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Messages - Shaostoul

Pages: 1 ... 81 82 [83] 84 85 ... 97
1231
DF Gameplay Questions / Re: Reveal.exe issues
« on: June 16, 2009, 07:45:51 pm »
I'd try getting Gibbed Tweak

It has reveal in it.

I'm running Vista and it works for me. 40D11 as well.

1232
You have food
You say you've only had 5 deaths
You don't seem to say holy crap I'm dieing things
Have you cleared the HFS?

If everything is in order and nothing horrid has happened, I don't know what to tell you.

1233
DF Suggestions / Re: dwarf fort mmo?
« on: June 16, 2009, 07:40:10 pm »
Personally I wouldn't make it an MMO. I would make it something more like... a lan or group of friends only game. That way it can be paused it can be saved for later play and you could have a fortress.

I know fortresses utilize the pause a lot, but you don't HAVE to have it.

I think it's possible, but it'd be an entire rewrite of the game.

That ability to have the fortresses is the biggest thing that makes DF different.

1234
DF Suggestions / Re: Cave in suggestions.
« on: June 15, 2009, 06:21:57 pm »
sounds too complicated.

if the 6x6 area is too small how about just agree-ing on something a bit bigger. I'd say stick with the power of 2... so 2 4 8 16 32 64..

But widening a wall isn't a necessity, I've seen a bunch of coal mining stuff on discovery, their pillars are the same width multiple levels. a wider pills allowed for a larger room. for example a 5x5 pillar allowed a 20x20 area or w/e.

1235
DF Dwarf Mode Discussion / Re: Megaproject... need ideas and such...
« on: June 15, 2009, 05:12:22 pm »
Yeah, the droid factory would be near impossible, but the gungan city would be fairly... easy to replicate.

It was either under a giant ocean area (I keep getting shallow oceans almost like Florida coast) or on that spire to be  made to look some what like a tree.

My current fort is using a lot of circles for everything and it looks cool, putting them into spheres is a tad bit harder seeing as I can't figure out whether or not my current set up is water sealed or not.

I was building a giant pyramid, but it was like a Mayan pyramid (a lot more flat... only 15 z levels.) but I would've preferred a many z-level pyramid.

I've been thinking about using mass water, doesn't seem to affect the FPS too badly. Only draining the ocean.

1236
DF Bug Reports / Re: [40d] wagon access and steep cliffs
« on: June 15, 2009, 04:59:50 pm »
I try making at least a 4x4 section along the edge of the map. Trees will make them not spawn, ramps should however, at least they work for me.

I could try to help if you put the game up for download.

1237
DF Dwarf Mode Discussion / Re: Megaproject... need ideas and such...
« on: June 15, 2009, 04:14:11 am »
Also just FYI I'm running orc mod and the mod with like silver xelics and like 8 other races.

1238
DF Dwarf Mode Discussion / Re: Megaproject... need ideas and such...
« on: June 15, 2009, 01:22:46 am »
Yeah, just mod is stone that never shows up and call it elf bone or what have you.

I'll have to find a tall enough location for this megaproject.

as I said earlier, if anyone comes across a 15+ zlevel mount that is surrounded by flat land... it will begin.

1239
Always embark with a few war dogs, or bring along some adult dogs and put a Kennel next to Craftsdwarf's Workshop on the priorities list. A few good war dogs can run off all the Kobold Thieves and Goblin Snatchers who care to come through. The only thing a war dog is really vulnerable to (short of a really skilled and armed warrior) is bow-gobs, and they're 100% trap vulnerable. Build a u-bend opening tunnel lined with cage and weapon traps with dogs at the end, all your thief and snatcher problems will be over, instantly!

That U bend really screws up bowgobs.

I'm Shaostoul and I approve of this method 100 percent.

1240
DF Dwarf Mode Discussion / Re: Megaproject... need ideas and such...
« on: June 14, 2009, 05:23:04 pm »
I've been playing with the idea of a tree shaped fort. I'm currently working on the basic outline underground to see how to make it look best above ground.

Anyone know of a map with a single very tall spire in the center and flat terrain all around... Yggdrasil anyone?

1241
You know what solves this problem?

Entrance guards. Stationed at every possible entrance. Something gets close to them, it's revealed. For added difficulty, make them patrol.

>.>

I don't use traps.

Magma falls though, those are fun.

1242
Spoiler (click to show/hide)

1243
DF Suggestions / Re: Old Fortresses as trading partners
« on: June 12, 2009, 09:28:42 am »
So more or less there'd be multiple exit options.

(And for the sake of saying it because it's the only method I know. A save game that doesn't make you exit the game.)

So a make fortress into mountainhomes. (Becomes a viable trade partner after certain parameters are met.)

Succumb to siege. (Next possible siege would take the place cause you up and left.)

And maybe a method for just leaving the fortress, but succumbing to siege would be the same more or less.

It is saddening to see such a perfect fort just crumble to its end because you tire of it and it's not put to use.

1244
DF Dwarf Mode Discussion / Re: Booming population
« on: June 12, 2009, 03:26:59 am »
I normally get zero immigrants 1st wave.

I pick the dwarf civilization closest to mine when Embarking.

Fortress wealth helps a lot, but I've noticed doing a huge trade with high trader profit causes mass waves...

I've gone from 7-39.

I deal with coins mostly if I hit precious metals.

1245
DF Dwarf Mode Discussion / Re: Where is my waterfall going?
« on: June 11, 2009, 06:28:30 pm »
Appear and disappear without any real reason.

Has anyone dug out an underground river completely? Does the water just spawn some where or is there a natural wall tile making it?

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