1876
Bay 12 Games Forum
- May 04, 2024, 08:35:27 am
- Welcome, Guest
News:
April 23, 2024: Dwarf Fortress 50.13 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
Show Posts
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
1877
DF Community Games & Stories / Tantrum Spiral Fort and a Legendary Adventurer
« on: December 02, 2011, 05:54:23 am »
I have two extracted games of df in this single .rar file. One is a fort and the other are adventurers. Both I've had laying around for a while.
http://depositfiles.com/files/vvyh86ypl
http://depositfiles.com/files/vvyh86ypl
Spoiler: Fort (click to show/hide)
Spoiler: Adventurers (click to show/hide)
Spoiler: Dastot killed a dragon with his crutch (click to show/hide)
1878
Other Games / Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
« on: December 02, 2011, 05:22:50 am »
Yeah, that UI is nice, good job! It's well designed and includes everything, from what I can tell so far. If I have any suggestions or spot any bugs I'll let you know.
EDIT: Is it possible to go toggle fullscreen in the windows version? The windows blue bar at the top interrupts when you move your mouse to the top to scroll up.
EDIT2: Yep this looks promising, but for now I think I need to head to bed. Are there tutorials for the demo? I ended up placing a bunch of carpenter benches with none actually being built.
EDIT: Is it possible to go toggle fullscreen in the windows version? The windows blue bar at the top interrupts when you move your mouse to the top to scroll up.
EDIT2: Yep this looks promising, but for now I think I need to head to bed. Are there tutorials for the demo? I ended up placing a bunch of carpenter benches with none actually being built.
1879
Other Games / Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
« on: December 02, 2011, 04:59:13 am »Well, the music is being done by xavi playing his guitar, and it actually isn't dwarf fortress music. however, there are similarities in style, although, those are completely different notes and chords.
In another related note, we have just released 0.37 which is also available on desura. it has a 20 (ingame) days demo (replayable) which you can download and see if you like it for your self.
Now we have reached the stage where we completely depart from Dwarf fortress to go venture and explore our own ideas and mechanics.
I see, cool then, my mistake. I do have some barely surviving headphones that only work on one side and quietly.
I have a hobby with digital music where you can alter an entire song's pitch at once, so hearing something similar to df music in a different pitch (due to different chords) in a game similar to df must have been what made me think it was the same song but a little slower in Towns (like the effect on sound when someone is talking in slow-motion sort of).
I'm having some trouble finding the carpenter, so I guess it's off to the tutorial that I go.
Also, oops, I was playing an old version (.36). I'll give the demo a try.
1880
Other Games / Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
« on: December 02, 2011, 01:54:43 am »
Hmmm, is there a reason the music is the exact same as in dwarf fortress? I mean while playing the game, the music sounds exactly like a (possibly slightly slowed down version of a) song that plays in DF Fort Mode, I even hear a recognizable part where it sounds like someone makes a couple higher pitched sounds twice that I recognize (they sound like maybe handclaps though that's only what it sounds like, not necessarily what it is, just 2 high pitch [like how a snare would be high pitch compared to a bass note] contact noise at a noticeable time) and a lot of the distinctive parts sound familiar.
Is it someone covering the df song or something? That's pretty cool if it's the case. I don't have a copy of both music files or I could really compare them.
Also I don't know where the DF music came from, I thought Toady or someone he knew had performed it. If I'm wrong and it's from somewhere else do you happen to have a link to it so I can play around with it and remix it? Or is that song on the internet for download, in other words?
EDIT: Just tried Towns for the first time by the way. I like the trees and the nice workshops.
Is it someone covering the df song or something? That's pretty cool if it's the case. I don't have a copy of both music files or I could really compare them.
Also I don't know where the DF music came from, I thought Toady or someone he knew had performed it. If I'm wrong and it's from somewhere else do you happen to have a link to it so I can play around with it and remix it? Or is that song on the internet for download, in other words?
EDIT: Just tried Towns for the first time by the way. I like the trees and the nice workshops.
1881
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: December 02, 2011, 12:38:12 am »
I tend to prioritize research rate and turtle. I think my next game I'll actually get in combat past 'scout ship destroyed, begin cloak research for fifty years, never cause any problems until the day the cloak ship has that one last tech that's almost done while my 30 day turns are several minutes realtime each, then some dick NPRs I haven't met yet force me into 5 sec increments that take a good 10 seconds realtime to resolve.
One day, Aurora, I will spend money so my (currently very bad) processor will be able to defeat you.
I should add that turning down the NPR chance a lot and also doubling the time where actions happen (the 5 day wait thing) speeds it up quite a bit.
One day, Aurora, I will spend money so my (currently very bad) processor will be able to defeat you.
I should add that turning down the NPR chance a lot and also doubling the time where actions happen (the 5 day wait thing) speeds it up quite a bit.
1882
DF Gameplay Questions / Re: What's most important in a shield?
« on: December 01, 2011, 11:52:17 pm »i always use wood for shields as it is light, but still has a BIT of weight for bashing.
with wood shields, you can start training on day 1 without waiting to set up a metal industry first.
Same here.
If I get a large metal industry going due to ample resources though I usually make iron or steel eventually.
1883
DF Gameplay Questions / Re: Regarding Kennels
« on: December 01, 2011, 10:35:58 pm »The dogs need to be not in cages or on chains to be trained. They need to be either wandering loose, or in a pasture that the kennel is also in.
So that explains why I can never train anything except dogs as a war animal since the latest animal changes. I thought maybe most things were moved to the dungeon master and I couldn't be bothered to check. I usually assign all my animals to pastures except dogs so they don't kill/get killed by each other/dwarves if they require grass.
Now I guess animals will have to be screened for possible war training before joining the one of the Animal Guard's sentry and early warning positions.
1884
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 01, 2011, 09:47:54 pm »
I seem to remember obsidian being equal to steel in d40 but that was a while ago so no guarentees.
One thing to remember about obsidian is that it's extremely sharp and can be sharpened by hand (with extreme care) to be I believe a few molecules thick, if not monomolecular.
According to someone who seemed to know a great deal about the subject, there are instances of Mesoamerican people cutting charging horses in half with obsidian swords around the time of Cortez.
Also, Cortez and the Spaniards were so surprised by the effectiveness of obsidian javelins in penetrating proofed steel breastplates that he did some testing himself and proved it.
EDIT: Real life obsidian 'sword' and 'spear/glaive':
http://en.wikipedia.org/wiki/Macuahuitl
http://en.wikipedia.org/wiki/Tepoztopilli
These are cool looking:


Very short Tepoztopilli

Another example of effectiveness from the wikipedia page for Macuahuitl:
One thing to remember about obsidian is that it's extremely sharp and can be sharpened by hand (with extreme care) to be I believe a few molecules thick, if not monomolecular.
According to someone who seemed to know a great deal about the subject, there are instances of Mesoamerican people cutting charging horses in half with obsidian swords around the time of Cortez.
Also, Cortez and the Spaniards were so surprised by the effectiveness of obsidian javelins in penetrating proofed steel breastplates that he did some testing himself and proved it.
EDIT: Real life obsidian 'sword' and 'spear/glaive':
http://en.wikipedia.org/wiki/Macuahuitl
http://en.wikipedia.org/wiki/Tepoztopilli
These are cool looking:


Very short Tepoztopilli

Another example of effectiveness from the wikipedia page for Macuahuitl:
Spoiler (click to show/hide)
1885
DF Gameplay Questions / Re: Dropped yet another fort due to migrants!GAHH!!
« on: December 01, 2011, 09:34:08 pm »If you have more migrants than jobs, assign hordes of them to tasks like wood burning and furnace operating, anything where skill doesn't affect the final product's quality. if you still have too many, give them all masonry and start building something huge.
Don't let any migrants work on your farms unless they have high grower skill, unskilled growers will cause crops to produce less. Brewing however, can be done by a team of unskilled workers, as booze never has a quality level.
EDIT: Just finished reading page two, looking at that !!science!! thread now.
EDIT2: Read it, still I seem to notice more legendary drinks with a legendary brewer, though that doesn't mean they are wrong as I probably haven't looked as hard as the OP did in that thread.
I inevitably end up running a No Job party fortress to my chagrin, which probably explains more migrants after the carnage that has usually transpired in the past. (Though that's just the way I like to think it works)
One thing about migrants is that they arrive with hauling labors enabled, so generally the party begins or it's interrupted by mass designating a room of rocks to be dumped in the stoneworking room near the workshops. I tend to use designate instead of using stockpiles in this instance because all the idlers with hauling enabled will grab a stone and take it to the dump spot in the stoneworking room without pausing for a full stockpile.
I tend to counter not having a job for all the dwarves by setting max population low in the init, though sometimes that means not enough dwarves, and it's a long wait till more have grown up. However I think you can change the max population in the init at will for more migrants after reloading, though I may be wrong as I usually wait for attrition to cause a gigantic migrant wave once it's below the threshold. Sometimes I end up one death away and with things everywhere calling desperately for a dwarf to haul them, and then some happy dwarf family has twins or something.
1886
Other Games / Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« on: December 01, 2011, 08:14:04 pm »
There is another pathfinding sinkhole near Dale. I thought I had screenshot it but apparently not, oops.
Also, this was a Dale lord which meant that King Brand was stuck waiting for him to arrive to begin a campaign.
Eventually Dale cleared out the Northern Rhun camp though, so either he became unstuck or was ignored by the King. (my save was corrupted somehow in that game and the previous save was a good fifty days and many rescues of dogpiled lords previous)
Anyone else using RCM? Makes the orcs a lot better. With the battlesize changer set higher they can swarm much better too it seems. Usually my troops end up enveloped forward, rear, and both flanks and get chopped up.
Also, this was a Dale lord which meant that King Brand was stuck waiting for him to arrive to begin a campaign.
Eventually Dale cleared out the Northern Rhun camp though, so either he became unstuck or was ignored by the King. (my save was corrupted somehow in that game and the previous save was a good fifty days and many rescues of dogpiled lords previous)
Anyone else using RCM? Makes the orcs a lot better. With the battlesize changer set higher they can swarm much better too it seems. Usually my troops end up enveloped forward, rear, and both flanks and get chopped up.
1887
General Discussion / Re: United State Senate drops pretense of liking citizens [Stage 1 complete]
« on: December 01, 2011, 07:55:32 pm »(Edit: Some more terrorists for ya.
Good news guys. Nearly everyone on this forum might qualify as terrorists in Maryland. Well, scratch that off the states I plan to visit, or else I might go to Cuba too.
From the article:
Spoiler (click to show/hide)
I'm afraid I have to add the Maryland State Police Superintendent Terrence B. Sheridan to my terrorist list now. This is well deserved due to his "primary crime" of "terrorism-disagrees-with-me" and a "secondary crime" of "terrorism-supports-corporate-warlords-over-citizenry".
Unfortunately we split on whether or not simply being on a list means that taxpayer money must be spent on investigating. In addition I just made my list up for the sake of making a point, instead of investigating groups that sound suspiciously left leaning, such as the dangerous Baltimore Coalition Against the Death Penalty, or the extremist Baltimore Pledge of Resistance Here
Spoiler (click to show/hide)
Bonus: Whats the difference between this guy and McCarthy? This guy actually DOES have a list.
http://en.wikipedia.org/wiki/Mccarthyism
1888
Other Games / Re: [Mega-Giveaway] 25 Days of Christmas Giveaways: Sanctum, Terraria, and Nimbus
« on: December 01, 2011, 01:18:39 am »
1. Duuvian
2. No
3. Eleventy
4. Gemini Rue, Dungeons of Dredmor, Section 8: Prejudice, Fate of the World, Borderlands GOTY Edition, Left 4 Dead 2, Sword of the Stars: Complete Collection (Let me know if I have to make an account or something at Gamersgate)
5. 1
6. 2
7. 3
8. 4 times
2. No
3. Eleventy
4. Gemini Rue, Dungeons of Dredmor, Section 8: Prejudice, Fate of the World, Borderlands GOTY Edition, Left 4 Dead 2, Sword of the Stars: Complete Collection (Let me know if I have to make an account or something at Gamersgate)
5. 1
6. 2
7. 3
8. 4 times
1889
DF Gameplay Questions / Re: Playable Alternate Races?
« on: November 30, 2011, 09:04:42 pm »
Did you try giving one social skills like Leader and Liar at the start? That's what assigns leader position at embark to a certain dwarf.
Although it should appoint one anyways.
Although it should appoint one anyways.
1890
Other Games / Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« on: November 30, 2011, 12:07:04 am »
I'm not sure if anyone saw this yet, but here is the RCM beta version 1 for TLD.
http://www.wupload.com/file/2526575242/MEBCM-Beta1.rar
Add that to this max battlesize changer and set it to 200-300 maybe (300 works for me if I turn down corpses to 40 in options; runs a little slow but the fights are cool):
http://www.mbrepository.com/file.php?id=107
and good side will be having a tough time of it.
http://www.wupload.com/file/2526575242/MEBCM-Beta1.rar
Add that to this max battlesize changer and set it to 200-300 maybe (300 works for me if I turn down corpses to 40 in options; runs a little slow but the fights are cool):
http://www.mbrepository.com/file.php?id=107
and good side will be having a tough time of it.

I made a copy and checked legends, which explains the starved to death bit. He also has about 10 pages of being a Legendary Hero to civilizations and groups.