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Messages - Aqizzar

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16261
DF General Discussion / Re: Huge question, unimaginably important.
« on: June 19, 2008, 08:31:17 pm »
'Aqizzar' doesn't stand for anything.  This is the first forum I joined in a couple years, and needed a new screenname.  Way back in the nineties I used QZR as a tag for reasons I can't remember, and a minute of pondering bought me some vowels.  Aqizzar it is then.

And for those who don't know, the avatar is from the classic Lucasarts game Full Throttle.  Not an internet toughguy thing.

16262
DF Gameplay Questions / Re: Gather Refuse from Outside
« on: June 19, 2008, 08:22:02 pm »
Nope, it's bodyparts and corpses.  I haven't been sieged - I want troll bone.

16263
DF Gameplay Questions / Gather Refuse from Outside
« on: June 19, 2008, 08:16:05 pm »
So I ordered my dwarves to gather refuse from outside.  Then I realized they were charging to their deaths, so I ordered them to ignore refuse outside.  Obviously I had to draft/undraft to get them to stop.  But as soon as they get back to the meeting area they run outside again to grap corpses.  After futilely wrestling with the AI for a few minutes, I just set the order to ignore refuse entirely.  And they keep running.

Curious, I just leave them to it to see what they're thinking.  Each time they get out to the item they're trying to grab, the pause for a minute, then run back to the meeting area empty handed, and start a stockpile task again.

I can't get any dwarves to stop playing relay tag with bodies outside, no matter what I do.  Anybody else have this problem?  Advice?

16264
DF Bug Reports / Re: Resident Dragon unaffected by cage traps
« on: June 19, 2008, 07:09:29 pm »
As discussed over yonder, this shouldn't be happening in version 38a+.  What version are you using?

Quote
000618 ▪ (0.27.176.38a) [dwarf mode][traps]   traps don't work against feature creatures


I see I'm not the only one using that awesome seed posted elsewhere.  I started up south in the cliffs myself.

16265
DF Dwarf Mode Discussion / Re: Most depressing sight?
« on: June 19, 2008, 08:19:11 am »
In one of my very first forts, I was jacked by three kobold thieves while I was still unloading the wagon.  All my dwarves were off hauling so nobody made it back in time to catch them, and one of them stole my starting anvil.  Really.  From a dwarven perspective this is plenty sad.  To me it was hillarious - I have this great image of three kobolds, grinning and cackling, as they huck their way home toting an anvil over a mountain range.

Then a few weeks later, the carpenter bought it to a lucky fire imp.  Misery ensues.

Where it gets sad is that, I guess kobold raids are based on how much they get away with, because later that same year, a team of seven kobolds with spears showed up and stormed the entrance.  They slew three dwarves outright, badly wounded two others, and killed all the animals except for one cat they mangled as they buggered off.  So one guy tries to care for his two hideously wounded friends unlucky enough to survive, while a cat with a pierced lung follows him around feinting.  Eventually, both the injured guys died of thirst, despite their friend's effort.  I didn't have the heart to watch the last guy linger on and abandoned - I like to imagine he went back home with his poor cat.

16266
DF Suggestions / Re: Yet More Food Suggestions
« on: June 19, 2008, 07:55:41 am »
If nothing else, you've found a fantastic collection of avatars.

Bar fights would be a great thing to add if dwarves drank anywhere but in the warehousing, which some sort of drinking zone, or use of mugs in some way, would allow.  This would probably go along with adding more visible implications of relationships, especially grudges.

As for butchering - yes.  Or make butchering a toggleable option ingame, so you could choose on the fly to stew up some gobbos or elves.  Especially since Toady says his elves eat people the they capture, and goblins certainly do, if they were playable races, allowing them to cannibalize intelligent creatures without allowing humans and dwarves to automatically would be a great feature.  And, as you described it, sometimes the butcher could defy convention and hack up something he's not supposed to.  Maybe based on the butcher's personality as well.

16267
DF Gameplay Questions / Re: Comabt reports, can has?
« on: June 19, 2008, 06:51:04 am »
http://dwarf.lendemaindeveille.com/index.php/User:Bartavelle/DwarfCompanion

Mind you, the instalation process is hair-pullingly contorted, but it works.

16268
DF Gameplay Questions / Re: War dog - not war dog
« on: June 19, 2008, 05:49:32 am »
Nope, no caging necessary.

What may have happened was, the dog was on it's way to be trained, may have made it into the kennel, was then adopted, and now can't be trained.  I'm pretty sure pets can't be trained at all, except maybe by the named owner, but I'm not sure.

Not to be condecending, but does the dog have an owner named?  Is the dog now dark grey and renamed to a war dog?  Or is it still just labeled a dog?

16269
DF Bug Reports / Re: Forbidden status ignored in plants
« on: June 19, 2008, 05:15:03 am »
38c

Not sure what to tell you, except that I'm forbidding some stacks of cave wheat, ordering milling, and the miller grabs forbidden stacks.  Same with brewing - his inventory shows {Cave wheat}, Hauled, the still then shows {Cave wheat} TSK.  Should be easy enough to reproduce.

To further experiment, I made sure cave wheat was the only plant allowed for brewing, then forbid every stack I had and ordered him to brew.  Even with cave wheat now not listed in the kitchen menu, he grabbed another forbidden stack and set to work.  I then forbid every millable plant and ordered milling, and he grabs forbidden stacks.  Process to barrel and to bag do the same.

However, I then made sure that only plump helmets were allowed to be cooked, forbid all stacks of it, and the cooking task could not happen.  For what thats worth, cooking apparently respects forbidden plants just fine, along with syrup, meat, or any other ingredient.

16270
DF Dwarf Mode Discussion / Re: So the gods don't have to be dwarves?
« on: June 19, 2008, 04:31:45 am »
As long as we're commenting on gods, I've got two dwarves who worship Genlath Hatedevils the Poisoned Fiend, God of Torture, and the only personality trait they share is they love to defy convention.  Curiously, one of them is easily moved to pity and loves to help people...?

I've got another guy who worships Shoveth, God of Thievery.  He's managed to form a grudge in a population of seven, with a gothdwarf worshipper of Oggez the Guise of Abysses, Godess of Twilight.  Must have been an interesting wagon ride.

16271
DF Dwarf Mode Discussion / Re: Roughest Start
« on: June 19, 2008, 04:04:05 am »
I started a fortress on a one-tile volcano - it had everything, water, magma, flux, chasms, and sand in 5x5.  I was like, "Oh man, I'm gonna make the most super-duper fortress ever!"

Embark.  You have located Somethingorother Gobbledygook, "Orbgates the Anonymous Hole of Janking", a cave.  I think, "Well, that's a new one.  Even better then.  I can nab some cave creatures and have the best zoo in the world."  I check the unit list for significant residents and find a Cyclops chilling out in the very bottom level of the cave network.  Surely he won't even notice a few dwarves milling about six stories above.

Apparently, Cyclopes make up for depth perception with super-hearing, geo-vibration sense, and bad temperment.  As soon as I unpause, he marches right the fuck of his winding pit and yells at my poor, optimistic dwarves to get off his lawn.  I draft everybody, assign dogs, and order the attack.

Five real time minutes of watching a one-eyed hillbilly kick lawn gnomes later, the farmer is hiding in a crevice two screens away, the horribly mangled smith is praying for death in his brief moments of consciousness, and Mr. Cyclops is dragging himself around the map trying to nab the remaining kitten, with nothing to show for the fight but a weeze.


For some reason, it still doesn't compare to embarking on a haunted glacier, spawning right on a skeletal polar bear who ate the entire party one by one.

16272
General Discussion / Re: Your enemies
« on: June 18, 2008, 07:23:26 pm »
My first foray into the Nonsense forum.

I was playing Medieval 2: Total War as the Byzantines when I noticed these few quotes from the loading screens.

Quote
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
- Niccolò Machiavelli

Quote
Inflict not on your enemy every injury in your power, for he may afterwards be your friend.
- Don't remember

Interesting isn't it? Both are perfectly valid arguments. I am at a loss which one holds more truth. What do you think? The second one was by an Arabic general I think...

That second one is a translation of an Arabian proverb (was probably originally a quote), and to answer some of the debate, the mark of a good Arabian proverb is the unsettling implications that can be drawn from reinterpreting it.

I personnally prefer the second quote, and interpret it both ways.  Treat no enemy too harshly, for you never know what strange allies time may bring.  But be careful just how well you treat them, for you never know what enemies strange times may need.  Note, this is in a rhetorical sense, I don't live by rules like this - I just interpret the line as meaning that.

Also, I've never played the Total War series.  Recommended?

A broken drum was the best gift i ever got.

Why?

You can't beat it.
That's hillarious.  I should do that to my cousin.

16273
DF Gameplay Questions / Re: Forbidding plants means nothing
« on: June 18, 2008, 07:07:47 pm »
Yep, I'm not forbidding the barrels, I'm going into the barrel and stock menu and forbidding specific stacks.

16274
DF Bug Reports / Forbidden status ignored in plants
« on: June 18, 2008, 06:53:15 pm »
I asked about this over in Gameplay Questions, and apparently it can be called a bug.
http://www.bay12games.com/forum/index.php?topic=19494.0

To reitterate for clarity-
I'm using the stocks screen to forbid certain plant stack-items, like cave wheat and sweet pods, then I tell a dwarf to Mill, Brew, or Process.  The dwarf grabs a job-appropriate stack-item from whichever barrel is closest, completely ignoring forbidden status on the item.  I imagine it has to do with milling/brewing/processing looking for items in a barrel which somehow skips over the forbidden part, but of course I don't know.

16275
DF General Discussion / Re: Your idea of a good starting place?
« on: June 18, 2008, 06:45:12 pm »
I absolutely must have sand.  I started making glass in my past few forts, and I love the way it looks.  Naturally magma is high on my list of priorities, but I've recently tried going back to basics and just starting somewhere good looking without using Prospector.

I like having lots of cliffs and Z-levels.  I've got a beefy enough computer that pathfinding isn't a problem, but mostly because I like having half my ore-searching duty done for me.  And making baroque cliff-face fortresses.  Ironically, I seem to have terrible luck finding iron ores.  And the only fort I've found a big magnetite cluster lost the whole starting team in the first year to a kobold ambush...

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