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Messages - gtmattz

Pages: 1 ... 141 142 [143] 144
2131
DF General Discussion / Re: This Felt Dwarfy
« on: June 26, 2009, 10:46:15 am »
My brother and his mate were playing some DnD ripoff, not sure what it was.

Anyhow, my brother was some insecty thing with six arms. His mate was a half-Giant.

They went to some arena place. The level of the opponent was determined with the roll of a d20.

20.

My brother and his friend were level 3.

Anyhowe, there was no way to back out, so my brother goes and tries not to die too messily, failing miserably. His friend Tyler decides to make a called critical on the level 20 dwarf's groin.

Another natural 20.

DM ruled that the dwarf and all his equipment had exploded, EXCEPT for his testicles.

I am pretty sure it wasnt a 'D&D ripoff', but the AD&D DarkSun campaign setting which was introduced some time in the early 90's.  Your mention of half giants and insect people as playable races combined with an arena makes me 99% confident that they were running a dark sun campaign.

2132
i just designate for dumping....

How do you get this to work?  I have never had my dwarves cart off discarded clothing which I designated to be dumped, and apparently the OP has the same problem as me, as he stated dumping doesn't work for him in his initial post.  Is there some trick to it, because if there is I cant figure it out so I have just been hiding the stuff.

2134
DF General Discussion / Re: Worldgen cookbook
« on: June 23, 2009, 08:55:04 pm »
Whatever, it generates a world that is 65x65 that has the same layout and features as the 257x257 'Workin' world, that is what counts isn't it?
I'm saying it doesn't give the same layout. If you go from 257x257 down to 65x65 but only divide the such and such evil squares count by four that's like having 4x as much evil region per area. Divide it by 16 if you want to scale it down the same.

..though you'd also need to turn the variance way up to keep the layout the same but smaller and I don't think it goes high enough for that...

Whatever... Just gen worlds with both sets and compare the features etc and you will see the same effective world, just smaller (and hence faster to gen), that is all I care about... I am not sure why you are so concerned with proving your point, other than to try and start some sort of forum drama, which I do not care to partake in.

2135
DF General Discussion / Re: Worldgen cookbook
« on: June 23, 2009, 12:26:40 pm »
Whatever, it generates a world that is 65x65 that has the same layout and features as the 257x257 'Workin' world, that is what counts isn't it?

2136
DF General Discussion / Re: Worldgen cookbook
« on: June 22, 2009, 10:23:42 pm »
Here's mine. It's a combination of ideas from others in this thread and my own tweaking; basically, the idea is to generate fort sites that have everything -- trees, magma, sand, water, flux, adamantine, evil good AND neutral biomes, etc. After a lot of tweaking, I've generated about ten worlds with this template. Every map had a site that was at least useable, if not perfect (i.e., no sand, or the adamantine and volcano were too far apart, etc.), and i've found a couple that were excellent.


Spoiler (click to show/hide)

Savagery is restricted to a middle range so that you'll primarily get haunted/wilderness/mirthful biomes (largely because I had problems with giant skeletal eagle infestations in the first few good locations I generated). Temperature is restricted to (mostly) temperate, with some cold edges. Megabeast levels are set high because I want megabeast attacks, so the history will only run 50 or so years.

One thing about this set is that it walks very close to a few borders -- sometimes you'll get a "too many subregions' rejection even though I have that set to the maximum of 5000, sometimes you'll get an error because there aren't enough squares left to make as many evil/good squares as desired, sometimes there won't be enough room to place civilizations. But you shouldn't get more than one or two rejections.



I have made a 1/4 scale version of this to make finding that perfect site a little easier for those of us with slower computers:
Spoiler (click to show/hide)

I essentially just cut the dimensions down to 65x65 and then quartered the parameters that were causing rejections.

2137
On my most recent fort the first caravan got wiped out by skeletal muskoxen and I never even got a message that they had arrived...  The only reason I noticed at all was when I started getting spam that 'Urist McHauler cancelled store item in stockpile, interrupted by skeletal muskox', so I went to see what they were trying to grab and there was a pile of bodies and goods and a few muskoxen around.  The dead from the caravan did not even appear on my unit list as deceased, so this may have been a bug.  I also never got a liason either...

2138
DF Gameplay Questions / Re: Various Questions of a New person
« on: June 22, 2009, 10:11:21 am »
Graphics: The mayday graphics package is the easiest way to get a complete revamp of the graphics that is much more pleasing on the eyes.  http://mayday.w.staszic.waw.pl/df.php

Military: As stated above, the dwarves will not harass wild animals etc with the default settings.  However, one thing to keep in mind is that the dwarves have really poor judgement, so be aware of the places your dwarves may chase the enemies, as losing half a squad of champions because they chased a fire imp into the magma pipe is too much fun.

2139
DF Gameplay Questions / Re: Getting fresh water underground
« on: June 22, 2009, 10:04:57 am »
I have solved the running water issue by using the 'carve fortifications in the edge of the map' trick and then diverting the brook and simply let it keep flowing, as long as the water has somewhere to go it should not flood your fort.

2140
Not quite random, I have only had the problem of water flowing in from the edges through fortifications on maps with large natural bodies of water (i.e. oceans or lakes).  If you have not embarked on a coastline then you should not have any issues.  Then again I have only been doing this for a short time and maybe my body of data is too small to have experienced the randomness you speak of?

2141
DF Dwarf Mode Discussion / Re: Tilesets
« on: June 19, 2009, 09:53:35 am »
When I first heard of DF I downloaded the vanilla game and tried to learn via some tutorials and gave up when I found myself hopelessly lost and hitting 'k' all the time in order to try and decipher what anything was.  A while later I decided to give it another go and found a tutorial which used the mayday tileset and from that point I was hooked.  I really don't understand the people who say that the default ASCII is clearer than the mayday tileset, when it really is more a matter of the fact that those people learned the game with the ASCII graphics and have everything memorized.  When starting out new, the mayday graphics are a thousand times more comprehensible than pure ASCII.   Recently, after reading multiple comments about how using tilesets 'ruins' the game etc I had to try with the ASCII again, and really I just cannot do it,  things are just too obscure to make any sense to me.

2142
DF Gameplay Questions / Re: Is this a bug, or just dwarfy logic?
« on: June 18, 2009, 03:52:11 pm »
While the stockpile suggestions are helpful and do work, it does not address my initial issue, as I intended for my mason to make crafts from all the stone on the bottom level in order to clean it out so that I could then proceed to use it as my tower cap farm.  However, my fix of forbidding all the stone aside from the bottom level worked in the end so my problem was resolved.

Thanks everyone for the information explaning this behavior, I appreciate it and now know why the dwarves are behaving as they do and will better be able to work around it.

2143
Also, the whole killing the leader thing isn't true, you just have to kill all of them, usually around 30 or so.

Ah, thanks, with this in mind I may attempt another reclaim and see if I can end up with at least a couple non-tantruming survivors to carry on.

2144
DF Dwarf Mode Discussion / Re: ASCII advantage?
« on: June 18, 2009, 02:44:19 pm »
So I guess NetHack and Angband and Crawl and ADOM are all graphical games too.

One could say that, yes, they are, in that they use the ASCII character set in a graphical manner as opposed to the literal meaning of the various characters.  A non-graphical game would be something like ZORK imo.

2145
DF Gameplay Questions / Is this a bug, or just dwarfy logic?
« on: June 18, 2009, 12:58:50 pm »
I completely mined out the bottommost layer of a 2x2 map and then built a masons workshop in the corner farthest from the stairs up and set it to repeat on making a few different items.  All worked as expected until the dwarf grabbed all the stone within 8 squares or so, then he decided that the stone from the mined areas 8 z levels above was closer than the stones 8 squares away, even though he had to run diagonally across the whole map and up the 8 levels of stairs and then across that floor to the corner which was right above the workshop on the bottom level...  I ended up having to forbid all the stone everywhere but that bottom level to get him to no go running off  :-\

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