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1051
DF Dwarf Mode Discussion / Re: Epic wounds
« on: July 23, 2009, 04:15:50 pm »
Over in the Sparkgear 3 secession game I had a goblin wrestler who had both eyes poked out with a single bolt...  not too noteworthy, except that he then came back with the same wounds (and the same arrow still sticking out of his head), got his leg mangled, then escaped again.  So not necessarily epic yet, but at the rate he's going it sure will be.

1052
DF Dwarf Mode Discussion / Re: Ambush generation
« on: July 23, 2009, 04:11:35 pm »
Is your embark site rectangular?  There was and I think still is a bug where ambushes and seiges come in from the edges of a square whose width is the same as the smallest dimension of the map.  Basically if you have a square map they come in at the edges like they are supposed to, but if the embark is 2x4 they can spawn a full embark tile away from the left and right borders.

1053
What's the word, sausage?

1054
yo did you name my guy too?  I forgot during my turn

(to review I wanted the legendary mechanic to be 'nil the tinker')

1055
Awww, well it's a small matter. At least it isn't lonely.
I think it died long ago, I certainly haven't seen it in a while.  Remember, we have a giant leopard, a giant eagle, and a crocodile now though--together they're just as good, right?!?!?!

1056
3D SCREENSHOTS:

Spoiler (click to show/hide)
Gearspark has about 53 living dwarves and 180 dead ones. It's filled with massive but mostly unused chambers, tombs, bedrooms, throne rooms and dining halls.  There is a fairly distinct second fortress built around a faded mural with enough space to probably house every living dwarf with no problem, but its empty and used as little more than a warehouse/alternative entrance.  There are cobwebs everywhere.  There is barely a single place in the fortress where someone wasn't hacked to pieces by orcs or throttled to death in their sleep by a berserk dwarf and somewhere in the depths demons wait.

As and after I put up the POIs, I reread the thread straight through, and realized--this place is spooky. Its long and miserable history is getting to be right up there with the hall of famers. It ain't over yet but I'm prepared to call it a complete success regardless.

1057
Thanks Spoon, and agreed on the 3d stuff.  POIs up.

ALSO OHSHIT I LEFT THE EAST GATE OPEN CLOSE THAT QUICK (use the lever in the main control room, in the underfort; the one in the overfort you'd need to pull twice)

1058
btw when the blind goblin came a second time he was carrying or picked an oak log.  he also had a crown--despite being a regular wrestler with no stat boosts.  Maybe dig deeper adds these things, or maybe nako the blind just uses a cane...

1059
I've already played more than a game year, wouldn't want to be greedy so the save is up here.  Was gonna put up a map too but I can't get it to compress right, probably something about the tilesets I used...  if someone else manages to upload one I'll put on the POIs.

Spoiler (click to show/hide)

So I drained the pool and converted it to a park (and converted that slab of obsidian into the top floor of a sweet, albeit unfinished, tower; although it's not big it is obsidian fully engraved by legendary carvers, therefore it ended up the most valuable room in the fortress.)  Had sort of wanted to to this anyway, but my main motivation was to get some FPS back by getting rid of a flow.  I also put a couple floodgates in the magmaduct to more properly control it, the control room for them is just to the left of the original dining hall in the underfort, blue and yellow levers labeled with notes.  I put in some drainage ditches to help prevent magma reaching the underfort, and put a rise in the road both to block magma and put enemies more fully into the line of sight of fortifications.  I connected the road from the center of the overfortress to the road that leads to the underfort (there's a drawbridge that is connected to the same lever that raises the bridge across the old pool). 

Made a small zoo with the new animals--I leave more interesting uses for them up to the next player.  Also started to make a drop spot over the vent, it's not finished though because it went to a low priority after I remembered there was already an atom smasher.  If you finish it, you can have yet another dump (it would be the third); you could also use it for an execution device pretty easily.  Tossed in some new hallways, too; there were some very strange and circuitous routes needed to get between some important places that were actually pretty close together.  Didn't do anything too epic because for most of my turn there was at most 20 (probably more like 15 or 12) able-bodied dwarves; this last migrant wave will be a big help--especially when it comes to dumping excess stone, which should definitely be on the to-do list (I got some but didn't have the manpower to make much more than a dent).

I turned off the magmafall, it was cool but just too deadly to keep on.

Also just realized I forgot to name a dwarf; if the next player could rename the legendary mechanic to "nil the tinker" that would be great [/lumbergh].


1060
It actually turned out to be something even simpler and more random--"dwarves gather food" was turned off in the orders menu.  Didn't even think of it for the longest time because I've never even considered using it and forgot it was there; I bet it happened by accident.

1061
Next to the pool drain. Theres a room with two levers. They should have Notes on them.
Ha, how'd I miss that?  Thanks.

1062
man I can't figure out what's going on with these farms they just won't harvest

edit: to be more accurate, they're harvesting they're just not bringing them back to the stockpiles.

edit2: anyone know where the lever to shut off the water supply to the pool is?

1063
DF Modding / Re: Determining if a new skulking civ worked
« on: July 21, 2009, 02:21:43 pm »
As far as I know there's no limit, other than that only one civ can seige in a given season.

1064
DF Modding / Re: Determining if a new skulking civ worked
« on: July 21, 2009, 01:53:49 pm »
Yeah that was my experience.

1065
DF Modding / Re: Determining if a new skulking civ worked
« on: July 21, 2009, 01:34:08 pm »
Well I set the skulking civ to appear on 0 wealth/pop and the other factor in hopes they'd appear right away. Likewise I've had a stonecrafter churning out stone mugs non stop while the game runs in the background.

I don't know which is more disappointing, that the thieves haven't shown up, or that my fortress which is basically running in autopilot with naught but a still, a craft dwarf shop, a small barracks and 4 tables is going along swimmingly.
I highly recommend using 1 wealth/pop, I'm reasonably sure that "0" doesn't work.

Also check out the World Gen Log Parser, should be on the wiki--it's great for seeing if civs have survived and how well they've done so.

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