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Messages - Langdon

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151
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 26, 2011, 02:54:44 am »
Well, that was unexpected.  Nature is mocking me.

I channeled a big area on the surface (leaving out an area in the middle of it), just to ... watch the grass growing.   And yes, it did grow.   Then I dug the area I left out.  No grass. The effin' grass needs sunlight now. What is this, I don't even?

It worked just fine just yesterday (and about every time I played DF, with or without 31.19.), so it must be related to the biome or the ocean.

Edit: Okay. There's a shrub and a tower-cap sapling growing in my Main Hall. The Main Hall is on a different biome than my tree nursery (which is still barren). There's no sign of grass regrowth anywhere else but in direct sunlight, though.

In my mountain/forest fort, I find I get fast growth of cavern vegetation in my dug out soil layers (i.e. at least one full layer of  soil under the floor, even if I dig the soil out later to leave just a thin "soil floor"). Conversely, I cleared a big cavern space in the first cavern layer, hoping to get a tree farm up, but I find that grass/mushrooms don't grow in dug out gabbro, just on the "sandy loam" floors in between the old pillars.

Also my fort's main entrance levels (three layers of soil), gets lots of towercap/fungiwood, despite never being exposed to sunlight. I dug out a pasture room three soil levels down (again, no exposure to sunlight), and that gets lots of grass (feeding my alpaca herd quite nicely).

I think in fixing the "mud needed for underground farms" bug, it removed the ability for wild plantlife to spread across muddied stone (and increased the growth on non-muddied soil) even if right next to existing fungus/tower-cap squares.

does your exposed cavern layer have fresh water or salt water? (I think, but I am not sure, that you can check for fresh water by successfully creating a drinking zone over it).

152
DF Gameplay Questions / Re: Less metals = good, memorable Fun
« on: February 22, 2011, 12:35:31 am »
I've been playing since the 2D days, and I've just gone back to my old 40d methods. Namely, stripping caravans of every single piece of metal, and using what I can.

I'm playing an ore-less fort (nothing in the ground except a few scattered gems in the caverns) and have survived for over eight years now, with a six-dwarf squad almost completely clad in steel. Gobbies don't have access to iron though, so in the first few years I'd gotten by fine with bronze and bismuth bronze (parent civ doesn't have access to iron, so no anvil on embark, but another dwarf civ I'm trading with has steel).

Right now I have loads of copper and bronze, all from smelting goblin equipment and metal crafts from the caravans. I have a distinct lack of gold or platinum, and the little silver I have goes to making warhammers. I have enough bronze that I can afford to waste it on bolts for practice, and my metalsmiths are busy studding everything with copper. My countess has to make do with brass furniture, though, as I don't have much in the way of precious metals, so I have to make up the difference by studding everything she owns with loads of gems (by micromanaging the jeweler's workshop). Still, with enough artifacts, she has her royal-quality rooms. Even the mayor and captain of the guard sleep on jewel-studded masterpiece beds.

I did lose my first few moody dwarves because I couldn't get rough gems until the caverns, but that's mostly due to me being too lazy to get glassmaking up and running early.

So. Not much different from one of my older 40d forts, except its harder to get invulnerable champions (early on I'd lose half the squad to ambushes from time to time, but now that the Countess has gotten Teacher skill up to Adept, they all have Competent Dodging or better now, and don't fall as easily to archer gobs).

It is fun, about as much fun as my best 40d forts. No gamebreaking bugs so far. (Wild birds making a beeline for your extra nest boxes is funny, and not really a show stopper, unless you consider easy food to be a gamebreaking bug). The quantum large clay pot storage is also useful when hauling roasts to the trade depot - one large pot holds 30-50 thousand dwarfbucks worth of food, which is usually enough to buy out the caravan. Easily avoidable by not making large pots.

I haven't fully exploited the other features (next fort will be a clay-brick aboveground village probably). And I am still playing on the very first worldgen I started after downloading .19 (second fort, though, first fort died to tantrum spiral after forgotten beast).

153
DF Gameplay Questions / Re: Stripping caged goblins
« on: February 20, 2011, 07:00:17 pm »
and yes, the stockpile works just the same as building except that you have to go into stocks and remove the dump on the cages, don't have to do right away if you're building them all.

Instead of going into the stockpile screen and undumping cages, I find it easier to press 'k', move the cursor over the cages in the stockpile, and press 'd' to unmark each cage for dumping. Up to you as to which method is easier I guess.

154
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 01, 2011, 04:17:36 pm »
So I built a nice little arena on top of a magma pipe.
Whoever wins earns the right to be drowned in lava.
However, once I drop a goblin in, everyone is took scared to go near the pit to drop in the next fighter.
What do?

Cover the drop hole with hatches. The hatches prevent haulers from seeing the falling goblins, but still allow pitting.

155
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 18, 2011, 10:35:35 am »
Are you sure you posted into the right thread?
I believe he's still playing adventure mode, but he used DFusion to turn one of his companions into a wagon to create a "caravan".

156
Other Games / Re: World of the living dead
« on: January 10, 2011, 10:11:59 pm »
Gonna be offline for a week or so (moving to a new city, new job) so I guess that's it for my survivors (pity, two were nearly maxed out). So I've hauled all my stuff (includes one each of purifier, seed packet, chain link fence and security shutters, plus a boatload of empty firearms and melee weapons) to a NECRA safehouse for some other player to use. I have lots of water, but only a single candy bar left for food.

Bidding farewell to zombie-filled virtual LA, 'cause I'm moving to the RL LA. :-P

157
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: January 08, 2011, 09:50:02 am »
I don't think that there's still an artifact number/mood limit in the current version. My fort has over 40 artifacts and is still churning out (mostly useless, a gneiss piccolo yeah) moods.

Chance of getting a mood is dependent on how much area you have excavated. If you keep digging mineshafts and carving out the caverns you'll have more frequent artifact moods - conversely if you don't dig and only build aboveground structures you'll have fewer/infrequent moods.

There are more moods in a DF2010 game compared to 40d because with all the new layers there's much much more potential area to dig.

158
Other Games / Re: World of the living dead
« on: January 02, 2011, 08:57:22 am »
Anyone know of any areas that aren't completely looted dry? When I first started playing I had no trouble finding supplies, but now all my survivors are starting to starve.  I'm starting to dislike the idea that resources will completely run out and people will have to fight each other to find what's left - first off, that means new players are screwed if they join after the very beginning of the game, and second, it's almost impossible to get in a fight with another player unless for some reason one of you goes afk outside for hours. So it's looking to me like everyone's just going to slowly starve and that's that.

Yeah, I had to trek through half of LA before I found a couple of unlooted diners, and now they're running dry, so we're going to have to pack up and move along soon. Lots of people moving around in my area as well, I noticed someone else looting the diner next to my safehouse last night (which is currently down to 4 squares of lootability, so I doubt he got anything much).

I think the key is to keep your survivor count low (I believe Rosslessness mentioned 4-6) because otherwise you have to set up a massive multi-location farming operation to keep them fed (which is probably why the map is empty, a few people with 40+ survivors sucking up everything with their maxed loot skills). Other people say they only rescue new survivors for the points, then leave them to starve somewhere, only feeding their main team.

No respawning resources in the game right now, so there's nothing to do but wait for the reset.

Also PvP is broken in the latest patch - even if you find someone sitting out in the street, you can keep clicking attack for hours and never hit him.

As it its, there's not much to do right now but fight zombies and slowly starve.

159
Other Games / Re: World of the living dead
« on: December 31, 2010, 05:09:28 am »
Is anyone else still playing this? I've got one invite left if anyone wants it <snip>

Yeah still hanging on - lost two survivors due to over-aggressive movement, but made up for it by rescuing three more.

Apparently just I pissed someone off yesterday by grabbing a survivor he was going to rescue. I think he just threatened to hunt me down on the global squad status page. His profile lists "0" under "Survivors murdered" so I hope that means he's just bluffing.

Just found my first purifier as well, but I'll probably be lugging that around for a long time, as I don't have enough survivors to merit anything larger than an apartment right now.

Also have a beta key, going to hand it out to the first Bay Watcher to PM.

160
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 30, 2010, 07:40:47 am »
I just created my first ever archer squad. The captain of the guard is the leader if this one (apparently). I've set their uniform to archer. I've made a second barracks/training room/archery range

But I have two issues. In the job menu, over half of them say "Soldier (unable to work)".

And only my captain of the guard has managed to fire a bolt at the target.

Note there is currently a bug (still present in my last 31.18 game, last time I played) that prevents marksdwarves from using bolts that have been hauled to a stockpile, or placed in a bin. (some people report that they use bolts that are not in bins). In my last game, if a bolt has ever been touched by a civilian hauler, it seems it has been forever marked for civilian use, and the military will never touch it.

A workaround I use in my games is to never ever designate ammo stockpiles, rather I let the marksdwarves pick up bone bolts straight from the craftsdwarf workshop. So my archer tower has a craftsdwarf workshop and a forge on the floor below, and I only use those two workshop to make bolts.

Also, only one marksdwarf can use one archery range at a time, so I built multiple long, narrow rooms with targets at the ends, and designate each as a separate range (remember to enable 'T'raining for the squad on all of them). 3 ranges=3 marksdwarves training at a time. If you designate one range with 3 targets, only one marksdwarf will train at a time, and two targets will be unused.

161
Other Games / Re: World of the living dead
« on: December 23, 2010, 02:26:09 am »
Things got kind of interesting for me. A family member of one of my troops showed up far far away, so I split my two survivors into two seperate groups.

Shelp was on a super long journey to the south to find his brother, while Tuan stayed up north, guarding the main safe house.

It too 2 days to get Shelp all the way down to his brother, but he found some really good items along the way. There were a couple of times every square I could see was red and he barely made it through (With some credit items).

I actually really like this game. I think it is organized poorly in some ways (like having to go to the command screen to recover) but other than that it is fun to log on and try and make a break for that next safe house.

Anyone else playing? How are you guys doing.

I've had several survivor broadcasts pop up nearby, but someone else keeps rescuing them before I can. I'm just going to loot this diner dry, then pack up the safehouse and try to look for a less-crowded neighborhood.

This morning there was a another player with a seven-man squad near my safehouse, possibly setting up an ambush for my squad, so I'm playing it safe and staying in until we're rested and ready to make a break for it.

The PvP aspect isn't all there yet (only way someone can intercept you is if you go afk outside a safehouse for hours) but seeing as my squad doesn't have anything in the way of firearms or ammo, I'm playing it safe. Not sure how safehouse assaults work, btw, just hoping he doesn't try anything.

162
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 21, 2010, 10:25:48 pm »
Order the goblins to be pitted off the tower. Any one that doesn't put up a fight will splatter delightfully right into the refuse pile. Any one that does will get hammered … and splatter delightfully right into the refuse pile.

Any militia dwarf that dodges a punch from a goblin thief might also splatter rather less delightfully right into the refuse pile.

163
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 19, 2010, 04:00:17 am »
So, is this guy just going to naturally pick up an axe? I de-militarized him and gave it some time, but nothing's happening. The designated tree's to be cut change color like their supposed to, but none of them are flashing like they should be.

There might still be an old bug where the axe you used for the uniform is now marked for military use, and will forever be inaccessible to civilians (deleting the military squad AND freeing the barracks might have a chance of resetting it).

To be sure, you need to get another axe - make one at a forge or buy one from a trader. I believe in a pinch wooden training axes from the craftsdwarf's workshop can also be used for chopping wood.

I typically keep several axes in reserve for woodcutting purposes, due to this.

164
Other Games / Re: World of the living dead
« on: December 19, 2010, 12:07:02 am »
Yeah things looked bleak for me as well at the start, but I found an area with a lot of unlooted food stores, so I've been able to scavenge a ton, complete tutorial missions, build the squad up, and now hole up in my own safehouse. Problem is, I got to level 5, so I'm susceptible to PvPers. Now I'm left wondering how guarding a safehouse works. I could put one guy at the door with a baseball bat - but then he wouldn't be able to recover, and I wonder how much defense he could do against a dedicated attacker anyway.

The game says only one is "Needed:" so I'm going to put my home run hitter at the door and hope that locks any enemy out.

Latest update (dec 18) says safehouse defenders now recover from fear, fatigue and injuries at 50% normal, so you can put everybody on defense if needed.

165
Other Games / Re: Die2Nite
« on: December 17, 2010, 08:28:46 pm »
If you can get zones going non-depleted from day 1, you stand to gain a hell of a lot more than if you can get converting logs to planks.

I don't see how building the factory stops you doing that?
I am saying don't build the workshop and factory on day 1. Get your tower up, get the addition that lets you undeplete zones, and upgrade that addtion on day one. Many many zones get depleted the first day, you need to get the recharged asap. Day two can see the workshop and possibly the factory. You shouldn't need to be converting logs to planks before then anyways.

This would be in an ideal, theoretical town, where everyone reads the forums.

In an actual game, you've got half the town clicking on anything buildable on the first day (instead of going out  to scavenge). You need workshop for survival reasons - you can usually only hoard enough mats for one building, and if you don't hoard for it, you'll lose the chance to build it later.

If you do not make workshop a priority, all your planks will be belong to them.

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