
Maybe one or two at the beginning, before I had enough time to armor them all and set up loose training regimens (2 in every squad allows for sparring, the discipline boost makes stress far less scary (EDIT: Imma call this the Isreal tactic)), but now with a strong tactician all I see are dead war dogs. I see more damage in the retaliatory attacks on my civ.

(Though with 3 legendary squads that's usually limited to a 1-3 wounded Dwarves, and the sick reports afterwards make up for it. Heads. Goblin heads everywhere. And even then only if the traps dont get reloaded)

(BTW after every raid you get attacked by the civ in retaliation. its a good way to mine goblinite, or elf... wood? (idk why'd you want this but some of you weirdos probably do ;D))

(Edit: btw its actually pretty easy to set a fort-wide military. The military screen will tell you if a dwarf is in another squad as you put them in squads. So you set up maybe a civilian uniform and a true military uniform, set the normal military squads up, and then fill in the rest. Added bonus in creating class specific squads, like planters, mechanics, or high-profile (too important for battle) dwarves. This information is also readily availible on the military squad fill screen.)

44
My Dwarves now exist to murder what's not on the map.
Big difference.
And it lets me train a large military, then speed up things like construction when I want to get it done quickly.
Also, interestingly, it helps build up food stores, if you leave those production Dwarves in separate squads which arent sent out.

So basically, if you have a sub-classified full-fort military based on profession you can focus down on certain goals in real time. The Dwarves you want off the map vary based on that. Even military squads may not be sent out if I want to do a specific training program (or play with gobbos/beasties).

EDIT: Oh BTW it seems like certain civs are the main ones that cause my game crash. Avoiding those (usually an elf fortress with lots of dwarves) and focusing on Gobbos seems to reduce the likelihood of crash, at least in my world. Still happens sometimes, but a lot less.

45
DF Modding / Re: Can I hide history after world generation?
« on: April 30, 2018, 12:25:52 pm »
Saw the common topic on generating a new world.
Was unsure if this fit, or rather where it fit.

Pages: 1 2 [3] 4