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Messages - Bralbaard

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1816
DF General Discussion / Re: Fan art competition!
« on: November 30, 2009, 02:29:34 am »
It reminded me of Emperor Palpatine. Must have been the eye. :|

Anyway, that look would fit the goblin thieves pretty well, but it's hard to imagine it laying siege to anything. Nice pic.

Well, when there is profit to be made, they will. Also goblins are, on average, not that proficient in combat. Marksgoblins are a notable exception of course.

1817
DF General Discussion / Re: Fan art competition!
« on: November 29, 2009, 03:38:10 pm »
Here's a picture of a goblin.
Probably not how Toady envisioned them, and not in agreement with lore on goblins in general, it is just how I imagine DF goblins must look.
One of the reasons why I like the ascii graphics of DF is that it basically leaves everything up to the imagination of the player, the screen just shows letters, but it easily translates to dark dungeons, massive battles, and miasma.
Anyhow here's the Goblin: They are not the types of creatures that you want to steal and adopt your children.
Spoiler (click to show/hide)

1818
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 28, 2009, 03:50:01 am »
Great work by everybody in this thread, this may actually convince me to switch to a graphical interpretation of dwarf fortress, instead of good old ascii.

I'm colorblind, but...olms're pink/fleshtone, not green...

Just to be sure, you do know your avatar is not green  ;) ? Not colorblind myself, but I find it quite fascinating, I read some article on colorblindness once, it seems it has advantages too, as colorblind people seem to be better able to pick out contrast etc under certain conditions.

1819
DF General Discussion / Re: Fan art competition!
« on: November 26, 2009, 04:51:38 pm »
An elven retreat. Without any elves, as they are somewhere else, dancing and singing, or whatever it is elves do:

Spoiler (click to show/hide)


1820
DF Community Games & Stories / Re: Halltraded succession game
« on: November 25, 2009, 02:17:31 am »
Great turn Maggarg, and with no tantrumming at all   :P.

I've send Glacies a PM.

1821
DF Community Games & Stories / Re: Halltraded succession game
« on: November 24, 2009, 04:54:48 pm »
Yeah really, what happens to Halltraded after the coming update?  It's not that far off anymore.

I'm still unspoiled about anything concerning the new version, as I've not been reading that part of the site (It is very tempting to press that link, but I am sure I will enjoy the game more if I don't)
I am thus also not up to date on when it is supposed to be released. How far off is "not that far off?" weeks? months? . I guess we could kind of roleplay a reason to abandon the fortress and start a new one if it is released, I guess people will quickly lose interest in the old version when the new one is out. I could PM everybody on the turn list to see what their opinions are on this: go with the old version, or start a new fortress. What do you think?

Oh, and as you might have guessed, I'm back, I will catch up on reading, and updating the turn order tomorrow. 

1822
DF Dwarf Mode Discussion / Re: And so the Dwarven Caravan comes...
« on: November 23, 2009, 12:09:15 pm »
A wagon has no attack.

Maybe not, but wagons can be awfully creative. The Halltraded succession fort was nearly destroyed by a human trade caravan: One of the wagons mysteriously caught fire on Christes' turn, and happily continued driving straight for the trade depot. I should mention that the trade depot had just been filled with barrels of liquor for the upcomming trading session. The whole thing exploded in dramatic fashion, and nearly half the fortress caught fire in the aftermath, many lives, and a great quantity of booze where lost.

I would definitely not call trade wagons innocent.

1823
DF Community Games & Stories / Re: Halltraded succession game
« on: November 11, 2009, 01:21:31 pm »
Still travelling for work, but I have limited internet acces.

When randomly browsing this internet, I ran into a recent post on TIGsource that is of interest to this thread. It has a video of the stonesense visualizer for DF, which in itself is cool, but to my great suprise the video was shot using Halltraded as an example. Make sure you watch till the end, Halltraded again lives up to its reputation :)
here's the link:
 http://tigsource.com/articles/2009/11/03/stonesense-dwarf-fortress-visualizer

1824
DF Community Games & Stories / Re: Halltraded succession game
« on: October 27, 2009, 01:22:15 pm »
It's good to hear that the human caravan has been a bit more well-behaved this year.

In other news, I will be away from home for the next three and a half week, but I trust the fortress will do fine without me. I will update the turn order etc. when I'm back.


1825
DF Community Games & Stories / Re: Halltraded succession game
« on: October 19, 2009, 03:53:44 pm »
3th hematite: It seems the cats have a sixth sense that warns them of impending doom. All of the felines are cowering on the lower levels and none will visit their masters. Most irritating. I order the squad to retreat, we will do the experiment with the caged cats only. I order the dwarves to lock the door, release the cats, and start the experiment.

4th hematite: Nobles are too lazy to work, but they gladly make an exception for the fun jobs. The baroness consort herself has shown up to cast the cats into oblivion.
5th hematite: I may have spoken too soon, she may be too lazy. After she finds out that the stone pavement is not easy to tear up, she calls for her daughter, Tholtig lenskings, to finish the job. The child, already showing all the cruelty of the noble she'll grow into, happily finishes the job:

Spoiler (click to show/hide)

Finally we have results!:

Spoiler (click to show/hide)


It seems all the cats have died (close to 40). The effects on the passage of time are opposite from those expected. fps has decreased from 14 to 11.
(I actually played this part on my old computer)
Fascinating results, it seems my hard work here in Halltraded is beginning to pay of.
 
7th of hematite. It seems my experiment has backfired, the dwarves can not see the value of my scientific work, and fail to see progress even when it is in their face. They allow primitive emotions to cloud their judgement, and demand that I resign from my position. Maggarg, that cranky old dwarf is, as usual, complaining most of all and seems to be leading the rebellion.
I have no intention to spend my time listening to the complaints of the dumb masses, and decide to step down as leader of the fortress, but not for the reasons they suspect. The basic requirements for scientific research are now in place, and I will continue my research. Now that I am no longer the ruler I can perform my projects in the background, hidden from view. My work here has only just started.


Map   : http://mkv25.net/dfma/map-7252-halltraded
Save  : http://dffd.wimbli.com/file.php?id=1508

Some things the next ruler should know:

The obsidian factory is as good as finished. As explained on the DFMA map, only one axle needs to be build to connect the thing, but you might want to wait untill the levers on the floor above have been connected to the pumps and have been switched off (that way the pumps for the cooling water start out in the off position( I think)). The orders for this have been given. of course the whole thing remains untested. 

Christes great project is still unfinished, there has been some progress on the walkway and the south tower is mostly done, but large parts have not been completed.

In order to connect the obsidian factory to our power supply I had to path the axles straigth through the room occupied by the dragon. I had to remove her cage, and she is now in one of the stockpiles.I had huge plans for the dragon, but I did not start construction as I would not have had time to finish it.
 
The next person (Maggarg) can play a full year from where I stopped.

1826
DF Community Games & Stories / Re: Halltraded succession game
« on: October 19, 2009, 01:27:20 pm »
True, but I feel I should at least try and set a good example.  :P
---

25th felsite.
I am busy with the last preparations for my first experiment.
For this experiment I will need a large quantity of cats, we happen to have no shortage of those. All cats will be simultanuously dropped from the eastern tower: The results will help us solve many of sciences great remaining questions. This is the experimental setup:

Spoiler (click to show/hide)

and these are the questions I'm hoping to answer

1: do cats always land on their feet, and will this help to break the fall?

2: do cats have multiple lives?

3:Schrödinger already knew cats are tightly linked to quantum mechanics. It is even thought that large groups of cats are able to slow down time itself with their mere presence. The effect could be proven by measuring the "FPS" before and after the cats have fallen. If they die, that is.

4: This one will be the most interesting: how will dwarves cope with the loss of their loved pets? Their reactions may help me understand how they cope with living in Halltraded and how they manage to stay more or less sane while exposed to the horror of this place.

I have assigned all cat-owners in the fortress to military duty in a special squad, and ordered them to keep watch for "the enemy" on the special platform I have constructed on top of the eastern tower. If I am correct, their cats will come to visit them to either beg for food, or to bring killed vermin. If enough cats have assembled, I will order the dwarves to retreat, and to tightly lock the door behind them. Also, I will set all caged cats of the fortress loose on the platform just before the start of the experiment.

1827
DF Community Games & Stories / Re: Halltraded succession game
« on: October 18, 2009, 03:52:42 pm »
I have basically finished playing and I ended up somewhere in early summer. (did not have time to check for the rock crystal, because I only read this afterwards. )

Anyhow,  I had to install my scanner on the new system to scan a picture for my writeup but it needs a reboot for it to function. I can't do that as the computer needs several hours to crunch some unrelated data.  I'll try and post the save and updates tomorrow, but I'm afraid I won't be able to do so before tuesday. sigh....

1828
DF Adventure Mode Discussion / Re: copy-pasting world gens
« on: October 18, 2009, 03:18:13 am »
1: Open up the file world_gen.txt file in the dwarf fortress\data\init directory
2: Paste the worldgen data you have into the file, make sure that it contains all the necessary data by comparing it to the other entries. You may want to change the [TITLE:---] to something descriptive.
3: save the file, start dwarf fortress, and generate a world using "design world with parameters" your world should now be listed among the other entries (medium, large etc) on the right side of the screen.

1829
DF Community Games & Stories / Re: Halltraded succession game
« on: October 17, 2009, 02:00:23 pm »
9th slate: I have searched the entire fortress but I have been unable to find as much as a grain of unpolluted sand, it's all mixed with clay, peat, vomit or blood. This means we can't create glass, and far worse, I can't build my alchemists lab. This is unacceptable as a proper scientist needs to be able to experiment with dangerous chemicals to be taken seriously. It seems I have to go for the next best alternative: Magma. I have ordered the dwarves to tunnel the magma from the volcano to the north side of the fortress, for the construction of an obsidian factory. Power from the waterwheels will also have to be diverted to the site of the factory. 

11th slate: The cell blocks and appartments for the captain of the guard are finished. Almost all dwarves in the fortress have applied for the job, likely because this would allow them to avoid punishment themselves. By an age old dwarven tradition the dwarves decide to settle the dispute by giving a party at the felsite table, the dwarf that can drink the most keggs of sewer brew without passing out will be Halltradeds captain of the guard. Any scholar could tell that this may not be the most wise method for choosing a captain of the guard, but common sense has always been hard to find in this fortress. In the end, Zulban Boltspeak won the competition and was swiftly inaugurated by the baronnes. He then vomited all over the place, and promptly passed out.

12th slate: As Zulban did not remember what happened the day before, he again had to be told that he had been appointed as captain of the guard. After drinking a couple tankards of dwarven ale to ease the headache he started on the job:
Spoiler (click to show/hide)

10th felsite. A group of migrants has arrived. Our population is exactly one hundred dwarves now.

1830
Other Games / Re: Base-Building Games
« on: October 14, 2009, 01:37:05 pm »
Mechanized Assault and Exploration (M.A.X.)

It's turn based, but otherwise falls in the same genre. It has far deeper strategy than the rts games. The different buildings and stationary weapons in your base need to be connected by connectors to allow transfer of fuel, power, ammo and resources, different types of defense turrets have their own strengths and weaknesses, and need to be combined with radar installations if they want to be able to see their enemies. There is a very elegant but very flexible system for upgrading your units, all this makes base building and overal strategy a very complex but rewarding experience.

I think you'll need dosbox to play. Despite it's age the game still looks good today.
Make sure you play max 1, and not max 2, that title pretty much destroyed all that was good about the first. Apparently the entire genre died with the failure of the second title. Oh how I would love to see a max 3...

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