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Messages - Grimlocke

Pages: 1 ... 129 130 [131] 132 133 ... 139
1951
At least you BUILD your artifacts.

EVERY. SINGLE. ONE. OF. MINE. WANTS. SILK!!!
This is why I get silk of drarven traders ;)

1952
DF General Discussion / Re: dwarf fortress as reality?
« on: July 11, 2009, 08:04:46 pm »
Mwhahah, what a load of rubbish, of course we arnt in DF! We woulda been magma flooded ages ago!

Gee, do I suddenly feel like pulling this lever...

1953
DF General Discussion / Re: IQ of DF gamers?
« on: July 11, 2009, 07:51:11 pm »
Well, that test scored me at 140.

Which cant be all that accurate as I guessed a bunch due to language problems and impatience.

1954
DF General Discussion / Re: Age of DF gamers
« on: July 11, 2009, 07:24:17 pm »
20 years old here.

More young people on here then I imagined, though not as many older ones as I imagine. Of course the forums arnt a very accurate way to analyse the age of players. Young people tend to come to them a lot more then older ones.

On Crysis and and Fallout 3, my comp couldnt handle either of those in a thousand years, but if it did I would probably play them. This however wouldnt mean that I wouldnt play DF anymore, hell I would probably like DF even more without my fps problems. There is no reason for DF and high-end games to be mutualy exclusive.

It saddens me though, that what Volatar posted above is all too true. Making a game with awesome graphics AND great gameplay just isnt commercialy viable. Modern games are made to make money, and as much as possible of it. As long as time spend of creating better graphics makes more money then spending it on better gameplay, there wont be any commercialy produced game that focus on gameplay.

Which is why I like DF, it focuses on what I think a game should be about rather then how much money it would make.

1955
DF Adventure Mode Discussion / Re: Paralyzed
« on: July 11, 2009, 07:02:48 pm »
Hehehe, I can just imagine this snoring sleeping guy with a crossbow shooting your adventurer full of bolts.

snorrre... *shoots bolt in neck* snorrree... *shoots bolt in arm* roll over... snorrre... *shoots bolt in upper body*.

I wonder how he reloaded though, winding a crank and replacing a bolt in your sleep seems pretty unlikely.

1956
For some reason catplosions never bothered me, I just eat them and problem solved.

Even if I dont eat them, they keep dying. From goblins, water, traps, waterfalls, etc.

Waterfalls are your solution by the way, found that out by accident in my last fort. Make a path over which water runs, not so much water that dwarves wash off, by enough for small animals. Kills off just about every pet in your fort within minites... and the occasional baby.

Still, why is this in this section? And why DO elves hate progress? Frankly I find this topic disappointing :P

1957
DF Suggestions / Re: Multiple fonts
« on: July 11, 2009, 04:44:13 pm »
I like the idea of different tilesets, and im sure that if it were to be implemented there would be plenty of people willing to cook up a 8x8 their tileset, maybe even a 12x12 or 6x6.

1958
DF Gameplay Questions / Re: How many z-levels does a cave-in punch?
« on: July 11, 2009, 07:15:17 am »
I think caveins can go through as many floors as there are, constructed walls seem to stop them, as do natural walls. Caving in walls seems to punch in rock or soil below, floors dont do tha. Though I havnt tested that with constructions. Never seen anything punch in more then 1 solid z-level though.

Stairs seem to stop caveins the same as walls, as I recentelly unitentionally found out... oops. Turns out even tallow soap floors can make a mess. It would have smashed straight through my channel, under which a large portion of my fort lies. Was quite glad about those stairs  ;D


1959
If you cant embark on a forrest retreat, then chances are you dwarven civ took it over, thus rendering it impossible to embark on it.

I believe there is an embark anywhere tool somewhere. You could use that, but I remember it causes trouble like traders being unable to reach you.

Or you could just find another hippietown.

1960
Anyone planning on making the next one? If nobody will, I will ;)

1961
Allright, mine is nearly done. Only 3 seasons to go, but that should be enough.

Hope it wont be too similar to the rest... but it did require me to drain both rivers :P

1962
Mod Releases / Re: Civilization Forge 2.x
« on: July 09, 2009, 03:09:28 pm »
Is this 'zerg rush' the new internet fad? Dunno what it is, but I oppose the idea of putting any fad in a mod. They are soooo lame...

Anyhow, on the guilds, I suggest adding a engineers guild, an administrators guild and perhaps also an architects guild. The later only when the architect job has some more use to it. I also sugest merging the weavers guild with the crafters guild. Alternatelly, you could make a clothworkers guild and merge the crafters guilds with the stone, wood and metal workers.

On the earlier idea you stated, about all the different races, you might want to narrow those down a bit. Its not possible to get those all to show up in a single world, and even if it was, then the weaker ones would die out very quickly.

Lastelly, you can allready mod in poisenous attacks, so long as they are innate creature attacks (not weapons). Creatures like GCS use it, you can give them stun, paralise or both. See the wiki for more details.

1963
DF Suggestions / Re: Gunpowder, Cannons and Cannonballs
« on: July 08, 2009, 04:25:45 pm »
No, mods cant be whatever the hell they want. They can only use exiting game parameters.

The best you could do is making a cannon-like ballista (one siege weapon modding is in), but you couldnt make explosive shells, multishot firing cannons, explosive traps, etc.
If the game doesnt have a similar thing, you cant mod it in, which it isnt likely to have without any explosives.

The main reason I would want gunpowder weapons involved is also to make siegers a bit mroe dangerous. Unlike now, they could simply pummel your fort full of holes from a distance untill you either come out, or just die. It makes them a bit more chalengeing then the current idiots who just charge in, find out you closed the gates, and just stand there waiting for magma and botls.
This kind of thing cant be modded in either.

Early cannons just seem to DF fine to me. Not the steampunk things, but the weapons they actualy used in the time that DF takes place. Crude, inaccurate, expensive and noisy, but deadly enough to be worth it if you have enough resources to spare.

Also, making cannons like the ones the turks  used to make (8 meter long, 18 tons in weight, firing 700kg stones, suspended in a triangular frame by chains. Fires only about 7 times a day) seems more then dwarfy enough to me. Good reason to make bronze too.

For those who still dont think gunpowder is 'proper' (whatever they mean by that) there could simply be an init file setting to turn gunpowder on and off.

Lastelly, just for the record, something about the difference between ballistas and cannons that was discussed. Because (real) ballistas realy arnt half as powerfull as cannons.

First, ballista projectiles carry far less kenetic energy. They can only pierce a few opponents at once, under favourable conditions. Cannonballs, even stone ones, carry far more energy. They could shoot trhough far more enemies then a ballista arrow, due to larger mass and speed.

More importantely is though, that ballista arrows dont fly horizontally. Like any object within earths gravity, they fall and hit the ground. Cannonballs only have part of this problem, as they have a higher speed, thus having a more shallow arch. More important is that they can bounce of the ground. Yes, sounds silly, but when cannonball hits the ground at a shallow angle, it skids off the ground like a stone on the water. Thus, its at the correct height to kill things for a far greater distance then a ballista is.

1964
*gasp of relief*

Finished the repairing my majour river after unsuspending uncountable times, never has DF been such a bore as then... Anyhow, my fps is back to ~47 which is acceptable enough for me.

Had a cool artifact as well.
Spoiler (click to show/hide)
It has an image of a bridge being constructed, rather fitting isnt it?

1965
Allright, into my third year now. Had 4 artifact, 3 of which were boring craft artifact, 2 of those made legendary stonecradter, and 1 made a kinda cool legendary metalcrafter. The last one was a native platinum.... coffin. Worth allmost 200k dwarfsbucks. My fort value depends allmost entirely on those artifacts, kinda smells as I try to get a lot of value out of architecture.

Finished deversion of the minor river, finished the bridge, finished draining the majout river BUT I royaly screwed up on the mechanism thats suppost to put it back to normal again. Now im stuck building bridges that spam me with submerged messages, at a worthless fps of 15-25. Great going me... to hell goes my scedule. Grrrrrr.....

Next time I use bridges as floodgate I gotta make veeeeery certain I dont just make them 'retractable'

At least I can work on the main tower in which my actualy fortress will be, but its an ambitious project and time is gonna be narrow. Hope I make it :P

EDIT: oh christ... MIGRANTS. Thats all I needed. 9 fps now. Yeah, NINE fps. Less then a tenth of the default game speed. Matrix style, intense boredom enseus. Thank god I got most of the bridges done.

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