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Messages - Kogan Loloklam

Pages: 1 ... 160 161 [162] 163
2416
DF General Discussion / Re: Rivers vs. Fire Religious Dispute
« on: April 10, 2008, 11:19:00 am »

Does that look like an elf god to you?!?!

Rivers hold the Carp, which is the most fiercesome beast alive!

They also allow wounded dwarves to survive.

See, the power of life AND death. Magma only holds death and destruction. Rivers can be destructive, but they can also be beneficial too, like when they are harnessed for endless power or when they give you farmland!


2417
DF General Discussion / Re: Rivers vs. Fire Religious Dispute
« on: April 10, 2008, 01:36:00 am »
The water followers will never forget the treachery of the boat murderers, the worst of the fire worshipers!

And captain planet would take our side, that ash polluted that area for years!


2418
DF General Discussion / Re: Rivers vs. Fire Religious Dispute
« on: April 09, 2008, 01:24:00 pm »
You heathens, daring to befoul rivers with suggestions of fire! And mentioning the corruption of the natural order that is a magma river?!!!!

IT IS WAR!


2419
DF General Discussion / Re: Small question about the next release
« on: April 10, 2008, 03:50:00 pm »
As for known background, here is a list of things I like to know before I start a fortress-

Family Line of the Civilization Ruler
Name of the Capital of the Civilization
Name of the group that controls the Capital of the Civilization
Entire Civilization Pantheon

And I also look at these when considering making a serious adventurer as well.

Like you said, the fact is the world will be much more richer then before, not that adventure mode is not very affected by this, or that dwarf mode is not very affected by this. In both modes gameplay style will change because of this release. I may not have to rely on thrown antman parts to kill my next GCS, and my fortresses will be closer to the civilization at the cost of adamantine or magma or chasms or all three.


2420
DF General Discussion / Re: Small question about the next release
« on: April 10, 2008, 02:58:00 pm »
See, I disagree. Most of the changes concentrate on legends mode and world generation. Adventure mode and Dwarf Mode appear to be equally affected, but less then world generation, which is the base for both adventure and dwarf. Either way, you change the foundation, you impact the structure.

2421
DF General Discussion / Re: Small question about the next release
« on: April 10, 2008, 02:21:00 pm »
Shows how much you know  ;)

# stopped mayor from ignoring labor list
# stopped placing container in one of its contained containers from locking up the game
# made constructions remove engravings, debris and other objects from their square on placement
# stopped aerial births
# stopped blood from hanging in the air
# made snow-covered dyer's workshop in different construction states distinguishable
# fixed some inconsistencies with child name capitalization
# allowed dwarves to dig up from ramps provided a ramp wall is in place
# stopped "large " items with blank names from appearing (one instance of it anyway)
# stopped channeled walls above constructions from leaving rocks inside the construction
# made unconscious diplomats/traders trigger traps
# stopped smoothing under roads
# stopped snow from being generated at the bottom of the ocean
# fixed problem with world map display size on chargen/embark
# made rain/snow shift locations with rest of objects on map shift
# made forbidden/on fire state of items respected in a few extra places
# made children grow up anyway if they somehow miss their exact coming of age date
# changed how diplomacy states are stored
# gave immigrant woodcutters proper soldier settings
# allowed undead/invaders to fight
# smoothed out local landscapes
# made digging out ramp walls update connectivity properly
# gave work dogs and cats names upon adoption
# displayed number of assigned hunting/war beasts during assignment
# fixed up problems with continued designation job selection
# stopped constructions and frozen liquids from floating at the bottom of the chasm
# stopped construction removal from leaving open spaces in ice
# stopped ocean waves from pushing merchant and horses free from wagons
# made carving a fortification unhide adjacent squares
# made freed tombs respect no pet init options
# made pregnancies count toward the baby cap
# made heat/cold damage effects for items work faster
# stopped dungeon master from constantly putting on cloaks
# stopped dwarves continuing training if the building becomes forbidden
# allowed wagons to go through ashes
# stopped debris on the ground from coloring flashing ramps
# allowed viewing of kills in ... dwf mode ...
# made megabeasts, semimegabeasts and underground feature creatures take on the undead character of their region
# fixed crash from having no items available to bring to the depot
# fixed problem with slaughter job spamming over inaccessible creatures
# improved accessibility checks for various jobs
# fixed problem with the king coming early and not actually showing up
# fixed problem with wagons not unloading at the depot if you have more than one
# made smoothed walls display correctly when designated for dig
# stopped selected embark area from changing when civ is changed
# placed silk cloth in the correct item category during embark
# fixed problem with blank thoughts from old caves
# stopped item names from spilling under point values in embark item list
# made cage occupant list scroll before reaching instructions
# fixed a problem that would allow continued designation jobs to mess with other designations
# stopped export restriction mandates from being violated by trader goods (no dwarves were punished, but noble becomes upset by this)
# made soldiers lose inappropriate jobs like training when their squad is put on duty
# stopped journey friendships from influencing leadership selection on embark
# handled an issue with job persistence when a dwarf joins the guard
# added some additional checks for well completion for well jobs
# fixed item contaminant adjective spacing and duplicates
# fixed crash bug related to rain destroying webs in evil forests
# fixed problem causing low baby caps to affect population cap

This doesn't include how "wars" will affect what people come to attack the site.


2422
DF General Discussion / Re: Small question about the next release
« on: April 10, 2008, 01:28:00 am »
(And in dwarf mode)

2423
DF General Discussion / Re: Small question about the next release
« on: April 09, 2008, 01:30:00 pm »
*Looks for the Doomsday Clock*

I don't see it Toady One. Where's this mythical clock that is forcing you to feel rushed?

We all, for the most part, I think, Support you in whatever way we can. If we can't pay you a donation, the least we can do is pay a few shunts. I think I speak for most everyone, and certainly everyone who counts when I say if you take your time, you won't disappoint, despite how you feel that we might feel.

So, keep being your awesome self and we will keep worshiping you as the true celebrity you are.


2424
DF General Discussion / Re: Your Gamer Quirks
« on: April 07, 2008, 12:29:00 pm »
I share a lot of the 'weirdness' of other people, but I have my own too. I always get a royal dining hall built for a meeting place for my dwarves, and a royal throne room made too before I have anybody that could possibly use it.

I do the "same materials" door thing, but I do it on a large scale(Every object in the fortress is made out of the same stone, coffers, cabinets, frigging levers, as soon as I have a legendary mason it starts.)

My dwarves all start out with 2x3 rooms at least, usually bigger

I always work on replacing farms smaller then 10x10 with 10x10 farms.

And my weirdest quark of all...

Every fortress I always build at least 40 2x2 jail cells, with a fortification and a door on one wall leading into a 2 wide hallway. The fortress guard is always high-strength, never under strength, and the captain of the guard always has his rooms at the start of the jail area when the jail is completed.


2425
DF General Discussion / Re: did this inspire dwarf fortress?
« on: April 10, 2008, 03:10:00 pm »
Gordon Ramsay... Wikipedia says he is some kind of Scottish Celebrity Chef that stars in the shows "Hell's Kitchen", "The F-Word", and "Kitchen Nightmares"

Two of which are reality shows, and the other is a Cooking show.

That disappoints me. You can't escape reality tv even outside the United States.

:(

BBCA is lucky there is no other choice in news broadcasting here, or I'd stop watching them now!

Ahh well, at least I still have the History Channel and battle 360. Only watched one episode of that so far, but it was pretty neat.

Thank goodness for DVRs, allowing me to watch something other then the nauseating reality tv crap!


2426
DF General Discussion / Re: did this inspire dwarf fortress?
« on: April 07, 2008, 12:45:00 pm »
It's gotten so bad that BBCA is actually one of those channels I watch now. I had nothing to do with the English for years, ever since they thought they were so cool as to draft US citizens into their naval fleets. However, the disgrace that is American broadcasting has turned me to watching the stuff that other nations make. I won't even watch news broadcasts, because I am not interested in what some American idol thing did on that show, and it seems to be a major topic of news, while the illegal detention and outright violation of acceptable humane practices of prisoners caught in open conflict appears to be nothing more then 'an old hat' and not worth even a modicum of time.

Yes, I'd rather watch the horribly shot "Torchwood" over "Big Brother (Insert Number Here) any day. Of course I don't really watch Torchwood either, Though I did watch that Robin Hood show for a bit... And then I got bored of British Television. Just the same, I still would rather watch whatever might be on that then the "Reality TV" dross that is American television.

Jerry Springer is a symptom of what is truly wrong with America. We are so accepting and open, we would happily bring high ratings to a show that encourages people different from the norm to fight on national TV.


2427
DF General Discussion / Re: did this inspire dwarf fortress?
« on: April 05, 2008, 12:50:00 pm »
Jerry Springer? I never realized we had ... Umm, I'm just going to go now before I say racial or insensitive comments regarding my opinion of this and the breeding lineage of people who watch it.

Oops, too late.


2428
DF General Discussion / Re: Curse you Toady!
« on: April 05, 2008, 12:43:00 pm »
Dwarf Mode isn't getting hosed, it's getting boosted too. Might I remind everyone of this:

#  stopped placing container in one of its contained containers from locking up the game
# made constructions remove engravings, debris and other objects from their square on placement
# stopped aerial births
# stopped blood from hanging in the air
# made snow-covered dyer's workshop in different construction states distinguishable
# fixed some inconsistencies with child name capitalization
# allowed dwarves to dig up from ramps provided a ramp wall is in place
# stopped "large " items with blank names from appearing (one instance of it anyway)
# stopped channeled walls above constructions from leaving rocks inside the construction
# made unconscious diplomats/traders trigger traps
# stopped smoothing under roads
# stopped snow from being generated at the bottom of the ocean
# fixed problem with world map display size on chargen/embark
# made rain/snow shift locations with rest of objects on map shift
# made forbidden/on fire state of items respected in a few extra places
# made children grow up anyway if they somehow miss their exact coming of age date
# changed how diplomacy states are stored
# gave immigrant woodcutters proper soldier settings
# allowed undead/invaders to fight
# smoothed out local landscapes
#  made digging out ramp walls update connectivity properly
# gave work dogs and cats names upon adoption
# displayed number of assigned hunting/war beasts during assignment
# fixed up problems with continued designation job selection
# stopped constructions and frozen liquids from floating at the bottom of the chasm
# stopped construction removal from leaving open spaces in ice
# stopped ocean waves from pushing merchant and horses free from wagons
# made carving a fortification unhide adjacent squares
# made freed tombs respect no pet init options
# made pregnancies count toward the baby cap
# made heat/cold damage effects for items work faster
# stopped dungeon master from constantly putting on cloaks
# stopped dwarves continuing training if the building becomes forbidden
# allowed wagons to go through ashes
# stopped debris on the ground from coloring flashing ramps
# allowed viewing of kills in ... dwf mode ...
# made megabeasts, semimegabeasts and underground feature creatures take on the undead character of their region
# fixed crash from having no items available to bring to the depot
# fixed problem with slaughter job spamming over inaccessible creatures
# improved accessibility checks for various jobs
# fixed problem with the king coming early and not actually showing up
# fixed problem with wagons not unloading at the depot if you have more than one
# made smoothed walls display correctly when designated for dig
# stopped selected embark area from changing when civ is changed
# placed silk cloth in the correct item category during embark
# fixed problem with blank thoughts from old caves
# stopped item names from spilling under point values in embark item list
# made cage occupant list scroll before reaching instructions
# fixed a problem that would allow continued designation jobs to mess with other designations
# stopped export restriction mandates from being violated by trader goods (no dwarves were punished, but noble becomes upset by this)
# made soldiers lose inappropriate jobs like training when their squad is put on duty
# stopped journey friendships from influencing leadership selection on embark
# handled an issue with job persistence when a dwarf joins the guard
# added some additional checks for well completion for well jobs
# fixed item contaminant adjective spacing and duplicates
# fixed crash bug related to rain destroying webs in evil forests
# fixed problem causing low baby caps to affect population cap


That also doesn't include the things like wars, roads, territories, and eras, which will influence site selection at least for me, and probably for everyone else too.

The biggest things might be historical, but there is still a large list of things that aren't. And the historical will influence how people play, as the "adjacent civilizations" will be adjacent now, and their territory obvious and visible with histories of warfare establishing them. I suspect we might even start at war with things like elves and humans based on historical actions.


2429
DF General Discussion / Re: For all you Mac users out there...
« on: April 04, 2008, 01:11:00 pm »
Why not host it at the Dwarf Fortress File Depot?

2430
*gets two hammerstrikes for an unfulfilled mandate*
code:

Ouch! I am a legendary Engraver, not a legendary   crafter!!!!
Darn you all to heck!


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