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Messages - Rvlion

Pages: [1] 2 3 ... 12
1
DF Gameplay Questions / Re: How to make it Harder
« on: December 10, 2013, 03:50:10 pm »
Ever considered modding in steel for goblins...

2
DF Gameplay Questions / Re: Starting a thriving metal industry
« on: August 09, 2013, 04:10:10 am »
I cheated a little bit in my raws... I removed all useless ore types (incl. flux stones) and added some which have a combination of ores (for example electrum comes can be found underground like regular gold and gives both gold and (a smaller percentage of )silver bars when smelted).
In the end my new setup leaves me with only copper, iron, silver, gold, platinum bars and 2 alloys that can be made from combining the ores that are available.
This combined with a nice embark spot ...3x3 embark with a vulcano, white sand, 1x1 size stream in the corner... Generally gives me a whole lot of metals and access to glass...

A shame I have to "embark -e" in dfhack. Lol

The good part is that I have a necro tower very close by...  :P

3
It seems I made the good choice removing grazing from raws...   8)

4
DF Dwarf Mode Discussion / Re: Ascii is beautiful!
« on: July 26, 2013, 10:20:42 pm »
While the game is in alpha nobody should care if it is in ascii or not... Modders create the graphic packs for those that like it.

Should Toady One eventually get dollar signs in his eyes and wants to go commercial with DF a graphic pack as well as some massive FPS upping changes will have to be made.

5
DF Gameplay Questions / Re: next version and FPS
« on: July 21, 2013, 09:13:32 am »
To put it very simple... FPS starts to drop way to fast.
Anything below 50 I consider unplayable.

Having new features is cool, but it would be a whole lot better to have a high FPS for a whole lot longer then happens now, so ppl can actually use those new features.

To be very honest... We are playing with this version (0.34.11) for well over a year now... New computers are getting faster, DF remains slower. New features like sending out armies and stuff will most probably make the FPS death come even sooner then before since the game also has to keep track of armies and stuff in the rest of the world, potentially making the game less playable then it is now.

This game NEEDS speed in the future and I hope that after the upcoming update the next one is focussed on this. Preferable multy-threading as higher priority since I would guess that more ppl have multicore then 64bit computer

6
DF Gameplay Questions / Re: tapping underground magma
« on: July 19, 2013, 04:44:51 am »
As far as I know magma does not behave like water...
I always breach a 50+ z-level high volcano somewere in de middle and it only flows within the channel that I create for it. It does not raise 1 z-level to flood outside the area were I want it to be...

Code: [Select]
WmmmmmmW
WmmmmmmW
...
WmmmmmmWWWWWWWWW
WmmmmmmWWW SP WW
WmmmmmmmmmmWWmm...
WmmmmmmWWWWWWWWWW
WmmmmmmW

W = wall
M = magma
SP= Screwpump
I tend to place a magma safe floor grate on the side of the volcano, but had no problems as of yet.

7
DF Dwarf Mode Discussion / Re: Who does not use a Manager?
« on: June 06, 2013, 04:15:16 pm »
I tend to use the manager for large orders... 120 beds, cabinets, coffers, coffins anyone? And don't forget the huge amounts of doors I need through out the fortress.

1).. First place then craft
Although the manager would be a lot more usefull if a change was made to the game.
1... As player to always be able to designate items for placement.
2... When I place for example an (Obsidian) Rock Door, this order is send to the manager.
3... The manager approves the order and...
A. When available the item is placed right away.
B. When not available the order to craft is send to a workshop, item dumped in storage and later placed as well.

2).. Setting minimal required amount for items
Alternatively I read about the dfhack for creating a "IF x < set amount, THEN craft y amount of item x" order... This should become a standard option for the manager.

Both examples I mention above required a (partial?) duty merge of the Manager and Bookkeeper, but for me it would make the whole micromanagement a lot easier.

Also I can imagine that giving the order to craft 30 steel "insert any item" can be difficult to program because in that case it would require the game to not only craft the steel items, but also first give the order to craft the steel bars needed to create them when not available including a calculated amount of ore and flux stone required.

For some the fun in the game is partially in the whole micromanagement, but for others it can be quite tedious at times.

8
DF Gameplay Questions / Re: DOA?
« on: October 12, 2012, 07:02:59 am »
I put workshops in 5x5 rooms, first to avoid this kind of problem, and also because occasionally it's useful to bung a small stockpile around the workshop.
This is what I do as well, sometimes with workshops that are not or very rarely required for moods I build 2 in a 9x5 space or bigger... As long as their is 1 tile of free walk space surrounding the workshop. Jewelers workshop is a notorious dwarf killer as noob.

9
They're joking. Probably. You definitely don't need to floor over the top.

Are flyers so bad?
Kea's are very bad since they annoy me by causing cancellations of work which the dwarves should have been doing, but now refuse to do because of of their existence.

10
DF Gameplay Questions / Re: Dead bodies and cleaning up blood
« on: October 06, 2012, 01:17:24 pm »
Dead dwarves require a corpse stockpile, all other corpses require a refuse stockpile.

11
DF Dwarf Mode Discussion / Re: As DF grows, will it start to implode?
« on: September 23, 2012, 08:38:22 am »
It took me ages not only to get used to the ASCII, but also to get used to all the options that were available for me in 40d.

Since a few months I started the game again with 34.11...
So far I never had a succesfull military, never a succesfully build hospital zone. I have been overrun on several occasios by multiple mountain and forest titans, once I defeated a visiting titan only to be attacked my a goblin ambush before I could close my front door.

I am not saying this is a bad thing, while sometimes it annoyes the hell out of me I keep coming back and start a new fortress. I love the pain... The pain of constant defeat... the !FUN!...

This game is good only for people simular to me, many people I know go pure for graphics and everything looking old is discarded as junk no matter how fun it is.

However at the same time if this game has the graphics like the dungeon keeper games, but preferably better then the fan base would still be like it is today due to the learning curve... It is steep, very steep. Once you know the basics it becomes easier, but before you know the basics it takes hours...

I know many of you are true ASCII players for whatever masochistical reasons, please also understand and accept that most new players cannot understand what the hell is going on in ASCII. I read multiple posts on DF question forum part were a player got sneared because the answering player supposedly didnt understand the picture made while using a the graphic pack. With 40d it took me months before I started playing in regular ASCII and actually understand what I was looking at.

When the game goes beta or beyond a graphic pack is requires or only a few players are going to be playing it.

To answer the OP question...
Adding many features without streamlining the overal game is ok for the already active players, however the furthur the project is along the learning curve gets so high that many won't even bother to spent time on it anymore... That is my 2c.

12
DF Gameplay Questions / Re: Too stupid to eat?
« on: September 01, 2012, 08:47:43 am »
The most important underground plant is the plump helmet... Anything else is usefull for brewing and such, but the plump helmets can be cooked, brewed and most importantly... Eaten raw.

Other then that take animals (personally i take multiple female and 1 male)
- Dogs , require no food, can be butchered for meat and can be trained if needed.
- Blue peafowls , requires no food and can be butchered for meat and lay eggs when nestboxes are placed within the same pasture zone(live for 15-30 years).
- Pigs , while more expensive, require no food , can be butchered for meat and can be milked with a bucket and a farmer's workshop (b-w-w)

Personally I take 4 female and 1 male dogs and they breed like crazy, the same goes for pigs. So meat is no problem...
Eggs can even become a plague... You get so many that you have no way to get them all eaten...

Lavish meals can become very common if you don't use plants for food and live simply from the meat and eggs.

And the best thing is...  No grazers so no changing their pasture zones from time to time because they ate away all the grass.

13
I never have this problem, but then again i never deconstruct the wagon without first creating a meeting point somewere indoors using the "i" command.

The only problem I have is that my dwarves desire to change the cage traps during sieges or ambushes. I know that this can easily be changed, but why should I... Sometimes they the lure the goblins into the traps and other times they decide to run the opposite direction for a little extra !fun!.

14
DF Dwarf Mode Discussion / Re: Were-beast powered clock.
« on: August 24, 2012, 05:05:23 am »
There is one snag however, aren't werebeasts trap avoid?

That is a problem, now that I think about it. a possible way of fixing it would be to trap it with a tame GCS, that way, when it transforms it gets bitten, is paralyzed, and triggers the preassure plate, and it would recover when the full moon stopped. even if the GCS bit him while he wasn't transformed, he would just be paralyzed until the full moon. (you'd have to make sure the pressure plate was set so that he couldn't trigger it by being paralyzed when not transformed)
Werebeasts don't get [TRAP_AVOID] so they should be able to trigger traps in their beastform if they are not a member of your civ. I'm not certain of the exact details but I have caught many werebeasts in regular cage traps, some of which have been dwarves. I'm not sure if they are treated like berserk dwarves (which can be trapped) if they were originally your own dwarves that got infected.

In a previous fort I recall getting a visit from a dwarven were-beast (don't recall what animal kind)...
Anyway I had a whole array of cage traps set-up to prevent unwanted attention inside the fortress as.
Below in Code I attempt to show the layout of the traps... When it came it went immidiately for my entrance, ran across several traps and I was like !FUN! ???
But suddenly it changed back into dwarven form and despite being friendly according to the 'u' screen it got itself trapped in one of the cage traps and as such moved to the animal storage together with all the goblins I had already caught.
Spoiler (click to show/hide)
After this I got a message every few minutes that the dwarf became werebeast and vica versa while it was in the cage.

The fortress did not survive very long after that... It appears Titans are not only trap-avoid and building destroyers... So not only evading my traps, but also bashing the door in at the end of the corridor, but they are also strong enough to whipe out your fortress without a good militairy...  ;D

15
DF Dwarf Mode Discussion / Re: How do you control migrants ?
« on: August 24, 2012, 03:39:29 am »
Because I absolutely get annoyed by having 70+ dwarves running around LONG before I am ready for them I always have the population cap at 50 from the start.

As for the Liason... Not quite sure when he left, all I know is that I went from 36 to 54 to 78 (which being after either migrant wave 2,3 and 4 or 3,4 and 5) without any children being born in the meantime.

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