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Messages - Derpy Dev

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1051
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 20, 2017, 08:07:40 pm »
Started playing an adventurer in an empty world. That's always fun.

Anyway, my journey began in a tower. I managed to escape with minimum injury, so that's good. The fun stuff happened when I went to a nearby town.

I thought it would be empty because I could only play as a human outsider. But to my surprise, I could indeed see that a bunch of houses here were not abandoned or empty. Smiling, I walked inside to find that they were filled with zombies. I quickly got cornered and ripped apart by the hoard.

Didn't know that could happen.

1052
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 19, 2017, 08:49:03 pm »
Didn't anyone ever tell you that archery is a wimpy elves' sport, and that real pint-sized killing machines use axes?

Archery is only used by merciful attackers, the real pros just throw the arrows at you.

1053
we need to expect an undead siege spring year 2.  It would be unfortunate if nobody had armor before that...

Worst case scenario, we wait out an undead siege. Hopefully that does not happen.

1054
Summer has been done!

Where we last left off, a dog got maimed by elephants and seven dwarves were in a hole.
After building a farm and still, the drink situation was quickly solved, but we are still having issues in the food department. The first step towards fixing this is butchering the yaks and getting the turkeys to start laying eggs. This situation was soon remedied however. Behold the new and improved meeting hall!
Spoiler (click to show/hide)
Not too fancy at the moment, but soon enough we will build them a bigger one. That pile of miscellaneous nonsense is everything that was inside of the wagon.
While fully acknowledging that a first year undead siege is unlikely, I also have seen it happen before and have taken precautions.
Spoiler (click to show/hide)
While three miners is hardly the backbone of a good defense, they are capable of at the very least chasing off anyone who has snuck onto the map.
Also, migrants! Only four arrived and they came with a donkey foal. We'll keep the donkey till adulthood, then butcher it.
Spoiler (click to show/hide)
I understand that many people object to the use of spiked wooden balls as an early game export, but at the same time there aren't many other good early game industries, so it will have to do until we find something less exploity.
A stunningly large portion of my dwarves have nothing to do, and I can't blame them. I have no idea what I need them to do. I guess I should get the wood inside before the elves come and overreact.
Decided that I might as well start building an early game bedroom area.
Spoiler (click to show/hide)
And on that note, autumn has arrived! I will try to get the last two months of the year done soon, and then I will pass it on to the next on the list. Goodbye for now though!

1055
Masterwork DF / Re: How to disable DFhack
« on: April 18, 2017, 10:10:21 pm »
I couldn't tell you in 1.21, its been too long to know remember what mods were in that pack.  I only suggest 1.24c because its the version I'm working on now, so I have a good idea of what is going on inside of it.

Okay thanks.

1056
Masterwork DF / Re: How to disable DFhack
« on: April 18, 2017, 03:11:32 pm »
I downloaded off of this thread, which says that the current version is 1.23. Should switching to 1.21 solve the issue?

and thats why your having errors 1.23 straight from download was crashing for 90% of players.

here's the current version:
masterwork 1.24c

I have already downloaded 1.21 and am trying to get it to load, but it is quite slow to load as well. It mostly slows to a halt when trying to load interactions.

It occurs to me that masterwork has so many added creatures and items and interactions that it slows down the game. I have to congratulate you for creating a modpack so massive that it actually slows down the game. Luckily, you can disable many of these mods, but how many do you think I should need to disable to lower the load time back down to at least twice as long as loading vanilla DF? Cause at the moment, it takes about five times as long.

1057
DF Community Games & Stories / Re: Succession Game Ideas
« on: April 18, 2017, 01:20:35 pm »
Wow, so an entire fort where everyone is trapped in this miserable life, unable to permanently escape, and dying over and over again, praying that they eventually find a way to finally, finally rest.

If they go insane and die, will they come back to life still insane, or will their thoughts be deleted?

1058
DF Community Games & Stories / Re: Succession Game Ideas
« on: April 18, 2017, 09:17:13 am »
There's a regional interaction that revives and heals any sentient creature that dies.

Wait... if you do this, that means that when these creatures die, they come back to life. Makes sense. But here is the important question: if you chopped off a dwarf limb, and then the dwarf reanimated, would his limb fully heal as well? And if so, could you chop off a forgotten beast limb and get infinite forgotten beasts?

1059
DF Gameplay Questions / Re: The secrets of lust
« on: April 18, 2017, 09:12:45 am »
Could it be related to vault HFS?

Spoiler: HFS Spoiler (click to show/hide)

If so... that leads to a bigger question. How did it get there?
Spoiler: HFS Spoiler (click to show/hide)

1060
Masterwork DF / Re: How to disable DFhack
« on: April 18, 2017, 09:01:09 am »
I downloaded off of this thread, which says that the current version is 1.23. Should switching to 1.21 solve the issue?

1061
Masterwork DF / How to disable DFhack
« on: April 17, 2017, 09:32:31 pm »
A friend recommended that I try Masterwork. I'm trying to get it to work, but it has been full of crashes and abysmal lag. DFhack has been the cause of many FPS and crash issues in the past for me, and I suspect it is at least a problem. How do I disable DFhack is masterwork?

1062
General Discussion / Re: Happy Birthday, Toady One!
« on: April 17, 2017, 08:51:20 pm »
Wait, it's toady's birthday? Glad I found out at the nick of time, happy birthday!

1063
DF Dwarf Mode Discussion / Re: Elemental Beasts been buffed?
« on: April 16, 2017, 08:18:27 pm »
Recently, a forgotten beast made of mud came to one of my forts. I just walled off the entrance to the fort and waited for it to die, as I thought that it would just get itself killed by attacking the local troglodytes. I was wrong. It killed about twenty troglodytes, giant olms, cave crocodiles, and all manner of other beasts. I assumed it was weak enough at this point so that my squad could take it out. Nope, it killed seven dwarves before a lucky pickaxe strike finally cut apart its upper body. In the end, almost all of its limbs were either smashed apart or gone, and yet its rampage continued.

Now, it did have a gas attack and I never found out what it did. I think it did something to the lungs, as most of the civilians it attacked managed to run away because of its missing legs but died soon afterwards. At the same time, I think the fact that it got as far as it did is a testament to the new found strength of elemental beasts.

1064
The first season! Watch me stumble through the spring while elephants roam the volcanic landscape.

Here it is. The start of a fortress.
Spoiler (click to show/hide)
After such a long journey, we finally made it. Our caravan of seven has reached the site. And to the northwest, we can see a pillar of smoke rising from the volcano.
Spoiler (click to show/hide)
I looked at it and sighed. Today was the day.
"Alright people!" I shouted with a grin. "We have only a couple of months before the first migrants arrive, let's try to make this presentable before they get here!"
It wasn't long before an entrance was dug into the earth one level below our start, next to a simple wood pile. Hopefully we will remember to move that before the first elves come.
Spoiler (click to show/hide)
Digging down to the location of our trade depot, we struck gold. That'll be good for the future. But soon enough, a trade depot and path within was constructed.
Spoiler (click to show/hide)
Admittedly, this was not the best use of my time. At the same time... why not?
Spoiler (click to show/hide)
The elephants have already become a problem... this is why we brought two pairs of dogs.
Spoiler (click to show/hide)
Luckily the dog is still alive, but I don't think he will ever fully recover.
Almost the end of spring! Between the elephants, the unicorns and the humanoids composed of lava, we sure have our work cut out for us.
Anyway, here is the last picture for the day. Behold our meager meeting hall! Unfortunately, there are more bugs than dwarves in it right now, but that will hopefully be fixed once we get the turkeys out of the living area.
Spoiler (click to show/hide)
But now that the first season is up, I'm gonna upload this before I play through the rest of the seasons.

1065
You know what? Sign me up. I'll relinquish my turn if it turns out I don't have enough time.

I want to focus on my "witchcraft" during my turn, so hopefully y'all will have some workable defenses up when I get there.

...I'll pretend I signed you up today instead of when you said, "I might play". Welcome aboard!

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