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Messages - lastofthelight

Pages: 1 ... 51 52 [53] 54
781
DF Gameplay Questions / Re: Newbie Designation-Mine Question
« on: May 16, 2008, 11:01:00 pm »
Aha!

I was underestimating the 3-d nature of the game. You can't just tell it to dig on the surface and expect it to dig a layer below, you have to tell it to dig in the actual filled z-level that you want emptied!!!!


782
DF Gameplay Questions / Re: Newbie Designation-Mine Question
« on: May 16, 2008, 10:41:00 pm »
Yes, I made sure to hit d lots. But I'm not at the point where I really /need/ stairs even, I don't think - I'm just trying to mine a simple, single square in the earth, and when I hit return the cross goes away and nothing happens!

783
DF Gameplay Questions / Newbie Designation-Mine Question
« on: May 16, 2008, 10:33:00 pm »
Query, oh wise ones!

I'm a newbie, and I've been looking through several of the excellent Dwarf Fortress tutorials availiable, and look forward to using my knowledge of geology and physics to burn, freeze, drown, and crush invaders of whatever great fortress I construct.

However, before my lofty ambitions can be realized - I am facing a simple barrier:

I can't seem to get mine to work.

I can designate the >>> downward staircases, and have even Channeled lava into a nice moat to keep out these godawful monkeys which seem to swarm my wagon like Zerg, but whenever I try to mine, I see this little flashing green cross, and when I go to tell it what to dig like I would tell it to channel, or chop trees, or whatever - it just goes away and nothing happens; I see no change to the screen, and no sign of dwarves digging. I've tried this on temperate, tundra, and volcanic surroundings, so I think its some stupidity of mine, and not bad terrain.

Help me, oh wise ones!


784
DF Bug Reports / Re: Dwarves Ignoring Workshop
« on: May 29, 2008, 03:17:00 am »
Yes, they have room to enter. Yes, they have made items before. No, its /not just the moody dwarf/ - no dwarf at /all/ will touch that metalshop.

I have just confirmed the bug by buying another anvil, making a 2nd shop /right beside/ the first, and now am churning out adamantine items. That stupid workshop frustrated me for so long I'm still leaving all these poor dwarves to die once I make some nice adamantine loot for my next adventurer, though.

[ May 29, 2008: Message edited by: lastofthelight ]


785
DF Bug Reports / Re: Dwarves Ignoring Workshop
« on: May 29, 2008, 03:04:00 am »
No. He did not enter the workshop, he stood outside in the waiting room as if he had no worshop. His strange mood also had to be a metalsmith mood, as metalsmithing was his highest skill. Even if dwarves /didn't/ always SM with their highest skill, I had all the workshops anyways.

[ May 29, 2008: Message edited by: lastofthelight ]


786
DF Bug Reports / Dwarves Ignoring Workshop
« on: May 29, 2008, 02:45:00 am »
I've been really frustrated at this, until at least I've concluded it was a bug. I've been having a problem for days now getting my dwarves to consistently make weapons or armor, despite having tons and tons of charcoal and metals for them to do it with. Recently one of my Metalsmiths went Strange Mood, and just stood around until he went insane. So I got suspicious, set about half the dwarves in my fortress to metalsmith, and tried to get someone to make something - anything - at it.

Nothing.


Then I ordered it to be deconstructed about half an hour ago, nothing. Its in a perfectly clear area (there is a path to it), and I've had things built there before.


787
DF Suggestions / Re: Fossils
« on: May 30, 2008, 07:22:00 pm »
I approve of the Archaeologist noble. In addition, I think that there should be (when magic is completed) a randomn chance of a Wizard noble spawning whenever a fortress releases Spirits of Fire, whose purpose will be to fall into the Demon Pits, taking them all with him, as the message "You Cannot Pass!" appears on the screen.

788
Aside from a Cthulhu rising from the ocean (which the Horror idea from earlier would work well with), how about a Sandworm Megabeast? - it would dig through your mines in desert areas (or we could call it a Rockworm, but really it'd be a sandworm), generally create tunnels where you wouldn't want any, eat your dwarves, and mess your fortress up.

789
DF Suggestions / Re: Horror and Charm
« on: May 27, 2008, 03:11:00 pm »
Your right - a happiness bonus for charm /IS/ much better, and basing it on spheres would really help flesh out and give character to the almost blank religion features. Hell, I'd be happy if I was a dwarf living /near my own god/ - or hell, even happier if I was living near a forest of nymphs or an oceanside of mermaids.

Happy, happy, happy dwarves.

[ May 27, 2008: Message edited by: lastofthelight ]


790
DF Suggestions / Horror and Charm
« on: May 27, 2008, 01:57:00 am »
I don't know if the Charm part is doable (it'd be hell in adventure mode, at least) - but about about being able to set a Horror token on creatures so dwarves get a large happiness penalty for seeing them? This could allow for creative modders to...say...create a Great Old One/Cthulhu Megabeast, preferrably to rise from the sea.

The charm idea would be the opposite of this; a tag so that a dwarf who tries to attack it has a randomn chance of being charmed and defending it, instead.

Both would allow for the creation of creatures where players need to think in different ways then usual before fighting them; whereas currently (most) of the creatures are essentially the same with different stats, this would allow for creatures with exotic properties which throw some flair into the game.


At least, if the next giant Megabeast could inspire your dwarves to tantrum merely from /seeing/ it, that'd certainly be an interesting encounter.

[ May 27, 2008: Message edited by: lastofthelight ]


791
DF Suggestions / Re: Battle Mode / Alert Fortress & Militia
« on: May 27, 2008, 03:30:00 am »
I hate to break a rule myself, but the largest rule of the forums, as posted above the list of topics, is not to bicker. Presumably the golden rule is the most important. In any event, I think the post above was well thought out, well written, and gives a good argument.

The idea of having an in-game item (and presumably a 'blow warhorn' action is also a good one, I'm reminded of Gimli sounding the Horn of Helm Hammerhand in the Battle of Helm's deep. It'd make for a good few stories in the DF fanfic section at least:

Dwarf 1: "Misobur, the Horn of Zon Cheesebeard, shall sound in the Glacier, One Last time!"
Randomn Dwarf 2: "Yes!"

Dwarf 1: *runs outside anyways because of a pathfinding bug*

[ May 27, 2008: Message edited by: lastofthelight ]


792
DF Suggestions / Re: Megabeast: Dire Carp
« on: May 27, 2008, 08:23:00 pm »
It is kindof funny how when the dwarves go fishing for carp, the carp go fishing for dwarves. I love the irony of that.

793
DF Suggestions / Re: Megabeast: Dire Carp
« on: May 25, 2008, 05:29:00 pm »
The Carp wiki page is one of the great highlights of playing this game. While the 'real' wikipedia is scientific, sterile, and - well, I'm a scientist, so I won't say boring, but...while useful, lines like

"The carp's status as a cold-blooded dwarf killer is no doubt due to the fact that Toady One simply used a default bite attack for the carp (as with most of the new beings in v0.27.169.33a)." ...(etc)

And: "Run. Run and never look back."


794
DF Suggestions / Megabeast: Dire Carp
« on: May 25, 2008, 02:58:00 pm »
I propose that when the Carp Bug is fixed in the next version, the bug be memorialized by the creation of a Dire Carp Megabeast, the mother of the current spawn of Carp. And lo; the Dire Carp is not dead, for that is not dead which can eternal lie, and with strange eons of time, every Dwarven Fortress shall die.

795
DF Suggestions / Re: [Minor] Partially mined walls and liquids
« on: May 24, 2008, 07:23:00 am »
My main problem with 'damp wall' is that I often don't believe it. I regularly see occasions where I'll get a 'damp wall' with no water on the other side, so I usually end up very surprised and ...well, not as surprised as my dwarves are, I guess. Having some water seep through in addition to the message would be a great way of confirming/denying the water on the other side thing.

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