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Messages - Areyar

Pages: 1 ... 9 10 [11] 12 13 ... 184
151
DF General Discussion / Re: What turns you off about DF?
« on: December 14, 2011, 07:34:47 am »
Only 1 thing turns me off about DF.

Migrational waves are too frequent and with too many.

I don't mind ending up with very populous fortresses, but I'd like the game much more if each wave only has say 3 dwarves minimum and 8 dwarves maximum, and only occur once a year.
'tis more a personal preference this. :)
I think this can be partially attained by lowering the maximum allowed fortress population in the raws to below the current pop and increasing this to slightly above the current pop once every few years or so. The (last) migrant wave size does not get smaller IIRC, but at least you could manage the frequency of them occuring.

152
DF General Discussion / Re: Future of the Fortress
« on: December 09, 2011, 05:23:43 pm »
Anyway, this is a good time for donations!

I got a nice donation from Sinterklaas 5th the latest and I'm giving half of it to Toady. :P

153
DF General Discussion / Re: Future of the Fortress
« on: December 09, 2011, 02:22:16 pm »
Quote
BTW, what's Toady's policy for donation refunds?  I've tried looking around the forums for mention of it, but it doesn't seem like it's ever come up.

Just send him an e-mail explaining your problem and I'm sure Toady will be reasonable.

I did something wrong myself with my first donation (donated Euros iso USD or something), as I was laid off and destitute at the time I was highly appreciative of DF distracting me but one still has to eat as well... Toady sent me half the credits back. :)

Keep in mind that Paypal charges Tarn for every transaction. (IIRC 3% +20cts)

----

Also ALL nutricious fluids need to be sweetened, salted, boiled, fermented, etc. or they will spoil very quickly, not just blood.

154
DF General Discussion / Re: Future of the Fortress
« on: December 08, 2011, 10:44:30 am »
I wonder what the player will notice of the adventurer being ill? . . .

Code: [Select]
*Your belly hurts*
*You vomit on your feet*
I: vomit -It has sunberries!
East, East, North.
*You...*
*... it is now dark.*
* It appears you passed out. *
* You are surrounded by Bogeymen. *
[/color]

155
DF General Discussion / Re: Future of the Fortress
« on: December 05, 2011, 01:46:04 pm »
"Bone Folders" were used in book making and to mark fabric.
Bone char can be used to filter water and to whiten sugar at a refinery.
Bones can be used as fish hooks and all kinds of needles (knitting, sewing, awls for leatherwork).
They can be used to make buttons, or sent to a furnace to make calcium-phosphate ash which can be used to make bone china.

They can of course be used to make woodwind instruments like bone flutes, or even bone china instruments for the wealthy.

The bone meal though, that one is still probably your best bet for using large piles of bone for one purpose.  As fertilizer.
those are pretty much 'crafts' or at least small/tiny items.
Also: bonemeal: another reason to build querns. (i think milling it is weird somehow). It's also used in bonechina ceramic.

156
DF General Discussion / Re: Future of the Fortress
« on: December 05, 2011, 10:22:22 am »
Another big factor in the problem is that items don't wear out at the moment.

157
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: December 02, 2011, 08:07:17 am »
If only.
It just refers to your missile hits, including overkill. Missed missiles just use a small detonation to disarm themselves. (Not registering as nuclear explosions)
The idea is that distances in space are so big, that detonations are only effective against a single target. (The targets are supposed to spread out as much as possible without losing concentration of fire.)
I don't think Aurora has supernovae, but explosions in that range would be big enough probably to get multiple ships. ;)

158
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: December 02, 2011, 03:41:34 am »
19% hitchance, 21% actually hit.
Not too bad as you got them all... all three of them. :p

159
DF General Discussion / Re: Future of the Fortress
« on: November 30, 2011, 08:48:20 am »
:lol: Pigs were intelligent meat for a while there, selling themselves! :)
Just like in the Restaurant at the end of the Universe.

edit: or that is just bigotry: calling traders pigs. J/K (obviously)

160
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 29, 2011, 10:53:40 am »
No biggie on the beams on the hypercapable ships, you use the tohit of your targetting sensor,
your ship still gets the "tonotgethit" bonus from the speed towards incoming fire.

Besides you get into beam range that much quicker.

161
DF General Discussion / Re: Future of the Fortress
« on: November 29, 2011, 09:24:47 am »
There seems to be a problem with tables in some of the shops . . .
that might prove to be a pathing hassle.

The developments are awesome.  :D

162
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 28, 2011, 12:24:53 pm »
I only see the use for hyper engines when there are colonies in doublestar systems.

edit: for free reading, goto the Starfire wikipage and under the fiction chapter, you should find the Stars at War I & II omnibus as PDF file.
More recent fiction is only available online for a few sample chapters.

163
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 28, 2011, 05:01:58 am »
weaponfire should be banned at hyperspeed! :o

164
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 26, 2011, 05:47:00 pm »
So I've decided I want to make a deep space explorer spaceship that is autonomous from my main civilization.  What are some realistic designs for such a ship?  It would have to have:

1) Sensors both for stellar bodies and for new jump gates
2) The ability to build jump gates
3) The ability to refuel itself (sorium harvesters? Can you convert that to fuel on board a ship?)
4) The ability to carry various crew and science teams as well as cryo-beds for citizens in case we find a compatable planet
5) Weapons enough to defend itself from at least casual attack
6) Probably other stuff that hasn't come to mind

Any ideas on reasonable designs for such a thing?
3 : Yep. a.f.a.i.k. soriumharvesters instantly refine thorium into fuel.
edit: I meant the harvested sorium, not sure it will convert mined Sorium to fuel at all if it is stored in its cargobays.

165
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 26, 2011, 03:28:16 pm »
Er, so is there a way to make sure officers don't get declared surplus and let go? I want to keep my geology team, but I want them to stop bothering me with constant 'no minerals' reports.

Can't remember if it is 'autoassign to posts' or 'realistic promotions' that causes the retire surplus officers to take place, but you could play with them off. Alternatively make a bunch of tiny PDC's on your homeworld and assign officers that you want to keep but don't have a current task for to thePDC's then check the 'do not end tour' checkbox. Another possibility would be to make a new task group and assign them to the officers positions of the HQ and check the 'do not end tour' checkbox.

It's autoassign.

There's a division by zero error somewhere in my lasers. Is there a way I can find which design it is and get rid of it without SM mode?
You can put your teams aboard a ship, that will shut them up.

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