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Messages - Untelligent

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661
DF General Discussion / Re: What would you classify dwarf fortress as?
« on: January 22, 2011, 05:29:42 pm »
I classify it as Dwarf Fortress.

662
DF General Discussion / Re: Font size
« on: January 22, 2011, 02:59:17 pm »
I'm pretty sure the default font is the tile-based font DF had before the TT thing.

663
-About a third of every migrant and dwarven trader spontaneously combusted upon entering the map.

-A monster with an infinite number of swords sticking out of its hand. Caused game to crash.

-A giant human-shaped swarm of bees that stings things until they fall unconscious and then strangles them to death. Might work differently with the recent combat AI revamp.

664
DF Gameplay Questions / Re: Unusually lethal Forgotten Beast - Need help.
« on: January 14, 2011, 10:36:47 am »
Some wounds they get from the dust attack might be from being knocked around by the dust, not from a syndrome.

The upshot of this is that the FB itself can also get knocked around. If it can't fly it'll take damage too. If it doesn't have wings, try drafting some dwarves you don't care about and engage it near a cliff.

665
DF General Discussion / Re: Since when has DF been translated?
« on: January 12, 2011, 02:42:52 pm »
According to google trends Finland searches for "dwarf fortress" more than any other country.

666
DF Modding / Re: The Beast.
« on: January 12, 2011, 01:25:12 am »
7 heads with 10 horns (or crowns or whatever) always struck me as a little weird, but Revelations in general seems to have the air of being written by someone who was under the influence of something not-particularily-legal at the time.

667
DF General Discussion / Re: embarking on a named mountain
« on: January 12, 2011, 01:18:50 am »
My strategy is to set the elevation variances as high as they can go (you can set them even higher if you edit the worldgen file directly but it causes weird errors if they go too high in my experience) and generate a small or smaller world (the variances seem to have a more significant effect the smaller the world is but that could just be me), which should give you a world full of stupid-tall mountains erupting from flat lowlands. Then on the embark screen I look at the relative elevation map (the screen with all the blue and grey rectangles not the one with the numbers) and try to find a spot with the highest relative elevation (lightest grey) next to the lowest (darkest blue).

The mountains I end up on are generally at least 60 or 70 levels high, sometimes I get lucky and land on a 100+ spot.

Like I said this seems to have a hard cap of 100 levels from lowest to highest ground point unless you're on a peak. I did have a map that went a couple levels over but due to the funny shape of that bit that went over that might have just been a minor bug with the terrain generator lining up the local tiles right. One other mountain there ended in a point that was 4 levels above the plateau, can't remember if I had a peak there or not but it's possible if the mountain ends close enough to the cap it lets it go over a little.


The FPS (this was 40d mind you) wasn't that bad until I started digging all kinds of nasty tunnels inside the mountains and then turned the tunnels into a giant-ass tower. After about 40 years I was getting less than 1 FPS. It was so bad that giving all the dwarves [SPEED:0] didn't speed them up, just slow the rest of the game down while keeping the dwarves at the same speed due to the extra calculations or something.

668
DF Modding / Re: Ethic Tokens. What degree of (un)acceptability??
« on: January 11, 2011, 07:51:25 pm »
Here's Toady's post made into a handy-dandy table!

http://df.magmawiki.com/index.php/40d:Ethics

It's for 40d but I don't see any reason for that to have changed yet.

669
DF General Discussion / Re: embarking on a named mountain
« on: January 11, 2011, 07:48:18 pm »
I've seen maps like this a lot. Mostly because I try to get maps like this. It's hard to find them by accident, though.

The peak (your "named mountain") is notable because in my experience there seems to be a cap on 100 ground z-levels unless you have a peak. Without it it just plateaus around 100, give or take a level or two. I guess the peak forces the mountain to be pointy, regardless of how high it gets.

Highest I've gotten was around 120-130 levels from ground to peak (the highest I've played for more than a couple seasons on was a 100-plateau), I heard of someone who had over 200. Lucky bastard.

670
DF General Discussion / Re: Bee Keeping
« on: January 10, 2011, 11:53:53 pm »
Wonder if I'll need to make any changes to the Guy Made of Bees megabeast in that Kingdom of Loathing mod I started a while back but haven't worked on in a while.

671
DF Gameplay Questions / Re: How do you change the number of caverns?
« on: January 10, 2011, 06:43:48 pm »
It's in the advanced worldgen parameters when you create a world.

672
DF Modding / Re: Help With (X)
« on: January 10, 2011, 05:31:36 pm »
Also the errorlog tends to catch a lot of modding errors. Mind you it doesn't tell you what to do right, just what you've done wrong.

673
Liquid glob attacks being solid. Very irritating. Would be nice if once they actually come out liquid they splattered the material on the target.

674
DF Gameplay Questions / Re: Worldgen Anomalies
« on: January 09, 2011, 05:35:10 pm »
The Howl is probably the name of a megabeast.

675
DF Dwarf Mode Discussion / Re: So, vegetable oils will be in the game...
« on: January 09, 2011, 05:32:19 pm »
doubt it

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