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Messages - Egregius

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1
DF General Discussion / Re: DF Talk: Playstyles and You
« on: November 14, 2011, 12:13:30 pm »
I feel I'm a mixture of all three. I want to ACHIEVE. I want to build crazy stuff like an automated sewer flushing mechanism, and housing according to some brain-fart concept (Constructionist), but it's all meaningless if there's not some challenge getting in the way. I get bored if the game doesn't keep throwing challenges at me, even if it's simply something like how to provide enough food and goods to keep an ever expanding fortress happy (Gamist), while I build. And if the challenges prove to be insane, yet I have a tiny chance if only I play smart? Awesome; I'm winning as long as I'm not losing, but losing needs to be a possibility for me.

But a HUGE part of the fun is seeing stories/events unfold, discovering what the game has to offer and telling my friends about 'this crazy thing that happened in DF the other day' (explorer? Or Simulationist).

2
You mean that it's from Minecraft, or something more specific? :P

3
this is something I am interested in, and I even have a great gift to send, but I'm not sure anybody would be willing to send all the way to India.

I wouldn't be so sure. For many countries, sending internationally is the same rate wherever. I for example have only differing rates for national pakkages, EU packages, and outside-EU packages.

4
This is such an awesome idea. I'm in.

Gift will have to be handmade though, given my finances and the costs of sending a package :)

5
I like the caverns; the very idea that once you have your fort started and start exploring the underworld, you run into caverns filled with new beasties, threats and resources. It's a different place for wildlife to roam, for invasions to take place, a different place to set up camp, or even potentially finding other civilizations (seeing 'Unknown Olmman civilization' on my civs screen just screams potential).

And I like how there's much more action. Makes me wish the military was more (easily) controllable, but I never had sieges this dangerous come so fast, and in 0.28 I've never had a megabeast, now I seem to get them every year (which admittedly would be a bit too much if megabeasts were hard to kill, instead of too easy OR unkillable).

6
DF Dwarf Mode Discussion / Re: Above ground castles
« on: May 26, 2010, 06:41:56 pm »
For aesthetic reasons, sure.  But if you're talking about practical advantages, a pyramid doesn't reduce the amount of roof you need.  No matter what your topology, the roof requirement is the same.  First floor gets the floor for free, and requires a roof for every tile.  Floors above the first use the roof below as floor for free, but require a new roof, so it doesn't matter if they're built side by side or stacked.  The main thing that affects your total roof requirement is the corridor tiles you have beyond the minimum number of tiles required to hold your functional areas, since the corridor needs roofing too for security.
Actually, each wall equals a line of floors on z+1, so when you reach the top, you only have a very small area of floors to do. Or am I missing something?

7
DF Dwarf Mode Discussion / Re: Fort Layouts
« on: May 26, 2010, 05:26:30 pm »
Usually I do the boring stuff:
-1 tile entrance into a hill side
-trade depot on the surface, eventually mostly surrounded by a wall
-3 tile hallways with rooms of the side (proper rooms with doors tho), or large storage areas with the workshops around it (again: in seperate rooms)
-legendary dining hall
-3/4 tile rooms not too far away. Try to always give people engraved rooms with coffers and cabinets, but now I get the 'rent' thing..
-barracks/dormitory next to hallway at the entrance
-shaft downward some way further into my fortress, but never straight down for too long, always mixed with a short bit of hallway to the next stairs every 5-10 levels for security reasons.

Last time however I got inspired by the idea of multi-z-level hallways, and wanted to do something like this (local for me) but with more levels. Storage rooms behind the workshops that were off the main hallway.

And I once read on here about a guy doing his low-status sleeping quarters like they were directly above sewers: a canal through which water flowed, topped by grates, and the low-budget housing would be all along the grated hallway. I did a multi-level version hereof. Gave me an idea for a refuse flushing system too.

8
DF Dwarf Mode Discussion / Re: Dealing with Glaciers?
« on: May 26, 2010, 07:12:51 am »
Did a glacier outpost once in v.28

It became a military slash trading outpost because I didn't have much for them to do. I was hoping for wildlife to live off, but apparently none were available at my spot. So I traded for food and booze, trading goods I made from bought raw materials. My excess dwarves I put into training, or engraving my ice fort. Thing is...in v.28 the amount of stuffs being brought in caravans is highly limited, and I think at the end of the second or third winter my booze supply ran out. With no water and a few champions, I had a massive tantrum spiral, and a few survived long enough for a caravan to bring new drinks.

Next came new migrants attracted by my engravings, and...eventually the same lack of booze hit the populace. Lots of fun to play. :)
Eventually my main trade good became clothes from dead migrants.

Things should be easier with v.31 caravans. In fact, I'm gonna start one up right now.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 25, 2010, 07:40:49 pm »
Man...first time I got sieged by 27 emu birds and 20 jabberers, all ridden by goblins. And then 8 trolls which I at first didn't notice. Is it so part of the sieging force can arrive after the first 'wave'?

Oh, 4 casualties, and lots of blood. Half the invading force left luckily, don't think I could've taken them all unless the human merchants would help.

You modded in Emus? Badass.

Do you have Dropbears as Semi-Megabeasts?

Alright alright, Elk Birds..

10
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: May 19, 2010, 08:22:35 pm »
...when someone used the word 'orthoclase' in a dictionary game, I was the only person who already knew what it was.
...I've had the correct answer to several metal/ore/alloy related questions in the pubquiz I semi-regularly do with friends.
...I walk around the city, and wonder how to replicate these buildings in DF. Plus I look for inspiration.
...I'm seriously considering engraving(/painting) the walls of my house (or at least my hallway), wether or not with the history of my life.

Seriously, the concept of engravings is awesome. Wouldn't be the first craft I've considered taking up thanks to DF.

11
DF Dwarf Mode Discussion / Re: Above ground castles
« on: May 19, 2010, 07:44:10 pm »
Tbh I always make hybrids: I start underground, but because I like the route to the surface (farms/wood) to be as short as possible, I don't have much of a hallway of Doom. So instead I take to building something defensible above ground (eg entrance gate guardhouse). Or at least I get inspired to do so.

In v0.28 I once started in a human town to open a dwarf restaurant: my sole trade goods were cooked meals. I purposely took a map with a crossroads and no access to stone (due to aquifer), so everything had to be built out of wood. Because I took a 2x2 map for FPS purposes there wasn't much of a forest (legendary woodcutter got through it in no time), and building was SLOW. Making floors and roofs eats up a lot of wood indeed. Luckily, there were pre-made human buildings I could build my dwarf houses in between (saved at least the walls!) and I 'temporarily' borrowed the city hall for stockpiling purposes. Never got around to finishing a defensive wall around the whole town.

12
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 19, 2010, 06:47:06 pm »
Maybe he facepalmed because he didn't dodge the arrow to the wrist?
I LOL'd.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 19, 2010, 06:45:25 pm »
Man...first time I got sieged by 27 emu birds and 20 jabberers, all ridden by goblins. And then 8 trolls which I at first didn't notice. Is it so part of the sieging force can arrive after the first 'wave'?

Oh, 4 casualties, and lots of blood. Half the invading force left luckily, don't think I could've taken them all unless the human merchants would help.

14
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 04, 2010, 08:55:58 am »
This one counts: getting a forgotten beast through your caverns. Well, I was prepared since my first fortress died to one (and not having a functional military): I managed to stump it with a locked door, and while it went to sleep I walled it out of the rest of my fort. Thinking what should I do with this firebreathing serpent..I know! I can flush the brook into the caverns, drowning it! After having read this thread I know what to avoid and ue plenty of floodgates in the right places ;)

Or...I could lure it into a hallway leading to a tower next to my entrance, enclosed by fortifications, shut off by floodgates, using puppies I pit into the shaft connecting the caverns to fortification tower! It will be brilliant!

Or I could forget the first plan involved breaching the caverns again before resealing with a floodgate, while distracted by the second plan and my planned system for universal power-supply in my fort.

"Urist McStupid cancels Collect Webs: Interrupted by Forgotten Beast"
...Huh? CRAP.

Finaly tally (partially because my squads interpret 'Kill Forgotten Beast' as 'Train in barracks'): my best furnace operator and my only legendary weaponsmith :'(

15
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 02, 2010, 06:29:06 pm »
What's Kraftwerk got to do with it?

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