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Messages - Raphite1

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226
DF General Discussion / Re: Reverse FPS death
« on: March 14, 2013, 01:07:59 pm »
When I play I usually set the cap to 50.  Things don't get done all that quickly, but any higher and I don't notice what's going on in the fort because it all happens too fast.  Then again my forts are unbelievably micromanaged, and I watch everything that happens so maybe I'm alone on this.

I agree, I set the cap to 45fps from the beginning.

The whole fun of DF is watching all the detailed interactions and narratives play out, being able to sculpt their experiences in endless ways, and living the dwarven adventures alongside the participants. I'd play SimCity if I just wanted to plunk stuff down and let it run.

227
DF Community Games & Stories / The Molten Spirits: well-named, sadly.
« on: March 10, 2013, 02:24:18 am »
Here is the two-year account of the history of The Swine-Deeps, a fortress founded by The Molten Spirits.

Posts are in reverse chronological order, so start at the bottom.
http://beardsandbrimstone.tumblr.com/

228
DF Dwarf Mode Discussion / Re: a newbie fortress
« on: March 08, 2013, 04:59:50 pm »
Notice that the size of the dwarf don't matters cause of bug, for a quick tip, always get an number of ranged dwarves equal or highter than melee dwarves, you really don't want they near your enemy, whenever possibly take the enemy down at range and use melee just to finish off.

A dwarf touches a ranged weapon only in the moments of greatest desperation. A dwarf either stands toe-to-toe with foes both mundane and terrible, or orchestrates their demise through works of hellish engineering.

229
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: March 08, 2013, 10:28:03 am »
So a dwarf will burrow through warm stone and straight into magma with no warning, even if it's the first warm stone encountered on the map? If so, avoiding a magma breach would require manual checking for every deep tile that miners carve out, which is hardly less tedious than the vanilla situation.

No, it'll just cancel without pausing/recentering.

Very awesome. May be trying this earlier than I expected, since half a dozen people in my current fort just caught fire and now have some very unhappy friends and family.

230
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: March 07, 2013, 09:49:52 pm »
Excellent mod! I'll probably use this when I start a new fortress.

I'm a bit worried about this one, though:
"Stopped pause and recenter on ... warm/damp walls."

So a dwarf will burrow through warm stone and straight into magma with no warning, even if it's the first warm stone encountered on the map? If so, avoiding a magma breach would require manual checking for every deep tile that miners carve out, which is hardly less tedious than the vanilla situation.

231
DF Gameplay Questions / Frozen waterwheels.
« on: March 07, 2013, 07:29:44 pm »
When a river with a waterwheel freezes, what happens? Does the waterwheel simply lose power until the river thaws, or is it deconstructed/destroyed?

232
DF Gameplay Questions / Re: Pitting a Captured Werebeast
« on: March 07, 2013, 07:16:20 pm »
I've tried building the cage and linking it to a lever to no avail.

How did this not work? You linked the cage to the lever, pulled the lever, and he stayed inside?

Also, does he stay in the pasture once he's back in dwarf form?

233
curses_square_16x16

But I voted "square ASCII," since that was the closest match.

234
DF Dwarf Mode Discussion / Re: FAvorite were-beast encounters
« on: April 27, 2012, 09:46:11 pm »
I just had a were-sloth claw apart someone's skull before the military was able to intervene. Someone very slow, apparently.

235
DF Dwarf Mode Discussion / Missing ... but corpse had been hauled
« on: April 27, 2012, 02:26:04 pm »
Observed something odd last night, not sure whether it's a bug.

A peasant was chased around the caverns by a beastie (just normal peasant stuff), and eventually died in a remote corner. Other dwarves came to haul away his clothes. Shortly, I got the "Urist McOhgodagiantbat has been missing for a week" message. This surprised me, because surely his corpse would have been in sight-range of the dwarves who scavenged his clothing. Even more to my surprise, his corpse was no longer in the cavern, but was in a corpses/graveyard stockpile up on the surface, outside the walls of my temporary above-ground shelter. Nobody had seen the body being carried up the teeming stairwell? The corpse-hauler somehow didn't realize what she was carrying?

I sent the woodcutter to chop a tree near the corpse, and when the woodcutter was close I finally got the "Urist McOhgodagiantbat has been found dead" message.

I still haven't put in a huge amount of playtime post-40d... is it normal for a death to go unreported this long, when the corpse had clearly been in observation-range? As far as I know, nothing we've encountered at this fort should have made the dwarves go blind.

236
DF Dwarf Mode Discussion / Magma piston question
« on: April 25, 2012, 09:50:47 am »
If a magma piston falls into 3 z-levels of magma, will all 3 levels of magma be teleported to the top, stacked directly on top of the piston? I seem to remember reading something about liquids involved in complex cave-ins being teleported to strange heights, but I could be mistaken about this.

237
DF Gameplay Questions / Re: Cave-In Catastrophe
« on: April 13, 2012, 05:06:03 pm »
I love that a question about farming on a certain type of surface is contextualized within a dwarven love story. A love story that progresses through a consummated romance and the beginnings of a family, only to end all too soon in heart-rending tragedy, complete with the expression of grief through dwarven funeral rites.

Best game.

238
DF Dwarf Mode Discussion / Re: Asbestos Mayor?
« on: April 11, 2012, 10:07:38 am »
Tested in arena mode by walking dwarves into 1/7 magma:

normal unclothed = catch on fire, bleed to death
normal, wearing heat-resistant armor = still catch on fire, bleed to death
fatless, unclothed = catch on fire, bleed to death
fatless, wearing heat-resistant armor = catch on fire, bleed to death

Time from reading thread until results: under 10 minutes

Yeah, I was highly skeptical that ultra-lean dwarves were immune to magma.

So the question remains: what's keeping that mayor and cat alive?

239
DF Dwarf Mode Discussion / Re: Injured immigrant?
« on: April 07, 2012, 08:47:42 pm »
Turns out several immigrants in this batch have nearly full-body yellow injuries. Must have been a tough trip.

240
DF Dwarf Mode Discussion / Injured immigrant?
« on: April 07, 2012, 08:39:53 pm »
Just had an immigrant fishery worker, who has a quite elaborate title, arrive with a missing tongue and every other body part flagged yellow (aside from upper body). He's 90 years old, arrived with his wife, and has multiple goblin and animal kills. Has moderate military skills, low-level skills in some farm-related stuff, and no social skills.

I don't think I've seen an immigrant arrive with injuries like this, but I usually don't check for injuries. Is this normal?

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