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Messages - JohnieRWilkins

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121
DF Suggestions / Re: Mark/flag/group dwarves for later attention
« on: July 28, 2011, 02:16:07 pm »
???

Select dwarf in question, view creature, change profession name/give nickname. Problem solved.

122
I think not. There is precious little humor in this game.

123
Faith/belief system sounds really out of place in dwarf fortress. Knowledge to counter bad luck type curses should come from talking to sages or experimentation. The only way you should be able to beat a god in this game is by going god of war on them; or somehow playing gods against each other and then dealing the final blows yourself.  That would be much more in line with the style of this game. I think this calls for the ability to gain superlegendary skills, because legendary skills just don't make enough of a difference when battling megacreatures like demons or BattleCruisers.

124
DF General Discussion / Re: Future of the Fortress
« on: July 25, 2011, 02:33:37 am »
I believe that toady stated his ideas for making farming a giant nightmare somewhere and basically forcing players to buy food from the hilldwarves/trade caravans, unless the players want to dedicate 100% to the farming industry. That sounds like a reasonable way to buff sieges and maybe make cavern African trading posts clutch.

126
DF Suggestions / Re: Miniature Animals
« on: July 16, 2011, 07:25:47 pm »
Ponies!?

127
Never died to bogeymen. I fight them off fairly regularly.

This game isn't impossible/frustrating until you start fighting demons. Many helldemons. From hellforts. I've lost 2 maxed characters to trying to clear an HFS infested fortress and now am sticking to bringing 19 soldiers to their deaths over and over again until I can collect what I came for.

Also, I highly suggest getting 19 soldiers to follow you and sleeping in the plains. You won't regret it, I promise. large ambush = army arc.

128
DF Suggestions / Re: Storage for breath attack materials
« on: July 14, 2011, 02:18:50 pm »
I like the idea of a dragon getting stabbed in the throat/fire-producing glands. No control between how much gas is let into contact with the other, so he explodes (or at least, you're engulfed in flame, along with large amounts of !!boiling dragon blood!!).
Gas doesn't make for a very effective flamethrower. Unless you like your pet dragons to be useful only for acetylene welding or something. Only mildly frightening IMO. Not like a real flamethrower.

It wouldn't make sense for dragon napalm to be very volatile, and even if it is pressurized it would need access to oxygen to burn. If you stabbed a dragon in its fire gland, you'd at worst create a jet of burning napalm shooting out of its throat or w/e the gland is located.

129
DF Suggestions / Re: Ports?
« on: July 14, 2011, 02:08:13 pm »
Planned for a while now. Firstly we need to define what materials float and what materials don't. Currently everything sinks.
That's ridiculously easy. All materials already have a density value. Just need a way to determine the average density of multi-tile objects whenever those go in.

130
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: July 13, 2011, 10:28:52 am »
Resurrecting thread with awesome picture/article:

http://www.wired.com/magazine/2011/06/pl_prototype_ironhand/

Only slightly past the tech cutoff. Götz is such a badass.

131
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: July 13, 2011, 12:16:12 am »
Underestimated power of helldemons while looting my fort for blue (very light) saber + blue shield. Legendary everything swordsman just got gibbed so hard in melee by a spirit of soot when I ran out of peasant meatshields. None of them lasted more than two combat rounds. This time I'm bringing 19 professional meatshields and sitting back throwing stuff.

Adventurers should be able to bring more meatshields. 19 isn't nearly enough. I really don't want to wait for the army arc.

132
DF Adventure Mode Discussion / Re: Fortress mode cooperation
« on: July 12, 2011, 05:22:06 pm »
If you craft yourself a gear, i see no reason to start a human. Humans are just humans, they dont NEED booze to get through a work day, they are tall, they cant trance and only reason to ever start as a human is that you can use most of the gear found in adventure mode.

And yes, it is acceptable to craft yourself a gear for adventurer
The reason to start human is their +size, which is a huge advantage in combat, especially when charging. Getting surrounded is not a good strategy, so if you play right, trance should never be of any use to you.

I made a fort and modded dwarves to be able to produce scimitars for my current adventurer. Why? Well... you see... scimitars are a kind of a saber. If you make them out of the blue metal, they will be very light. So if you make a blue scimitar, you've made a very light saber. Make sure to wear nothing but a red/black dyed robe if you do this. Bonus points for imbedded gems in the saber.

133
DF Adventure Mode Discussion / Re: Fortress mode cooperation
« on: July 12, 2011, 02:35:35 pm »
It's all intended and plenty of people have done it. Make sure to dig a stairway all the way down to the very bottom ground. That way you have somewhere to go to die if your adventurer ever becomes too powerful.

The only problem is you can only make small armor as a dwarf, so you'll either have to start an elf/dwarf adventurer, or enable human forts.

134
Thank you for the info sirs, I will take it upon myself to prop open every door in a town and run circles around the houses until populations are wiped.

135
StarCraft doesn't need high FPS. It can run well at most rates, its output just varies. I didn't explain that very well at all, though.

DF's FPS is much more raw than other games'. It represents the computing and output in total. If the game's at 30FPS, it runs 70% slower than at 100FPS. That's why it's so painful.

If you want to see what it's like, set your FPS cap to 30, or 10.


Well yeah, at that level sure, but there are tons of people who are not cool with 30 fps. To some, anything under 60 is unplayable, which I don't understand.

I fall under that category, sorry. I run short-lived fortresses usually, so it's cool.
Q.Q This kind of percentage math has always bugged me. I don't think that it's wrong, but it's extremely misleading and ambiguous, sort of like all of my posts. Yes, 30fps is 30% the speed of 100fps, but what you're doing to get that figure is diving 30 by 100 and multiplying by 100%. Then in your next step you subtract the terms and give me the difference, which comes out to be 70%. Isn't it less misleading though to say that 30fps is over 333% slower than 100fps by finding what percentage of 100 your 30 makes up? To do this you divide 100 by 30 and then multiply by 100%. Am I insane? Q.Q

I usually abandon forts when they dip below 20fps because that's when it becomes obvious that your fort is about to die an FPS death, and playing a doomed fort isn't very exciting when you know how inglorious its death is going to be.

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