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Messages - white_darkness

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391
DF Dwarf Mode Discussion / Re: River freezes over in temperate embark?
« on: March 10, 2011, 08:51:25 pm »
They do, just like in the real world.  I've seen them not freeze, freeze for a month, up to one place where the river was frozen for 10 months of the year (but somehow this was "temperate").

392
DF General Discussion / Re: Any girls, women play DF?
« on: March 10, 2011, 07:00:40 pm »
Every place online is like this at some point.

I think the biggest difference is the ladies, in most cases, just don't care to advertise.

Whereas, the number of online games, forums, etc.  I've been part of where a "what sex are you?" doesn't come up at some point from somebody is....ummmm....none.

Heck, the irrationality behind it is amazing more than anything.  I remember back in '98 when gods help me I still played Ultima Online and was a member of a guild called the Sisterhood of the Ivory Maiden.  Most of the member characters were female.  My member character was female.

I had 6 marriage proposals via that game over a 1 year period.  Why?  Because most people registered male characters, and then a female character would send half of them into the land of assumption.

Worry not therefore.  Just delight in the insanity, bloodshed, and profound concerns like whether you can get enough bolts from elf bones to kill an elf and have bolts left over?

393
DF Dwarf Mode Discussion / Re: Mineral Occurrence Setting
« on: March 10, 2011, 06:36:18 pm »
Problem is it'd be a sanity sapping research direction.

163 settings, from simple and obvious like "Reveal History" to unobvious like mineral scarcity.  Testing all those at various settings one at a time and seeing their impact would probably drive an individual bonkers.

394
DF Gameplay Questions / Re: No plants in first cavern?
« on: March 10, 2011, 04:27:56 pm »
Think it's some sort of odd random fluke.

Currently layer one and two of my present fort are awash in plant life.

I did have one .19 that the third layer was just muddy but barren (except the trees).

395
DF Dwarf Mode Discussion / Re: Mineral Occurrence Setting
« on: March 10, 2011, 04:14:38 pm »
Base world layout never shifted in the slightest at any level.  It was only the actual embark locations that would vary in layout, often by very little, and there was the oddness I had at 3k.

Pretty much yes, parameter value vs. total and types.  The later ones raised some questions for me as to what it classes as a metal since the shallow/deep metals disappeared in higher number gens at the location.  Though the "stuff" there had been classed that way in .19.  Which leaves me wondering if the classifying has been hard-coded to specific types or if it's somehow tied to the "Flux" not appearing in the summary of the location but you can still find it with the finder bug, or maybe the two are connected...who knows? but Toady.

The initial ones I did from 100 to just under 3k (whatever that number was now) were all at the same spot.  At that point, I'd become so familiar with the map, that I could literally eyeball and head back there.

To be semi-exact, it was about 4 squares up from where the mountain range on the west side bowed out, or about 7 squares south of the north boundary.  Then in the regional view, it was pretty much the southern edge.  As long as a settlement didn't take the spot, it was always there.

Heh, I've still got all the saves except the ones where a settlement was on my spot.  When i first threw some data together I offered to upload them all to the depot.  Some of them have "active" "play now!" embarks and some are abandoned.

Eliminating the ":"?  I didn't bother myself, but did my maths manually.  But there should be a text to columns option in most spreadsheet software under "Data" (good luck dealing with the ribbon Excel users).  Just highlight the target data, select text to columns, specify ":" as the delimiting character, and it splits it into two columns.

No idea about one biome.  I have thought about rerunning everything at a different location, but we got some initial data and a theory and most people seem to have moved on.  Getting more data and getting into the nuts and bolts of it would be great in some aspects. 

I'll admit freely I wouldn't mind digging into all the info.  If it wouldn't drive me mad from boredom, I'm tempted to carefully experiment with every single parameter until I understand their impacts fully, particularly since the wiki info on advanced world generation parameters is kind of meh...

Right now, I'm just enjoying playing .21 and digging in and collecting cobaltite.  Don't know yet what I'm going to do with it and a major river, but I'm going to do something (unless another update rolls along or I screw up so horrifically I abandon in disgust).  So far those two items have been the only things that cause me to abandon.

396
DF Dwarf Mode Discussion / Re: Mineral Occurrence Setting
« on: March 10, 2011, 01:38:48 pm »
The one's I did?  Spoilered in the first set of them a few pages back.

Re-spoiler'd here.


Which I had thought about changing the history seed, but I didn't want to add any additional variables, no matter how unlikely they might be to have an impact.


397
General Discussion / Re: The Dissolution of Michigan
« on: March 10, 2011, 12:08:36 pm »
2.  It puts faith in the American corporation as "ethical".  I still fondly remember a long ago psychological analysis of the American corporation as an individual entity.  The findings in a nutshell, well, if they were individuals we'd call them psychopaths.
I would very much like to have this saved somewhere. Do you have a link or some more specific keywords?

Also, are the newspapers flaring up over this yet, as our thread did?

I'd love to find it again myself, read it over 8 years ago.  I just remember the gist of it unfortunately.

Sort of like I'm trying to find some info still on a waste recycling project that was based in Ohio, Indiana, or somewhere, that could refine organic waste into petroleum products.

398
General Discussion / Re: The Dissolution of Michigan
« on: March 10, 2011, 08:15:20 am »
Don't constitutional challenges only occur when someone actually has standing to make a challenge...like, "only once they have attempted to apply the law"?  In general I don't think you can object to a law just for being on the books.

Arizona had a nice new law to address the illegal immigrant issue.  It had a stay placed on it and was in legal battles over constitutionality before the ink even dried.

399
DF Dwarf Mode Discussion / Re: Is my housing district any good?
« on: March 09, 2011, 10:38:02 pm »
Simple and straightforward.  What more do you need?

This is one of the more debated items.  You can literally do the hole in the wall (1 space for a bed and a door) or do larger like you.

I'm guessing, bed, chest, cabinet, table and chair?
Don't put tables / chairs in bedrooms. Dwarves will often prefer eating alone in their bedrooms if they have a table and chair, depriving them of the ecstatic spasms caused by a gold-lined dining hall.

I never do.  They get a bed and a cabinet in all my forts.  They don't need anything else and no one has ever claimed enough socks to fill up their cabinet yet.

I was assuming what would go in based upon the space planned to be carved out.

400
General Discussion / Re: The Dissolution of Michigan
« on: March 09, 2011, 09:30:06 pm »
Now to just get it signed into law by the governor, and then the AFL-CIO and possibly the NAACP can sue. :)

You know, this reminds me of when I read about one of the Dakotas having financial problems in the past and the other took over the government for awhile.

401
DF Dwarf Mode Discussion / Re: Is my housing district any good?
« on: March 09, 2011, 09:25:27 pm »
Don't forget you can dig up/down, and the issue of noise from fighting, woodcutting, and rituals to Armok.  Why I normally dig out my bedrooms starting at 10 levels below the entrance to my fort, and then after a small initial block, I just keep repeating the same block over and over going down.  A trip down or up is one step, just like moving north south east or west.  Saves a little travel time possibly.

Of course, you could then turn that entire area you have there into an indoor pasture once you breach the caverns and the cave moss and floor fungus grow up in the soil.

402
DF Dwarf Mode Discussion / Re: Is my housing district any good?
« on: March 09, 2011, 09:09:51 pm »
Simple and straightforward.  What more do you need?

This is one of the more debated items.  You can literally do the hole in the wall (1 space for a bed and a door) or do larger like you.

I'm guessing, bed, chest, cabinet, table and chair?

403
DF Dwarf Mode Discussion / Re: Mini-Project: Elf Tree
« on: March 09, 2011, 09:04:01 pm »
Makes total sense.  I just threw out a base shape that could be thickened or rotated around the long axis by 90 degrees to give some variety, or with it thickened, splitting it off in some fashion would work fairly well.

Get to far into this and we'd end up with a pine tree with innumerable branches and something green for needles.

404
DF Gameplay Questions / Re: Dwarfs won't go to the Trade Depot
« on: March 09, 2011, 08:35:44 pm »
If it says "anyone may trade" then anyone will come over, if someone is idle.  It's just waiting for them to get there.

405
DF Dwarf Mode Discussion / Re: Mini-Project: Elf Tree
« on: March 09, 2011, 08:34:35 pm »
Maybe a simple shape that you rotate randomly.

Like

Code: [Select]
   XXXX
XXXX

Then just vary the thickness for their proximity to the trunk and where you want them to split.

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