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Messages - Aqizzar

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16111
DF Gameplay Questions / Re: FPS Indicator?
« on: July 14, 2008, 06:20:33 am »
It's an option in the init file.  Just scroll down a ways.

16112
DF General Discussion / Re: Future of the Fortress 4
« on: July 14, 2008, 06:05:22 am »
Modifiable Worldgen
Modifiable Worldgen
Elven Babysnatchers
Modifiable Worldgen
Map Editor
Map Editor
Modifiable Worldgen
Jreengus Occurs
Map Editor
Modifiable Worldgen

Oh yeah and dwarves pick food

16113
General Discussion / Re: Crazy advanced plane?!
« on: July 14, 2008, 03:34:44 am »
Yeah... These things aren't new.  Remote aircraft have been around since the late 80's and the F-117 is so old it's actually been retired.  Developers have been making lots of test bed combinations of them for nearly two decades now,  and every once in a while they a hit a distinctive look that picks up a blip of notice.

You want a crazy advanced plane?  I give you the Flying Flapjack.

16114
This bit of awesomeness should answer that-

I had a fortress which for some reason had to be abandoned.  When I closed out, everything was dead except for a pack of 4-5 hunters. 

When I reclaimed, unlike other dwarves who just sit around, the hunters were still hunting.  Something would wander onto the map, and I would get a message about "the mountain goat has been struck down" and I'd scroll over and these hunters would be bludgeoning animals right and left.  Then they'd slip back into ambush-mode and disappear.  The only living things on my map that were safe were my own citizens . . . hoary marmots fell like dominoes . . . mountain goats were thrown bodily from cliffs . . . wolves and deer alike were chased down and ripped to shreds . . . eventually, when I got to goblin sieges, the hunters would simply decloak and mow through them like grass before vanishing again . . .

No idea what would be causing the ambush message though.

16115
DF Dwarf Mode Discussion / Re: Lazy Dwarves?
« on: July 14, 2008, 03:05:40 am »
I think there is a definate laziness trait in dwarves.  I always seem to have at least one shirker who spends an inordinant amount of time on 'No Job' before getting busy, even when he has plenty of things to do in every direction.  I especially noticed it with a farmer who, despite having giant fields in need of tending and a seed stockpile right in the middle, would spend season after season planting one seed, then walking halfway across the fortress to the meeting area before realizing there was another seed to plant.

16116
DF General Discussion / Re: Future of the Fortress 4
« on: July 14, 2008, 02:30:36 am »
Aqizzar's Webcam:

16117
DF Modding / Re: Dwarf Fortress 40k
« on: July 13, 2008, 03:54:18 pm »
Well, part of the problem with orks is that you gave them damblock 20.  They're hardcore and all, but that's kind of pushing it.

The thing with homeotherm is, I think, creature without it will rarely and randomly boil out of it's skin while freeing to death.  That might be another bug though.

16118
DF Dwarf Mode Discussion / Re: What special rooms do you build?
« on: July 13, 2008, 03:47:56 pm »
Build a city in it, then fill it with water.

Never seen a box canyon before, I didn't think the terrain generator could make them.

16119
DF Modding / Re: Dwarf Fortress 40k
« on: July 13, 2008, 03:20:53 pm »
Also, there are some crashing problems with orks, namely embarking on their towers.  It popped up while I was editting some things, then it went away again, so probably my fault.

What I was trying to fix is that orks show up shirtless and barefoot.  The entity tag has the wrong item names for their boots, so they don't get any footwear.  They also don't get any upper armor, but I can't figure out why, everything there looks to be in order.

And, uh, weapons are a little wonky.  The Malleus in me wants to flay this peasent for chopping down a tree with a nemesis force halberd...

16120
DF General Discussion / Re: Favorite Religion Order
« on: July 13, 2008, 03:09:36 pm »
I remember having a God of Hospitality and Lust.   :o

Wow, you found Castle Anthrax!  Was it perilous?

16121
Helmaroc: To clarify my species' EP spending, the first number (the one after the trait) is the trait's current level, the second number (after the colon) is the total of EP points spent on it.  I haven't added anything yet, since I haven't taken a turn.  Don't let a little math and my poor formatting turn you off, this'll be fun.

16122
DF Community Games & Stories / Re: [Sucession Game] Angel of Wards
« on: July 13, 2008, 02:57:15 pm »
OK, I downloaded Coelocanth's save file and took a look around.  Pressing concerns and my meticulous playstyle mean I won't be finshed til tomorrow, but I'll post now to prove I'm doing it.  How long should I play for?

Also, does anyone object to me using DwarfCompanion to tweak some names and genders?  I promise I won't do anything else.


Fortress Log of Sedil Zalìs, 14th of Sandstone, 1052

First entry of Aqizzar Alåthlodok

When tales spread of a band of stout dwarves heading into the southern mountains to assault the Goblins in their lair, my fellows called them fools.  I called them short sighted.

When stories came that the band sought not just to slay greenskins, but knock down their blighted towers once and for all, my fellows called them mad.  I called them heroes.

When word came that they were looking for dwarves to journey there and join them, my fellows laughed.  I jumped at once.

And when the valiant outpost's leader Coelocanth came to me and said that, by true and proper dwarven tradition, it was now my duty to direct the fortress, I could only stammer.  He could only shrug.

Though Coelocanth will remain the effective ruler of Sedil Zalìs, it is now my responsibility to devise a plan of action against our foes and larger goals for the settlement.  It is a task I can only approach in earnest.  As of today, I can identify three areas in need of improvement-

1. Considering it's other current residents and our, to say the least, dubious claim to this land, when I arrived, I was appalled to find that Sedil Zalìs has no standing military.  As is, our only dwarves-at-arms are the easygoing sheriff (who has neither deputies or a jail), and some daft bloke named Urdim who fancies himself a hunter.  I've been sifting through the peasents who arrived with me in the past year to find some who would make proper soldiers.  Traps alone will not keep us safe.

2. Concurrently, having been blessed with a magma chimney, we could be running a much more robust smithing operation.  I have conversed with Coelocanth and ChJees' notes, and our scouts, surveys, and intuition tell us there are some unexploited veins of iron ores around the dark towers.  They will have to reached by tunnel alone so as not to disturb our wicked hosts.  With more iron, the new defense force can be outfitted with proper armor and weapons.  Those complacent goblins will be so surprized.

3. Also distressingly concurrent, the tomb complex dug into the eastern face must be expanded and improved on.  Dire concerns aside, there are already dwarven bones bleaching in the sun.  This will quickly rectified.

Beyond these necessities, the fortress could stand for some other improvements.  We have no shortage of foods or plant stocks, but the alcohol stores are no where near as robust as I'd like, and take far too much time to supply.  Indeed, the whole industrial network, what there is anyway, is quite inefficent.

I came to this outpost with great dreams of the siege surely waiting, and as an engineer of considerable talent, I believe some destructive engines are in order.  I have conversed with my good collegue Zes, and we have begun designing some emplacements for catapults.  Ballista would be even better; I imagine a saguaro would make a spectacular projectile.

Finally, we are swimming in puppies.  A solution does not exactly present itself.

16123
http://www.bay12games.com/forum/index.php?topic=19491.0

For some reason 'Urist' just sticks in my mind as really dwarven, along with Kadol, Bomrek, and Fikud.

It certainly isn't any more common that other names.  A few minutes ago, I genned up 30 dwarves and only one was named Urist.

16124
DF Suggestions / Re: Genericified window suggestion
« on: July 13, 2008, 12:28:13 pm »
I don't care if it's in the bloats, I'll second the basic idea anyway.  I ususally ignore the suggestion area because its always stuff thats come up a dozen times before, but the one interface change would truly improve playablity is just being able to see more of the area at once.


Disclaimer: I know things like this has been suggested before, but the thread always seems to devolve into chest thumping about who's the most hardcore, and who has the most dwarves named Urist.



That was easier to fake than I thought it'd be.

16125
DF General Discussion / Re: 1...
« on: July 13, 2008, 12:01:54 pm »
It's the fi-nal count-down!
Doo Do Doo Do
Doo Do Doot Doot Do
Doo Do Doo Do
Doo Do Doot Doot Do
It's the fi-nal count-down!


Toa-dy!  Toa-dy!  Toa-dy!

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