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Messages - Charlemagne

Pages: 1 ... 6 7 [8] 9
106
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 12, 2008, 06:34:05 pm »
I vote for statue descriptions and more detailed religion.

107
DF Dwarf Mode Discussion / Dwarven Artistic Motifs
« on: September 12, 2008, 06:28:28 pm »
I find that occasionally an event will occur that the dwarves love so much it becomes a recurring theme in their artwork. Repetition is inevitable, but sometimes they really go the extra mile to include certain images in their art.

The most recent and to me the funniest example I've seen of this was a strange event I wasn't really very clear on how happened. Somehow, the first dwarven caravan that arrived (well one of the wagons anyway) didn't so much arrive at the trade depot as it did fall off the mountain from like two z levels above. The wagon crashed into the depot, sending all the other merchants scattering. I was annoyed at first (I had planned on getting an anvil from that caravan) until I realized all the swag from the crashed wagon was now mine (waaay more than I could afford, including both a steel and iron anvil). For a while my only two military dwarves wore leather and bone armor, except each had one giant ornate steel gauntlet. 

So anyway, this happens and it's confusing and hilarious. A little while later, I set my first bit of stone to be engraved. Usually the first image is either the ascension of the mayor or the founding of the fort, but this time it was "a wagon falling". The falling wagon appears at least once in every major series of engravings in the fort, in every noble bedroom, in the dining room, outside the fortress. The time the wagon fell was their favorite thing ever.

Anyone else have interesting experiences with this phenomenon?

108
DF Dwarf Mode Discussion / Re: Hallways always.
« on: September 12, 2008, 05:49:53 pm »
I'm pretty proud of what I came up with for this fortress. It's working out a heck of a lot better than my usual chaotic twisting hallway-of-rooms-in-whatever-space-is-to-be-found.



I'm still in the process of furnishing.

109
DF Dwarf Mode Discussion / Re: My experience with a low-population fort
« on: September 12, 2008, 05:38:57 pm »
Popcap 14 is pointless. The population caps aren't absolute, and the computer doesn't even consider 14 to be a suggestion. I used to play with 14 all the time and it has never once stopped an immigration wave. I'd have 30+ Fish Dissectors milling around and the game would still be sending me immigration waves in excess of 10 dwarves despite the popcap of 14.

110
DF Dwarf Mode Discussion / My experience with a low-population fort
« on: September 12, 2008, 04:15:36 pm »
I had recently set my popcap to 7 and forgot to reset it when I started a new fortress, and the experience was an interesting an very amusing one. So far the highest population it attained was 11, it's at 6 right now after it's entire military was destroyed in a goblin attack it just barely survived. Despite this, I have to say, Deephate is proving to be my most successful fort ever.

Having the popcap at 7 didn't prevent migration, just stifled it. Migrant came one at a time, occasionally coming in groups as large as two when the population dropped below 7. I was able to build the fort at whatever pace I desired without having to worry about attracting the entire Soapmakers Guild. Fewer dwarves made things run a lot more smoothly.

On the other hand, Goblin ambushes are actually a legitimate threat. When you have two marksdwarves consisting of the entirety of your army, losing even one can be devastating. And with such a low population, every dwarf has value (unlike a typical game when there are so many damn Lye Makers running around you don't care who lives and who dies) so casualties are a much bigger deal. Also, there's nothing quite like watching two marksdwarves frantically fire bolts like machine guns at an army of goblins that, had they not driven them off, could have easily torn them and everyone in the fort limb from limb.

The whole experience made me think that the first immigrant wave comes too early. It doesn't quite make sense that two rooms and a bin full of dolomite crowns would realistically convince people to travel great distances to go live there. In the vanilla game you can't even begin to get your shit together before the first wave arrives, let alone get a chance to be actually threatened. I think the small vulnerable band of settlers stage of the game would benefit from being expanded, and this could be done by raising the minimum architectual value requirements for the first immigration.

Thoughts?

111
DF General Discussion / Re: Best home civilization name
« on: September 03, 2008, 06:49:57 pm »
My favorite is also the most common:  The Rehashed Thread of Boringness

You must be a hoot at parties.

112
DF General Discussion / Re: Werewolves = fun
« on: September 02, 2008, 11:28:50 pm »
Definately share the seed. I haven't had werewolves yet, but creatures busting into your fort and ruining everyone's shit is my favorite part of the game. I always try to play on haunted areas.

113
DF Gameplay Questions / Re: Absolutely no Caravans or Immigrants
« on: September 02, 2008, 11:17:02 pm »
Not on an island or anything like that, both were in the sides of mountains bordering forests. The first fortress lasted about 5 years without a caravan before I abandoned, the second I only played until the very beginning of the second winter. I also checked to make sure the Depot was accessable, although experience tells me I would have at least gotten a message if it was not.

114
DF General Discussion / Re: Best home civilization name
« on: September 02, 2008, 11:13:26 pm »
My new home civ is The Avil of Wealth of the Wealthy Anvil (I forget which) which is truly awesome. I don't know if it's the new version or my luck changing but the names have been markedly less retarded lately.

115
DF Gameplay Questions / Absolutely no Caravans or Immigrants
« on: September 02, 2008, 07:48:11 pm »
For some reason no one will show up to my fortress, not even the dwarven caravans. It should have access to Goblins, Humans and Dwarves, but I have seen neither hide nor hair of any of these guys. Just monkeys stealing cookies.

This is the second fortress I've had this problem with, in the same world. I generated the world with the same version I'm running it in, and I can't find any indication anywhere that this isn't a glitch, but I suspect it's a gameplay issue I'm unfamiliar with.

116
DF General Discussion / Best home civilization name
« on: September 02, 2008, 05:48:39 pm »
Usually they're something lame like the Fork of Gloves but every now and then you get a good one.

My last fortress was merely a cog in The Greater Complex Work.

117
The Sheriff of my first fortress that didn't self-destruct in the first 20 minutes always carried her children into battle with her. She did this constantly, having new babies as necessary, until her husband died and she lost this ability.

Lucky for her, years of engraving had made her a consumate badass and she was always able to kill goblins and babysit at the same time without difficulty.

118
DF Gameplay Questions / Re: List of Ages?
« on: August 21, 2008, 08:37:00 am »
You can have The Age of (Insert Megabeast Dominating the World at the moment), either as Age of Dragons (where it mentions them by type) or Age of Zom (where it mentions them by name). You can also have two megabeasts and it will be the Age of Hydra and Demon or whatever. You can also get any particular civilization as the dominant one, as in The Age of Elves etc. The Golden Age is an age of balanced power and peace, and you can have multiple ones (I had one world that went through the Age of Demons, then the First Golden Age, then the Age of Elves, and the Second Golden Age).
The Twilight Age is where everything is in decline, the Age of Three Powers is when there are three dominant forces (Megabeasts count, I'm not sure about civs).
Everyone gets it but you didn't mention it: The Age of Myths is when most of the Megabeasts are still alive and murdering. If you only have one Megabeast (aka you started a very small world) its age of myths will be called "Age of (Insert Megabeast)".

The smaller the world you gen, the more likely you are to get one of the weird ages. Pocket dimensions almost always (in my experience) start in a "rare" age.

119
No I did not, is one necessary?

120
Just a graphics set and I increased the size of the megabeasts to give them a fighting chance of surviving.

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