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Messages - Runaway_char

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DF Gameplay Questions / Re: tons of elves coming into my new fort
« on: November 24, 2017, 04:56:04 pm »
They probably got curious when they heard that dwarves were making a fort nearby - probably just tourists, surprised to see dwarves outside of their mountain range

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DF General Discussion / Re: Rebuilding the Dwarven Empire
« on: November 17, 2017, 07:30:18 pm »
Cool, you were lucky enough to embark with a dying civ, as opposed to a dead one (note that the difference between the two doesn't make logical sense, as the dwarves could be extinct for 1000 years and the game could still think the civ is merely "dying").  That means that you should be able to rebuild the dwarven nation - if your civ were dead, you wouldn't get any migrants past the first couple few, you wouldn't get trade caravans, and most importantly, none of your dwarves would have become king/queen.  (Self appointed nobles are awesome - they remain useful)

You can theoretically bring the civ back out from dying if you make enough forts and retire them with high enough population - the tricky part is that the game likes to weight migrants with high skills, so dwarves tend to move from one fort to another, leaving the previous fort a ghost town.    The only way around this as far as I know is to set the migrant cap low on later forts, and let the dwarves breed up to pop cap.

I recommend making the fort as cool as possible - it is the new capitol after all. Go crazy, try and get every industry up and running, and get every dwarf a house close to their job. 

3
DF Dwarf Mode Discussion / Re: "Synthwave" fort!
« on: November 14, 2017, 12:24:03 pm »
The king/queen is pink

4
After thinking it over more, its possible that the inherent non-competitive nature of dwarf fortress, especially the "Losing is Fun" philosophy, prevents a lot of the dick measuring fights for nerd cred that causes drama and toxicity in other gaming communities.  So maybe it is the nature of the game that keeps the forums asshole free, who knows.  Definitely food for thought!

5
Dude, its a game, not your super cool special secret club.  The hell is a "true nerd" anyway?  I've honestly seen more people identifying themselves as "true nerds" be bullies and exclusionary assholes than any dudebro or "normie".

I don't think CaBL is saying that he chooses those 'clubs' himself, as his post is not discussing people who call themselves 'true nerds' but those whom their personality shows to be so. There is certainly a difference between them, and CaBL is arguing that DF's automatically sorts a large portion of people by virtue* of its complexity.

* ...That's a virtue, right?

While I get that, my disagreement is with the idea that people drawn to difficult or complicated games are inherently nicer and more welcoming - you only have to look as far as the Dark Souls community to see the opposite.

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 13, 2017, 04:34:17 pm »
Its interesting, because our language is evolving that way - English lacked a singular they, so people took to using they/them/their in a singular way.  We can actually see this happen in our lifetime, as linguists are updating the rules to reflect the consensus

7
I prefer modding df to make everyone bi, but I don't typically play generational forts

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Dude, its a game, not your super cool special secret club.  The hell is a "true nerd" anyway?  I've honestly seen more people identifying themselves as "true nerds" be bullies and exclusionary assholes than any dudebro or "normie".

I think the main reason the boards don't need moderators is cause Toady is both insanely dedicated to the community and also a really nice person - that rubs off on the people who choose to stick around.

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DF Dwarf Mode Discussion / Re: The bloody library.
« on: November 13, 2017, 08:02:13 am »
How do you buy books from the caravan?  They never seem to bring any, and requesting codexes or scrolls just brings blank writing material

10
DF Dwarf Mode Discussion / Re: temple?
« on: November 13, 2017, 07:58:25 am »
I like to make statues of all the gods and install them on different areas of the main aboveground roads along with coffers for instruments.   These basically act as little "wayshrines" ala Morrowind and both keep away cave adaptation and adds a little cultural flair to the fort

11
DF General Discussion / Re: The Importance of Prejudice
« on: November 08, 2017, 09:53:23 am »
A discussion of prejudice devolving into insults and arguments over semantics is kinda fitting, unfortunately :/

I think we should leave this one up to toady, he seems to have a pretty good plan and its his game.

My last two cents is that I'd personally like to play in a world where dwarves don't discriminate based on skin color, sexual preference, or gender identity.  Some of us deal with that crap enough that we don't want it in our forts.  That being said, I'm not opposed to it existing in other worldgens, just that it shouldn't be a hard-coded in thing (which would be unrealistic anyway).  I think procedural (random cultural castes) or fantasy(dorfs vs greenskin) prejudice, if any, is the way to go, tbh.

12
DF General Discussion / Re: Speedrunning Dwarf Fortress – Ideas
« on: November 08, 2017, 09:38:47 am »
Was able to jump from baron to duke, skipping count, but not sure if you can skip the city tiers

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DF Gameplay Questions / Where do nobles live?
« on: November 07, 2017, 12:14:35 pm »
I'm currently enjoying a dying civ embark  - the goblins killed all of the old nobility and conquered/destroyed the last remaining vestige of dwarven civilization after the gruesome Elf War.  My expedition leader became king, and looking at legends viewer all notable dwarf pops are in my fort.

So where the hell is the newly appointed general, baron, diplomat and outpost liason living?  Do they life in migrantspace, or could I find them wandering the ruins of the old kingdom?   They don't belong to any group other than parent civ, have a bunch of merchant friends, so maybe they were chosen from the caravan? (not even going to ask where the caravan is coming from)

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DF Gameplay Questions / Re: How do manager jobs work?
« on: November 07, 2017, 09:21:18 am »
Thanks!  I made the same mistake with cheesemaking - I guess that an important thing to think about with manager is that a single given job doesn't necessarily create/use a single unit of product/reagents.

15
DF Gameplay Questions / Re: How do manager jobs work?
« on: November 06, 2017, 03:57:09 pm »
I keep running into issues with Manager - one of the problems I have at the moment is booze - I've got the still set up so that it'll create 10 drinks with the condition "do if drinks less than 50", repeats after completed, checks every day.  Problem is, that I have 300+ drinks and even though it says that the condition isn't met for next check, my dwarves keep trying to brew more alcohol

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