Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Imp

Pages: 1 ... 287 288 [289] 290 291 ... 303
4321
Glad the problem's fixed.  I just hope Darkrider2's having some fun with it, and that our story continues!

4322
Yelp, this sure turned into a mess while I wasnt looking. Too bad none of the screenshots work.

Still the storytelling was pretty good. Hate, murder and madness allways do make better stories, heheh.

Im kinda curious to see how darkrider is going to rebuild this thing, assuming it doesnt turn into an even bigger mess. Well if it does it just means I get to build cool catacombs. Fun either way.

Would still appreciate some working screenies, I recommand imageshack for uploading if that other side keeps refusing to work. (it redirects me to the main site each time)

Grimlock, thanks a bunch for letting me know you couldn't open the pics either.  I didn't have any trouble, and I checked on two other friends computers and I could see everything.  Don't understand why you and Lucied can't, but all the images have been put on Imageshack and I edited the posts to link to them.  So enjoy the screenies if you wish!

If you still can't open them, do let me know.  They open fine for me, but they opened fine for me on the other host too, so dunno.

4323
I would love being able to see the lay of the land, and then to see the structure of our fort and its parts as it evolves, even the first sheltering hall would be nice to peek at.


We elected our leader as we followed the wagon.  He was wounded and unconscious, but we could tell by the cut of his clothing that he had directly served our king and he looked as if he would heal.  He woke not long after.  He seems decisive and has been quick to make decisions.  For now I'm content to follow him.

We were traveling through near flatlands far off the roads when the wagon finally had enough.  A heavily chipped rear wheel cracked apart and the front axle split as the load shifted.  So we're here.

No honest stone beneath my feet, but I felt the tremble still, several large somethings were close and moving to the south.  Hard to see well in the sun, but they we had been trying to dodge ogres for the last third of the trip, so I shouted warning even though I wasn't sure.

Navok sent us into the side of a low hill nearby, and he's taking the chances outside to get the wood we need.  I think rather well of this leader, though if he keeps taking risks like that we may have to vote for his successor before long.

4324
DF Gameplay Questions / Re: Unicorns
« on: March 25, 2010, 03:21:03 am »
As is, they do not reproduce (Unicorns like virgins, and apparently they like remaining virgin as well) unless you mod them to do so.

Doing so is fairly easy if you wish, and here's the steps to add if you wish to make them breed identically to how the game's horses currently do.  Open your DF folder /raw/objects/creature_standard.txt and find the unicorns.  Add, anywhere inside the entry    [CHILD:1][CHILDNAME:unicorn foal:unicorn foals]

Save that, then restart your game and your unicorns should start breeding in 6 months to a year.


As to the bones, I don't know, never actually had any unicorns to play with.  And I'm not sure how to pick the value of the bones from the code.

4325
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 25, 2010, 02:59:58 am »
'Paula' Zuglarust, Clothier has created Ziksisberul, a Rope Reed Thong!

I am building this woman a legendary bedroom.

Should have used leather.

Is there any babelfish-style translation of dwarf to english?
Ziksisberul - in the dwarven language file Ziksis is "split"... and I am now rather curious what that thong name means, but berul is not to be found.

I found this under Mayday's mod.  Not sure if additional words were added in, or if you maybe just missed it or typoed? 

   [T_WORD:BASTION:berul]

Split-bastion, indeed.  And, for all someone else seems fond of leather, there are various fetishy things that can be/are done with rope, including bikini-like/thong-like bondage wraps and ties.

4326
I try to match immigrants' jobs with their preferences.  You like steel and short swords?  You're a weaponsmith, even if your current title is "Glassmaker'.  Of course, this starts to get tedious when I've got 50 dorfs and 20 new immigrants, but the extra speed and quality from working with/on things they like is worth it.

JMZ

Is that a proven fact?

Quoted from the wiki -
"Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.

Effect on Skill Use (Crafting)

A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object. This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects. The dwarf above is not only an ideal candidate to become a glassmaker, she has real potential as a carpenter or even trapper as well.

Note that the material preferences can affect more than one stage in the production chain. If you're fortunate enough to have a dwarf who likes pig tail cloth, or giant cave spider silk, it will improve both their weaving and clothesmaking with those materials. It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material. "

4327

As much as I appreciate the sentiment, I think Retro beats me by a mile, since he has all 190 of his dwarves married, and they all have no less than grand bedrooms. 

All I can say in response is that my fortress is very space-efficient (although I will definitely start making better rooms for my dwarves in the future, and simply shut off the economy), and that I have a very nice zoo/statue garden/dining hall/waterfall room.



Please forgive the derailment *hides*


All glory, as well deserved, to the creator of Undergrotto, which is without equal and an incredible masterwork of engineering, creativity, and patience.  But to be a dwarf, and live and work as a dwarf, I don't see his philosophy shining through in the eyes of his dwarves the way yours promises too.  In fact, a closer look at the save suggests that his dwarves actually live under fairly normal (read tragic) conditions.

Highlights of why being a dwarf under your philosophy is a glorious thing:

"If someone starts with a preference for green glass, then I don't care what skills they have, they're best suited for working with green glass"

"Part of the challenge of the game is ensuring that no single one of your dwarves ever dies, and that they all get meaningful work"

"Anything less is just failing in your duties as a dwarven overseer/deity"

Versus Retro's fortress focused approach:

"The fort is, as you might guess, rather far from efficient – dwarves routinely walk 300-500 steps to the dining pod, or the stalactite apartments, or the ship, and gods forbid if they ever need to go outside."

As of the posted undergrotto save, there are 23 dead dwarves in undergrotto and 105 still alive.  So more than 1 out of every 6 dwarves to ever try and live there has died.  There are grand or better rooms for 190 married couples, as well as more rooms for the nobility, but there have never been even 130 dwarves that have lived within undergrotto at any point in its history, let alone 380 happily married dwarves and their children.

And actually, not all of the dwarves there at the time of the save are married.  8 are fully single and another 10 are lovers but not yet married.  There are only 5 underage dwarves across the whole fort.  Marriage and children seem to be very important to dwarves.  But of the married dwarves, 12 of them are widows or widowers.  And one of the dead is a baby who's mother and father are both alive to grieve, for all that they now have another, still living child which surely comforts them. So there are only 35 married couples where both members of the bond are alive, and one of those has a lost baby to grieve.  Thus of all the marriages that have existed in Undergrotto, just over 1 in 4 has been severed by death but left a living spouse behind to suffer from that.

I was not able to find anything as I looked at the living dwarves and their skills to suggest that an effort was made to match a dwarf's employment to their work preferences.  It would be amazing to see this - who does this?  I believe that level of attention and cooperation to each dwarf themself is incredibly rare.  But such a thing I think would mean a great deal to a dwarf for every moment of their life, even though we do not get to see hard coded proof of this in their thoughts.

Thus, Retro's incredible, awesome creation is an architectural marvel, an incredible display of focused patience and planning skill.  And I feel deep respect for him when I admire it.  But it is not a place of great dwarven joy and self actualization as seen through the eyes of a dwarf living there, nor does it make any claim to be.  It is what it is, and that is why, were I a dwarf, I would emigrate from any number of squares away to come to -your- fortress, where it sounds like a dwarf can become the best and most fulfilled dwarf he or she could possibly ever be.

4328
I'm really not seeing this... why are soapmakers any different from a peasant?  Why is even an armorsmith preferable?

What piddling skills they start with makes no difference, the only thing you don't directly mold are preferences.  If someone starts with a preference for green glass, then I don't care what skills they have, they're best suited for working with green glass, and they will do training on green glass until they hit legendary glassmaker or gem setter.

Part of the challenge of the game is ensuring that no single one of your dwarves ever dies, and that they all get meaningful work, even if you have to expand your tree farms or regular farms and set up a new set of farmer's workshops, looms, dyer's workshops, and clothier's workshops to do so.

Anything less is just failing in your duties as a dwarven overseer/deity for reasons of sheer laziness.


Were I a dwarf, I'd want to live, and if needed die, in one of your forts.  For you, I'd do my dwarfy best until all that made me dwarf had been totally ground away.

4329
I can't resist, and you welcomed journal entries, so... I can't resist!  This is not scheming, but so what.  Maybe it'll turn into that as the game goes on ;p

I was asleep when it began.  I'd recently immigrated to Dalzatiltast and my room was no bigger than my bed.  My little bed was one of perhaps twenty placed end to end in a small chamber hewn out at least fifty years before.  No place for my clothes or pick, so I wore and held everything that was mine.

Good thing too.  I woke hearing the cry of severing stone from nearby.  I'm new, but not so new I didn't know our work designations, and this chamber, this whole end of the Mountainhome was considered finished.

I knew it was trouble, and shouted so, but the enemy miners were incredibly fast.  As I finished my shout I heard the sound change as the new tunnel opened somewhere nearby, and then screams.  Dwarven screams of agony and rage, the squeal of dying dogs and dwarven infants.

The beds chamber was a blind corridor, the only exit long past the nearing sounds of terrible violence.

If you're a miner, there's always a way out.  The smell of bad water can seep through the pores in the stones, so I'd known since being given my bed that below this room, barely more than an arm's length away, was a stretch of sewer.

I'm not the fastest miner, and far slower than the enemy who breached our walls, but I swung with a will as my panicked roommates fled back and forth.  All who ran into the hall were shot down, and the sounds of violence from that corridor were quieting - a sure sign we were losing and the enemy would soon be within the room.

I dropped down into darkness, already trying to run before my feet splashed into the wet slime below.  Not sure if the enemy tried to follow me down or not.  I was turning corners and sprinting as fast as I could when I ran into another dwarf from the city.  He was a mason, and he was hastily sealing the sewer path with a rough stone wall under the direction of a small group of others.  As I wiped slime from my beard the leader asked if I could use my pick, and told me to keep up as our group ran onwards towards some rubble partially blocking the sewer ahead.

4330
I really didn't feel like playing a pompous Mayor or some such. Thanks for trying though. Perhaps next, I'll play as.. No idea yet.

The only reason I felt comfortable describing your character's actions was because my Tun Imp was... well.  Clearly biased.  Darkly and strongly against Solon.  And could well have been 'interpreting' what Solon actually said and did in the record she wrote of the history of events.  Like when the short lived mayor Minkot, even while he was in the middle of a tantrum, made a mandate for two maces.  Kk, clearly he's shouting about wanting to beat people with them.

If Tun had liked Solon, I assure you your character's mandate for electrum items would have been explained as a very sensible thing to do.  As is, such things can be taken with a grain of salt as having been describle through the blinders of hate.  And anything that didn't match your portrayal of your own character can be colored as my narrator's bias and malingering.

4331
I think that harrassment was a bug.  He was stuck 'Conducting meeting' even when no dwarf in the fort had 'attending meeting'.  Oddly, though right after he got out of bed several different dwarves attended meetings with him, one in particular kept going back and continuing to attend a meeting with him, even though that dwarf was already ecstatic.  Bugs cannot defeat a strong storyline!  They will be subsumed and included!  I was wondering what the heck I was going to do if my narrator died though.  It was very likely, for a time over 80% of the dwarves were very unhappy or miserable and I watched my narrator throw at least 30 tantrums.  For a bit 1-3 dwarves were going insane or being killed from a tantrum-thrown fight every minute and I was thinking, wow, how do I end this?  What have I done?  And what do I do if my voice dies or gets so injured she can nolonger write?  Kamudo, I wish like mad I'd managed to save your narrator.  I should have stopped everything the moment that second set of dwarves died in ambush and just let everyone comfort each other.  That would have made all the differance I think.

4332
Even if we can't change the embark site, we should still be able to name the fort, otherwise it would be hard to distinguish from all of the entries if they had the same name.

I really want to be able to use the mayday graphics since I'm so used to it.

I was half expecting this to be covered by the name of your save game folder.  That will be the first thing a judge can see of your map, after all, even before we open it.

As to graphics, I don't believe we will be able to tell what sort of graphics you used while playing it.  I tried it just to check, pulled a saved game from a DF folder running with mayday to a standard tileset DF folder and it opened just fine, simply looked like it looked with the current version's tileset.

Comments are expected, you can always mention 'Built with Mayday graphics, probably looks best with them too', and even a copy of your tileset in case we don't already have it, so we can use it without having to search for it.

I don't know exactly what our scoring rules will be and if the tileset(s) we use to examine your maps could matter, but I suspect if you can get your tileset to work with the new version there won't be any problems with you using it.  Mods that actually change how the game plays (not looks) are expressly forbidden if I read the rules right.

4333
Ahh, I'd like in.  I'm unsure if you want to know how to name dwarves, but you can from inside the program.  Open U(nits) and up and down arrow over the dwarf you want to pick, enter.  press V(iew) and then y(customize)  You can change their name and/or their profession name.

I'd prefer a female, and I don't care what her name is, so it's fine not to change hers.  I'd like her to be a miner/appraiser, unless you've already decided you wish to be broker, if so, then a miner/gemcutter.

4334
Quote
As such, players will have control over their embark and dwarf skills

Quote
Everyone will embark with the same profile which I will select. No, you can't pick.

Wait what?

Quote one is taken a little out of context.  Here's the rest of that idea - "Players will start with little understanding of the new version and have to adapt quickly without the benefit of other's experience to serve as a guide. As such, players will have control over their embark and dwarf skills and the focus will be on making the most of the new features, the larger number of subterranean levels, creatures, and so on."


I interpret that to mean that Martin acknowledges that all or almost all of us know how to start playing a DF map, just like we have control over our mouse and keyboard skills and the focus is on making the most of the games we play and the choices we can make in them.

4335
I admit I made no effort to find that river either, other than the genuine valueable gem- and stone- seeking exploratory mining I did.  I tried to only make orders that I thought my narrator would have.  Thanks for enjoying the story, I love them too, and am eager to read how this progresses.  If I do get another turn (I'd like one someday, but understand if my style's to rough to follow so better not ;p) I don't even care if it's the same dwarf again - I can pick a different dwarf with different priorities and attitudes and make less perilious choices!

Pages: 1 ... 287 288 [289] 290 291 ... 303