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Messages - RPharazon

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31
Carp - [5] - Don't mind them at all. Marksdwarves and Winter takes care of them.

Unicorns - [5] - I get them regularly. Fixed by conscripting entire immigrant waves.

Immigrants - [5] - Soldiers!

Goblin Ambush - [5] - Simple. Use the immigrants if the good dwarves die. It's amazingly easy and fast to train any profession up to Legendary level.

Kitten Ambush - [5] - Lock the butcher in a room full of traps, throw the kittens off a tower when he dies. Simple.

Lag - [5] - [SPEED:1] fixes that nicely. Also, I never play on anything bigger than 2x2. 4x1 wins it massively.

Goblin Siege - [5] - Don't make me laugh. I drop a bridge on them. That's not simply atom-smashing them, but CAVING THE BRIDGE ON THEM. Besides, the usual local wildlife deals with them in short order.

Fire - [5] - Sit back, laugh, and wait for the kittens to explode. [SEVERONBREAKS] is your friend. Whatever happens... happens. If it's a good fortress, I'll just lock the doors and watch the dwarves on fire die a slow and painful death. See: Goblin Ambush.

No Sieges - [5] - Don't mind as much. I always have a good megaproject to build. I can just dump the river into the fortress at any rate.


So, uh... Was this supposed to be hard?

32
"I'll just grab this sock that's directly inbetween a rushing river and a huge 15 z-level pit. Oh! What's this! The bottom z-level seems to be rushing towards me!"

It happened to 12 of my dwarves and 9 of my pets.

The best thing was watching the Dwarf Bits and Cat Bits spreading out with the water.

33
DF Bug Reports / Re: [40c][worldgen] disconnected rivers
« on: August 23, 2008, 08:47:44 am »
It's tundra/glacier. The river is still there, only it's frozen over and not a major feature of the map.

Not a bug, just a neat little quirk.

34
I got the same thing after genociding the humans. I went back to the main dwarven mountainhome to retire, and ended up on the other side of a chasm.

The chasm apparently spewed out /hundreds/ of creatures. I couldn't take a step without going through 3 pages of combat reports.

It was the most awesome thing I have ever seen in my DF career, but I never saw it to its end. It was only after finding about 40 ratmen, naked mole dogs, and gremlins in the middle of the inside of the fortress that I retired.

It was awesome.

35
DF Dwarf Mode Discussion / Re: Mmmm...Dead people
« on: August 19, 2008, 08:35:54 am »
3x3 burial chambers for the starting 7. An extra few tiles of space for the expedition leader. 3x3 rooms for any legendary dwarves or champions.

A few big communal rooms, with different-coloured coffins per room if I can afford them. Elite-level soldiers go into the red coffin room. Recruits and normal-level soldiers go into the white room. Everyone else goes into the normal, bigger coffin room.

Pets? I just throw them into the refuse chamber and let them rot.

36
DF Bug Reports / [40a] Display Issues
« on: August 18, 2008, 11:37:50 am »
The DF display doesn't seem to... display correctly.

It shows the correct display for a few frames, then it all goes black except for constantly-refreshing elements, like the FPS display.

It's problematic simply starting the game, adventurer mode is simply futile to use, Fortress mode is sporadic, and pausing is unthinkable since everything goes black. It could be my GFPS setting (it's set to 20, and my monitor's refresh rate is 60Hz) or it simply could be my computer hating it.

The full DF folder is here.

EDIT: I tried it with a full, vanilla, unmodded 40a build. It still has the same refresh problems. Mods being the cause of the problem are out of the question.

GFPS being set to 60 is not the cause of the problem either.
Setting VSYNC to DEFAULT and ON does not seem to change things.

Seeing as how others are having trouble with the refresh rates and also having display issues, it might not be my computer's fault.

37
DF Dwarf Mode Discussion / Re: Do you keep a professional standing army?
« on: August 17, 2008, 10:20:16 pm »
I have a 15-dwarf army in my current fortress.

But the bad thing is that 13 of them are resting due to broken bones.

Maybe I shouldn't have given them those *Adamantine War Hammers*.

38
DF General Discussion / Re: Things DF Has Made You Look at Differently
« on: August 17, 2008, 03:33:14 pm »
Whenever I go to the mountains (which is often since Calgary is an hour's drive away) I measure things up as if they were embark locations.

I mean, there's a historic record of coal in the Rockies, the sedimentary layers are very easily visible, there's plenty of steepness, nice rivers everywhere, enough forests to set up a nice steel industry, access to human traders since their road passes through there, and natural defenses against the goblins because of all the valleys.

39
DF General Discussion / Re: Using DF as a topic for my class assignment
« on: August 15, 2008, 09:13:24 am »
Throwing cats off of 100-meter towers just to see them explode, with the added bonus of not having them around draining resources.

Getting rid of immigrants by stuffing them into a room and letting them starve to death rather than expend resources like food and water on them.

Capturing sentient beings and putting them in a zoo to the enjoyment of your dwarves.

Inter-species racism by dumping a volcano on top of traders.

Training war dogs and loosing them on enemies and feeling no remorse afterwards, knowing that they take roughly an in-game year to train.

Throwing corpses into chasms simply because you don't want to deal with coffins and the making of tombs.

Killing various nobles by launching an enormous ballista bolt at them, and laughing at their flailing, severed body parts generated by the hammerer trying to save himself by putting his hands in front of him.

Good luck on your assignment!

40
DF Bug Reports / Re: [39f] Feature or Bug? (Lack of plants/drinks)
« on: August 14, 2008, 02:40:57 pm »
Sorry, didn't see this in a while, Toady. Terribly sorry.
Also, trade options are as limited as the embark options. I like the fact that I have to get by on the harvested seeds of plants outside and a bunch of meat though.

If it changes anything, I used the nanofortress tool. Shouldn't change anything though, since the rest of my forts using the tool were fine.

Save and raw object files (all I changed): Here

41
DF General Discussion / Re: New Development
« on: August 14, 2008, 02:22:46 pm »
This is exponential (Or at least logarithmic) development at its best.

You see, Toady just needed to take a year or three developing the base work. Once he got all the foundations started (animals, dwarves, jobs, HFS, 3D, world generation, the new Legends...) he can work on the "meat" of development.

It's simple. When you make a box, you don't smooth and carve the wood before you cut down and make logs/planks out of the tree, do you?

So now that he has time and has gotten through the hardest parts of the army arc (world genning, legends), you can see that he is implementing the features people have asked for, such as bug fixes, resizeable windows, fixing insane dwarven quirks, and assimilating many community tools (Prospector, Tweak, etc) into DF proper.

It takes months to make a house, but days to make it a home.

I think Toady is finishing up the construction work for this phase, so now he's furnishing it.

42
DF Suggestions / Noting changes in the raw/init files on release
« on: August 14, 2008, 10:52:54 am »
I, like many others, sometimes have to carry over my init and raw file settings from release to release. That means copy-pasting parts of my raw files, along with configuring the init file anew every release.

So, Toady, is there any way to simply note what essential files have changed over the releases? Maybe a list somewhere like so?

Raw files changed: entity_default.txt, reaction_default.txt
Init.txt: Not Changed

Maybe for exceptional releases where only the executable changed, Toady can note down a single "Only dwarfort.exe changed" so we can just replace the executable file and not do brand new reinstalls?

43
DF Gameplay Questions / Re: Cabinet Obsession
« on: August 14, 2008, 10:46:18 am »
They do the cabinet dance because there's not enough cabinets. When the entire cabinet is full, and someone takes out one of their items, then the rest of the dwarves always try to put their spare items in there. You can either remove the cabinet, put it in a bedroom, or do what I do.

Dwarven Storage!

Make a medium-sized room, fill it with cabinets and coffers, and any extra items that the dwarves have, they can put in there.

Handy for bigger fortresses because dwarves seem to amass an amazing amount of crap in a few years.

44
There will be better support for tilesets and graphics sets. Along with some UI rehauling, it's all part of the Presentation Arc.

Won't happen until right before or after the first release (When the version number ticks from 0.xxxxxxxx to 1.xxxxxxxx)

It's just that Toady needs to add everything else first. No sense in sanding a half-completed woodcraft, is there? You just double (or triple) your work.

45
I have no mods to the game aside from a few custom reactions and the aforementioned entity changing for the goblins.

It makes them ultra aggressive to everyone except the dwarves. I think it might be that they are so opposed that they ally together. It's the violent analogue of "So bad, it's good".

It could just be statistical averaging. I mean, 100 worlds without goblin warring has to be some sort of fluke, right?

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