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Messages - Bromor Neckbeard

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241
DF Gameplay Questions / Re: WOOD
« on: March 01, 2009, 04:17:33 am »
That's perfectly fair IMO.  You can cut a 2x4 into smaller pieces to make a crate out of them, but you can never nail those small pieces back into a 2x4.  Well, you could, but it would be ugly and have no structural integrity whatsoever.

242
I got "Battlegreed the Grave of Thieves" randomly, and I liked it so much that from then on all my fortresses are named that.

243
General Discussion / A line in the sand
« on: March 01, 2009, 03:09:05 am »
Well, fortunately despite the scarcity of mineral resources you have those Palestinian iron deliveries arriving daily out of the sky.  I hear that a lot of the time they even arrive partially pre-smelted!

(edit to respond to Strife's comment below)  I always change the subject line.  I'm not trying to be a pain in the ass, but I am trying to keep things interesting.  I like to put some movie quote or a line from a book or something that has bearing on the topic, because it's boring to see "re: question about magma-safe trees" repeated over and over and over in a topic.

244
Life Advice / Cichlids should totally be in the game
« on: March 01, 2009, 02:39:31 am »
Glad to hear you're feeling better!

I will surely post an entry in that workout log on monday, then.

I used to have an African cichlid as well.  They are some brutal sons of bitches.  Ours was so territorial that she used to beat herself into unconsciousness against the glass if you stayed near the tank for any length of time.  We once put some tadpoles into the tank for her to eat, and she'd keep them in her mouth but not ever swallow them.  I think she thought they were her babies or something, as I hear cichlids protect their young that way.

She also had a run-in with our cat.  One morning I got up and she was (weakly) flopping around on the floor in the living room and had been out of her tank for who knows how long.  The cat was in the room with her but was hiding, and obviously had something wrong with his left front paw.  I don't know precisely what transpired between the two, but the cat (who outweighed the cichlid by a factor of at least ten) had clearly gotten the worst of it and never displayed interest in that fish after that.

That was the coolest fish I ever had, I miss her.

245
DF Suggestions / We cool, dawg, we cool
« on: March 01, 2009, 02:16:43 am »
Yes.  I don't like having to choose between playing the old version and having all my third-party utilities work, or playing the new version and getting all the cool new features but having a bunch of good stuff broken until (if) those utilities get updated.  Right now, I don't play the 40dx versions because they don't work with 3Dwarf.  And, yeah, I know one can swap savegames between the versions, but it's a pain in the ass and I always worry I'm gonna break something.

246
DF Gameplay Questions / Release the hounds!
« on: March 01, 2009, 02:13:47 am »
Well, if your hunter kills the animal before the dogs get there, then you don't have a problem, right?  For one thing, your hunter will nearly always be faster than the dogs because hunters get speed upgrades by leveling up skills and dogs don't.  Also, the dogs follow the hunter, meaning they're pretty much supposed to be behind him at all times if he's moving in a straight line.

You don't assign dogs to a hunter so that they run down his prey before he gets a shot off with his crossbow.  You assign dogs to a hunter so that if he decides to engage five wolves (or runs into a goblin ambush) with only two crossbow bolts in his quiver, he doesn't get torn to pieces.

247
Life Advice / I don't remember him saying "except the homos" either
« on: March 01, 2009, 01:48:17 am »
Well, Jesus did say a lot of stuff about "love every man like he was your brother" and "turn the other cheek" and "whatever you do to any of them it's like you're doing it to me" and "if somebody asks for your cloak give him the shirt off your back too", and none of that seems like it would go along too well with being in the military.

But then, I'm not a Christian, so there may be some finer points I'm missing just from reading the Bible a couple of times.  The majority of the Army is Christian, and I'm not arrogant enough to claim that I have some kind of monopoly on being a real Christian even if I was one.  Plus, I'm a realist, and we DO need a military to protect United Fruit and Halliburton's stock prices our country in the case of an attack, and it would be pretty shitty if the majority religion in this country left it up to the minority to defend our country solely by ourselves.

(I wouldn't even post this, but the thread creator has said that it's served its purpose, and it's almost certainly destined to be locked by tomorrow afternoon the way things are going.)

248
General Discussion / No, "being a fatass nerd" is not actually a disability
« on: February 28, 2009, 07:09:57 pm »
I'm of the admittedly undereducated opinion that the majority of self-diagnosed Asperger's sufferers aren't truly handicapped in any way.  I'm also glad to hear about Yanlin pumping iron, that's pretty cool.

249
General Discussion / Literal criminal stupidity
« on: February 28, 2009, 07:05:11 pm »
That reminds me, has anybody else heard about that guy who's a lieutenant in the army, and he's basically suing Obama (well, he's joining the lawsuit and making public statements about it) for being a secret Muslim and not having a legit birth certificate and some retarded shit?  I thought it was a joke until somebody sent me an email with a link to the story.  Hilariously, they sent it to me to show me just how THAT EVIL MUSLIM TERRORIST GONNA GIT OUR GUNZ blah blah blah.

http://www.military.com/news/article/February-2009/officer-calls-obama-usurper-imposter-president.html?col=1186032310810

This will end well.  I guess when this dumbass gets out of Leavenworth in ten years, he can be the next Joe the Plumber.  I never realized that dudes in the Army could say to their superior officers, "you're not my commander until you prove to my satisfaction that you're really a citizen".  It seems like this could cause a problem if it started a precedent.

250
Well, start him off slow.  Let him use one of your abandoned fortress worlds to adventure in.  Walk him through adventure mode and let him see the inside of your fortress.  Once he's built a godly adventurer and genocided the entire world, he'll think, "Thor2axe's fort is okay, but I could really build a better one."  Then you've got him hooked, hopefully.

I first heard about this game through reading a succession game on a forum for a different game.  At the time, the graphics packs weren't as popular as they are now.  So when I downloaded it, I really couldn't get past the ASCII graphics.  I tried for a little bit to learn it, but just couldn't get into it.  About six months later, I saw another succession game on another different forum, and it interested me to investigate.  I read some of the most famous succession games such as Tale of a Sensible Dwarf, Nist Akath, Boatmurdered, and One Dwarf Against the World.  After that, I knew I'd have to force myself to struggle up the Cliff of Learning.  Once I got a couple of z-levels above the ground, I never looked back.  Thanks to the helpful and patient people on this forum answering my noobish questions, I'm now a Competent Dwarf Fortress player and I'm working on Skilled.

Some of my most FUN experiences include:

Back before I knew precisely how water worked, I decided that I would do what everybody else was doing, and put a waterfall in my dining hall.  However, I figured that if the water drained through grates into a pool twice as deep as the dining hall, it would evaporate fast enough that I wouldn't have to make anywhere for it to go.  Now, my dining hall was lower than the rest of my fort, and it was necessary to go through it to get from the outside to the living quarters so that my dwarves would constantly pass through it and get good thoughts from seeing all the masterwork engravings and furniture and stuff.  I imagine that some of those "good thoughts" went along the lines of, "my bedroom seems a tad on the damp side", "how does Bromor expect us to breathe water?", and "whoever designed this fortress is a goddamn moron, glub glub glub".

Back before we could construct more than one square at a time, I decided to build a badass elevated walkway over my courtyard.  But, rather than laboriously construct it block by block, I decided to dig the ground out underneath it, and then channel around where I wanted my courtyard to be, so that I could collapse the ground down into the new courtyard, and what was left would be the elevated walkway.  I didn't realize that cave-ins would punch through a single z-level of rock.  After the dust cleared, most of my dwarves were dead and my fortress resembled an anthill that somebody had taken a scoop out of with a shovel.

251
DF Suggestions / It burnses us!
« on: February 28, 2009, 04:31:29 pm »
Quote from: Neonivek
-Magma: I hope you enjoy it for now. Toady has expressed making it much more violent in the future. So people are not going to be using it as if it was water forever.

Oh, I'm fine with magma becoming much more dangerous.  I just find it ridiculous that when I accidentally dump a merchant's steel sword down my garbage disposal along with all the goblin underwear, and then ten years later I drain the lava out of the disposal area to get at that precious steel, that sword still has blood on it.  If an item's magma-safe, it seems to transmit its magma-safe-ness to any decorations or splatters on it.  That's not right.

Quote from: Footkerchief
I'm confused, why did you copypaste most of the suggestions from your own previous thread?

I copypasted those suggestions because they haven't made it into DF yet, and I still think they should.  When I was going to edit that old thread to add these new suggestions, the forum told me, "don't bump that old thread, make a new one instead".  This topic is simply "an exhaustive list of every way that I think DF should be better".  Heck, I think that other topic got plenty of attention, since half of my suggestions got put in the next version of DF.  (Not that I flatter myself by thinking that we have notes because of MY topic or anything.)

Good catch, though, did you remember them from before, or look at 27 pages of my post history?  If you think it would be better for me to not list stuff that's in the ESV topic, I will happily take the redundant stuff out.  Oh, and I appreciate your bluntness.  Seriously, if you or anybody has the slightest problem with anything about my posts, I want to hear about it so that I can improve.

(edit)  It is quite possible that Legolord has seen EVERY single suggestion I made here.  I freely admit that I did not read every topic on the entire Suggestions forum before I made this post, and I'm sure there are other players who have had all these thoughts before.  I don't claim that any of these suggestions are unique or particularly groundbreaking.  It's been six months since I posted about what I'd like to see in DF, and in six months, I'll probably post another topic with some of the same ideas in it.

252
Life Advice / *Plays a banjo*
« on: February 28, 2009, 04:24:38 pm »
I can believe that Strife was taught that.  In my seventh-grade biology class, the teacher outright told us that we were skipping the "evolution" chapter because some parents didn't want their kids learning about it.  I think I was the only guy in class who was in favor of it, but I knew enough to keep my mouth shut.

This was in 1991.

253
DF Suggestions / Dave's Second Set of Suggestions
« on: February 28, 2009, 11:32:45 am »
 (now with 1% less redundancy)

Well, it's been more than six months since my last set of suggestions.  A few "play DF" skill increases for me, a few thousand horrible awesome deaths for my poor dwarves, and a couple hundred more ways that I think the best game in the world could be made even better.  Bay12Gamers, I present these for your comments.

Renaming Your Fortress:  I'd like to have the option of renaming my fortress.  Maybe it could require a change of leadership due to an election before allowing this option, but we need it.  Maybe I didn't know exactly what I wanted my fortress named when I embarked, but I am NOT living in "Burninganus the Muscular Tunnel".  Or maybe "The Blue Canyon" turned out to have piles of Bauxite but no Cobaltite or Microcline.

The party selection screen:  Show the Terrain/Biome Data in the party selection screen.  Right now, if I forget whether I embarked in tundra or rainforest, there's no easy way to look, and it's important to know if your location has wood available when you're deciding if you need to bring a battle axe.  Furthermore, as awesome as it is to be able to save embark profiles, custom nicknames and profession names should be saved with the profile also.  Finally, we should be able to save notes without embarking.  This would allow for even better sharing of worlds when we find that PERFECT site.

The region finder is incredibly sweet, but it should include a way to cycle through all the locations that match our custom criteria.  If there's five different places in the world with everything I want, I should be able to pick between them.  Right now it only shows one.  Also, I'd like it if "sand" was something we could search for.  For that matter, I'd like a more in-depth region finder that let us search for "two layers of marble" or "any Sedimentary rock".

Impossible Locations:  Many locations that I'd like to play on the world map (especially most prime real estate high in the mountains) won't let me embark there.  I can't see seven determined dwarves not getting to a good site just because of a little thing like two hundred miles of mountain range in the way.  Maybe short-bearded humans and pantywaist elves can be stopped by the lack of an overland route, but dwarves shouldn't.  Instead of not letting me embark in an idiotic location, it should just warn me that I have chosen an area that caravans and immigrants won't be able to get to.

Options Menu Additions:  For extra challenge for advanced players, we should have an option to turn off the "damp stone" and "warm stone" notifications, or maybe have miners below Competent skill level not create those warnings.  Also, the Refuse menu should get an Auto Melt option.

Trade Improvement:  I'd like an option to tell a particular caravan "Guys, we're going to be so busy building our ten-story walls that we just aren't going to have time to make any trade goods this year.  Don't bother coming until the year after next."

Job Manager:  We need some kind of Job Management Screen so that we can turn off, say, Item Hauling for 60 dwarves at once, rather than laboriously going to each dwarf's preferences-labor screen and individually turning it off for each dwarf.  Likewise, we need a

Status Viewing Screen so that we can easily see which of our sixty dwarves are hungry, thirsty, sad, exhausted, or sprouting crossbow bolts from that latest goblin raid, without checking each dwarf's Wounds screen individually.

Workshop Improvements:  Off the top of my head, Masonry, Mechanics, Crafting, and Carpentry ALL need the option to choose which type of material to use.  Yes, it's possible to force masons to build doors out of a particular material by various hacky workarounds such as dumping stone next to their workshops and not doing any new mining while the masonry is going on, but I find it appalling that there's not an official function in the game that allows you choose what to use to build stuff, except in construction.  Just as we can order "forge steel battle axe", we ought to be able to "create microcline crafts".  I'd also like to make Decoration more specific.  We should be able to "encrust idols with gems" while leaving scepters and crowns alone if we so choose.  Finally, I'd like a way to pull up a list of dwarves that have the relevant skill enabled from a particular workshop.

Stockpile Improvements:  Nearly every type of stockpile lets us choose to leave out a particular type of item, but stone block stockpiles are limited to "stone block".  I want to put my granite blocks in one pile and my bauxite blocks in another pile.  Also, stockpiles should have an Active option just like activity zones do, so we can turn them on and off without completely removing them.  Finally, I'd like the option added to turn on "handedness" in armor stockpiles, so I can put my *steel left boots* in one pile and my *steel right boots* in another.

Designations:  I'd like a way to designate an area that wouldn't generate cleaning tasks, so I can have my janitors wipe up vomit off of the floor of my greathall, but leave the blood splatters all over my entryway to give those goblin bastards fair warning of what happens to intruders.  I'd like a "Claim and Melt" designation that would both claim and melt meltable items, but ignore nonmetals, so that I can clean up all the piles of goblin armor but leave the dirty undies forbidden.  Last, I'd like a "Ruler" designation that wouldn't actually do anything in the game, but would tell me the measurements of the area I designate.  If I want to make my moat a perfect square 100 squares on each side, I should be able to let my computer do the counting.

Room Resizing:  Let us use the umkh interface to resize rooms, not just bigger/smaller.  I'd like to be able to designate a 3x10 area for an archery range, even if it's in a 10x10 room.

Let the Hotkey Menu Stretch the way so many other menus do, so we can use longer names for our hotkeys.  As it is, the limit is what, eight characters?  Let me use names like "Living Area" and "Main Barracks" for my hotkeys.

Cave Adaptation:  Dwarves' psych profiles shouldn't say "loves working outdoors and grumbles only mildly at inclement weather" but fail to mention "spews like a seasick sailor at the first sight of blue sky".  Cave Adaptation should show up in the personality profile.

I'd like to see an option for More Information on Gems, Minerals, and Ores from the Look screen.  A little bit of background information on the elemental composition, what formation it typically runs in, what uses dwarves have for it, stuff like that.  Games such as Civilization and Rome are learning experiences as well as video games, Dwarf Fortress should be the same way.  Quite frankly, in real life I can't tell Cassiterite from Sphalerite, but Dwarf Fortress ought to teach me the difference.  If Toady doesn't want to bother, I will personally volunteer to copy the relevant information off of Wikipedia teach myself enough geology to write a text file for each and every mineral in the game, if it would help.

Merchants' animals shouldn't go melancholy if they're trapped on the map for any length of time.  In my opinion, they should revert to "stray mule" or whatever if they get separated from the merchants for too long.

Just as we can mark animals for slaughter, we should be able to mark normally innocuous animals and vermin as "enemies", so we can tell our hammerdwarves to go squash a pesky cave spider if we like.

More Sounds.  As far as I can tell, the only time you hear any sounds in Dwarf Fortress is during the introduction, yet the option menu has an entry for sounds.    Now, there IS noise that our dwarves can hear, we just can't hear it ourselves for some reason.  I think that any noises audible at our cursor's location should be actually audible.  You could hear the clink of picks for the sound of mining, hammering or sawing for carpentry, etc.  This would not only make the game more immersive, but also help us determine what exactly is disturbing our dwarves' sleep.

Magma Improvements:  At the moment, magma doesn't clean things like "vomit covering" or "decorated with hanging rings of larch" off of steel items.  In my opinion, it should.  Also, dumping two thousand pieces of granite into a magma pit ought to increase the volume of the magma as the stone melts.

254
DF Bug Reports / Or with mind bullets
« on: February 28, 2009, 09:47:33 am »
That usually happens because fire imps are pugnacious bastards that will fight anything.  If their first shot hits, they usually get an instant kill, but if it misses, they're quite capable of being kicked to death by a stray camel or something, or even fighting a goblin ambush for you.

255
Life Advice / One of the few things that I actually feel "guilt" about
« on: February 28, 2009, 09:42:36 am »
I'm of the opinion that octopi are rational beings.  Look at this behavior:

http://www.youtube.com/watch?v=PmDTtkZlMwM
http://www.youtube.com/watch?v=Juj5XyHiwDs&feature=related

Maybe that's conscious, maybe it's instinctual.  I don't know.  But, I've seen things that make me believe that it's conscious.

See, my dad used to have a saltwater aquarium on a table in his living room with various fish and crabs that he collected from work.  (He worked at Harbor Branch Oceanographic Institute)  One day when I was down visiting him, he brought home an octopus (which we named Octavio) that he'd found in a tide pool.  This little guy was fascinating to watch.  He managed to depopulate that entire tank, killing fish and crabs that were five times his size.

To keep a steady supply of food on hand for the little dude, my dad set up a freshwater aquarium with a population of guppies on a desk a few feet away from Octavio's home.  We figured that he could see them, but not get at them, until me or my dad put them in his tank.

But as it turned out, the guppies kept disappearing.  We figured that they were fighting or that one of the neighborhood cats or a raccoon was getting them.  However, after five days of the guppy population steadily declining, my dad saw this octopus squeeze out of his tank, down the table, across the floor, and up the desk to get at the guppy tank, and then return to his own tank.

Now, in my opinion, that would require rational thought.  From the floor or the side of the desk, a creature two inches long could not see either the guppy tank or his home tank.  He would have to plan in advance how to get to the other tank, and remember both where his home tank was and where the guppy tank was, in an environment that would slowly kill him and stop most of his senses from working.

Sadly, his intellect did not save him from my misjudgement.  Since he killed anything and everything that we put in his tank, I wanted something else in his tank that he wouldn't kill.  We got a sea anemone from one of the tide pools where my dad found Octavio and put it in the tank.  Surprisingly, Octavio almost immediately attacked it, but a wrestling match with something his size that was coated with a billion poisonous stingers proved fatal for that poor little octopus.  I still have Octavio in a jar of alcohol on my windowsill.

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