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Messages - DennyTom

Pages: 1 ... 35 36 [37] 38 39 ... 53
541
DF Dwarf Mode Discussion / Re: My new self-challange...
« on: April 18, 2009, 08:29:03 am »
I would give you few tips ... but I am lazy ... as lazy as you were when posting this without searching :)

542
Creative Projects / Re: Plausible Magic System
« on: April 14, 2009, 04:46:18 am »
Dividing magic in "good" and "bad" is not a very good idea ... there are lots of shades of gray in life.

For example, lets say, you can control weather with a spell. Where would you put "Cause rain"? In white because it helps farmers or in black because you can kill with it (over-watered plants, drown animals, people struck by lightnings, etc)

543
DF General Discussion / Re: Show us YOUR dwarven beard!
« on: April 13, 2009, 05:36:49 am »
Just got back from a cruise and grew out my facial hair during that time. It'll be gone tomorrow so here you go.

Spoiler (click to show/hide)

Huh - You look almost exactly like me. I wear this type of facial hair for last 6 years and feel a bit naked everytime I shave it.

I have to try out your haircut :)

544
Bridges can not support constructions by themselves, only way to do it is to build it off of actual rock.

According to some other thread:
You actually CAN do it. You however have to create (not build but water/magma flood it) obsidian wall on it. Then the obsidian will support constructions and raising the bridge will cause cave-in. Nevertheless it is extremely complicated to rebuild.

545
DF Dwarf Mode Discussion / Re: Giant Eagle fun
« on: April 10, 2009, 01:43:40 pm »
Breeding winged horrors Giant Eagles sounds like an excellent source of Fun. :)

Has anyone suffered Giant-Eaglesplosion yet?

546
DF Modding / Re: Dwarven runes tileset - a serious joke from Tigrex
« on: April 10, 2009, 01:42:14 pm »
This is really great job!

I do not get why do you use some graphics. It would be much better when tiles with pictures are replaced with original letters in some rune font.

(hm ... why do I feel like I have written these sentences poorly?)

547
DF Suggestions / Re: Burning wooden items to make charcoal/ash?
« on: April 08, 2009, 05:05:07 pm »
Could not this be modded in?

548
DF Dwarf Mode Discussion / Re: Advice for a decent graphics set?
« on: April 07, 2009, 10:01:20 am »
PTTG's is really great.

549
DF Dwarf Mode Discussion / Re: The dwarven diet
« on: April 06, 2009, 05:22:03 pm »
First one, two, max. three years my dwarves eat helmets and only helmets.

Later I try to give them something to choose from - I buy lots of meat from traders and grow everything I can.



Hm ... I think I have dwarven diet last days. I drink lots of booze, eat what I find, work like crazy and wish I could look at some nice waterfall ...

550
Have you tried playing it? I've heard that z-levels hit frame rate hard but I've never noticed it because I've never had more than the minimum +/- 3 or 4.

Yes, that is going to have a huge hit on his frame rate after a while. Playing with anything approaching a normal fortress is going to slow to a crawl after a while. Also the sheer size of the embark area is going to effect frames.

I think this is more of 'how high can you go' thread, with no real intention of ever really embarking on the map in question.

But who knows, I could be wrong.

I thought that the biggest frame eater is pathfinding. And open space should not affect it much.

551
DF Dwarf Mode Discussion / Re: Crafty/Odd goblin snatcher
« on: April 05, 2009, 03:08:10 pm »
4. aren't really that intelligent

Or they sneek in the fort very quickly, hide somewhere, where are difficult to find, steel food and water and wait until some children are born. You know - Where are males and females and where nights are cold, there ...

552
DF Dwarf Mode Discussion / Re: 100+ Z-levels
« on: April 05, 2009, 02:57:03 pm »
After a few world gens, I managed to get a 184 z-level map (with 166 z-levels above ground). It has a chasm, pit, magma pipe, underground river, hfs, sand, and a bit of trees. If you generate it, keep continue on each reject.





Spoiler (click to show/hide)

Holy ****! Armok himself must live in that hfs!

553
DF Suggestions / Re: New Technlogies
« on: April 05, 2009, 07:10:07 am »
Does anyone actually want a series of random worldgen events to determine what subset of technologies their civilization will never get to use?

Speaking for myself, yes. Also when possible to invent new tech in-game, no doors are closed.

"Oh, sorry, your dwarves never invented the pick. Have fun."

There can be starting set of tech so game is playable.

And finally - this is just a fun idea. No one said it is a good idea.

554
DF Suggestions / Re: New Technlogies
« on: April 05, 2009, 06:31:40 am »
Technology tree would be interesting:

Year 0: No civ can smelt, create glass, prepare alcohol, etc.
Year 32: Dwarves invent brewing alcohol.
Year 58: Goblins invent smelting.
Year 98: Urist McSmarty is kidnapped and lives in Dark Tower for 15 years.
Year 109: Humans learn how to work with leather.
Year 113: Urist McSmarty escapes to dwarven civ and learns them smelting.
Year 114: Dwarves start to use magma for smelting.
Year 127: Human civ buys smelting technology for know-how of leather working.

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