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Messages - polpoint

Pages: [1] 2 3 ... 14
1
DF Gameplay Questions / Re: Your Embark Team?
« on: December 21, 2017, 06:42:56 pm »
I try (usually in vain) to find an area with [all my desired map features] and non-major evil/ terrifying spawns (since I haven't been able to find any elephants since 2d...) - I'm looking for were/creature/men, not hordes of undead.
I bring along (I used to bring 4x miners to get underground quick, but dropped it to 3 dedicated miners):
3x miner 5 with various other personality or medical skills
4x axe-user 5 with:
 1x stone-crafter 5
 1x carpenter 5
 1x mason 5
 1x woodcutter 5

3 picks, 4 axes
Load up on a bunch of booze and 1 of as much of the cheap meat as I can get (for extra barrels)
Get some economic stones if I can afford them to satisfy moods
Anything left over, animals.
Set my stone-crafter to non-stop stone crafts so I can trade for food from the 1st caravan and mason to non-stop doors/ tables etc, carpenter and wood-cutter (after building 8 beds) to accomplish anything else I may need until the 1st wave of immigrants arrive while the miners mine for eternity.

2
No. I gave up. After 5 or 6 failed attempts at building a wagon-enclosing structure/ hiding underground to protect/ cower in fear from the swarms of undead ravens (haven't run across the mosquitos, but I assume it's the same) and finally managing to get a nice underground area up & running, sealed off from the above world, plus digging a tunnel across the map to save some newly arrived immigrants that eventually had to be walled up to keep them out thanks to some idiot going back up to clean himself off from the malodorous ooze covering every surface, a giant bat managed to fly somewhere through some tiny crack that I left after my underground tunnel sealing, fight a wandering miner and be killed and raise again almost immediately after that I stopped myself and decided to wait until there is _some_ chance that the dead will not rise again - maybe after killing them X # of times or some % chance. whatever.

3
DF Dwarf Mode Discussion / Dealing with funked up pathfinding
« on: April 11, 2010, 09:01:12 pm »
How do you all do it??
Whatever I am doing it messes everything up. I usually wind up building on a aquifer scary level (non-undead) I usually wind up stuck above an aquifer (it does not matter if I encounter an aquifer, I still encounter the same pathfidnig bugs) and am forced to dig out a couple of non-stone levels before engineering a drop since freezing does not seem viable anyomre to pass the aquifers - but even before all of the aquifers, all pathfinding is destroyed.  _ before this I usually have a 3 wide ramped path going down 3 - 5 levels before expanding into rooms and long hallways and the stupid dwarves can not find anything even when messing with all types of warrens and none -

4
DF Bug Reports / Re: [0.31.01]Space not always working as "back"
« on: April 02, 2010, 04:56:49 pm »
This is the most frustratingly annoying new addition to the game that I have found. Esc is so far away from everything else I am doing. And space is always right by my thumb.

5
This is the same on non-mountainous maps as well?

6
Where?!? I can't tell the finder to search for map features anymore :(

7
DF Bug Reports / [0.31.01] - Game Crash when Graphics = ON
« on: April 01, 2010, 10:09:18 pm »
When I have graphics = on (no other options different in init) I crash when selecting any of the first start screen options.
Works fine with graphics off.

8
Curses / LCS - How Do I Stop Driving?
« on: May 21, 2009, 10:18:23 am »
I see it says press the # - but when I press a number nothing happens. The member is still listed as driving - I tried changing from the individual squad member view to the squad overview and pressing the #'s from the vehicle screen again but still nothing.

My old grandmas always die when they go driving.

9
Curses / Re: 3.19.4 - Let's Play Liberal Crime Squad
« on: May 21, 2009, 09:34:17 am »
bug report re: apartments & building manager office

It looks like an unlocked building manager's office is getting generated in the same location on every floor.


And while I am at it, I would like to add one more "at least give us secondary item slots!" to that side of public opinion.

10
DF Dwarf Mode Discussion / Re: So many Giants
« on: July 15, 2008, 02:27:59 pm »
Quote
Also, can has settings?


Nobody understands this lolcatz speak

11
DF Suggestions / Display Historical Battles During World Generation
« on: June 22, 2008, 04:00:48 am »
World gen always seems to go reasonably fast for me, but this would be something majorly cool - maybe only some one-on-one fights or something. It would definitely make world generation more interesting if we were able to witness some of the fights - Maybe these represent the tales we have been told (only we get to actually see whatever it is that generated the story) by our grandparents or somesuch. Plus whatever other goodness we could witness - maybe the leader of some site submitting to his conqueror. This is definitely not necessary and I would much rather have some new features I can actually interact or be affected by myself, but it would still be very cool.

12
DF Adventure Mode Discussion / Re: New things in Adventure mode?
« on: November 01, 2007, 02:55:00 am »
I was blessed with a quest to a cave that was located on top of a kobold nest - I entered into the middle of a warzone - kobold children's body parts flying left and right - ettins cracking spines - and I couldn't find the damn entrance! - What is good though, is if you enter an area - and then you travel and enter it again, you can go to certain areas (but maybe you have to have already walked semi-close to them?) I could not find the cave entrance and wandered around a lot and finally zoomed out and zoomed back in and got to choose where I wanted to go - cool things like cave entrance - native creature (or something like that) and then I was finally able to find the cave entrance and get myself killed

13
DF Dwarf Mode Discussion / Re: Most important factor
« on: March 03, 2008, 12:31:00 am »
swarms of undead, magma, underground water, iron & flux & sand - everything else is optional ..... so where are the seeds of all these crazy locations that people are posting about?

this is what I am playing now:

seed:1640796797
this is a 4x6 - but can be a 4x5
It has a magma tube, cave river, chasm, tons of iron & flux, other metals, werewolves, ice wolves & musk ox herds, - no aquifer, no demons, no sand, no vegetation


14
DF Dwarf Mode Discussion / Re: Beach + Cliff?
« on: November 05, 2007, 11:35:00 pm »
That was the first seed I tried - I was hoping it would unlock some evil world or something =- heheh

15
DF Dwarf Mode Discussion / Re: Beach + Cliff?
« on: November 05, 2007, 10:46:00 pm »
I have been searching for some extreme cliffs against the ocean (I need to build on cliffs!! flat ground sucks) after searching up and down a bunch of coastlines I did find one that had 4-5 level cliffs and the waves lapping right up on it - but I abandoned it pretty quickly for some reason

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