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Messages - CaptApollo12

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16
Did you name it flatland off of the novel http://en.wikipedia.org/wiki/Flatland?

17
Nice lol. I'd like to give this world a whirl. I've been dabbling in trying to generate thematic worlds lately, I.E. ice planets, etc. Params would be much appreciated

Me too plz

18
Cave-ins will kill anything if you drop it ON them. You might want to search around as there are a lot of material with cave-ins, and design out there.

19
DF Dwarf Mode Discussion / Re: Experiments with the undead
« on: January 24, 2013, 12:03:08 am »
... high... wall yourself off immediatly....

20
DF Dwarf Mode Discussion / Re: The recreation of Yggdrasil or Valhalla
« on: January 23, 2013, 11:45:58 pm »
Yes yes. Very helpfull. Thank you. I think I will stick to the pagan gods theme.

Now if I were to build Valhalla or Yggdrasil, I would:

...idk...

All the depictions show this structure to have been placed on a precipice. The rood choice is different in each one. Height of the structure is also different in each case.

21
I want to take on a mega project to either build the entirety or part of Yggdrasil, Valhalla, Mithril Hall, or Gauntlgrym. Problem is that there arent many pictures I can go off of. So you should post up some concept sketches or pictures off the internets I would be happy to undertake something. I am either doing the outside of my fortress looking similar or my grand dining hall/crypt looking similar. What do you think?

Yggdrasil Picture
Spoiler (click to show/hide)

Valhalla Picture
Spoiler (click to show/hide)

22
DF Dwarf Mode Discussion / Re: I got some migrants from a previous fort!
« on: January 21, 2013, 06:41:53 pm »
or automated retractable spikes.

23
DF Gameplay Questions / Re: Hope this isn't too much of a bother
« on: January 16, 2013, 08:55:39 pm »
idk... but I know there is a teamspeak server...

24
DF Gameplay Questions / Re: Hunter issue...
« on: January 16, 2013, 08:51:44 pm »
Hunters will attack all wildlife. If you remove their hunting labour and draft them into your military you can issue kill orders to specific animals when they enter the map. This method is not automatic and your animals-creatures will stop any additional wildlife from appearing until they are caught in a cage trap or leave the map area. Because of the amount of meat generated from butchering just 1 large animal it is the method that I use when first starting my fort. Those "hunters" later become fully fledged military marksdwarves.

Agh NINJA!

25
Maybe I may offer a suggestion. This is the most popular mod with LNP close behind it (at least that is what it seems like.)
So:

1) This place needs more than one person who loves masterwork and can answer questions from their experience with both modding and Masterwork itself.
2) Near the top of the first post offer suggestions for people asking questions (search, manual, other forums.) This will not dissuade half of the people asking questions you don't feel are good questions, but it is a start.
3) Most people who post here have less than an 1/8 of the knowleadge that you have, but that does not mean that the manual does not need some love. You may want to ask for volenteers who would be interested in making tutorials for all new processes added to gameplay.

26
DF General Discussion / Re: Dwarf Fortress in Real Life
« on: January 16, 2013, 07:10:08 pm »
It looks comfortable yet cutting-edge.

27
DF Dwarf Mode Discussion / Re: Techniques for enjoying DF?
« on: January 16, 2013, 06:57:26 pm »
For the Family Fortess, a great option would be to set the CHILD tag to 3 and the Old age tag to something like 50:60

Quicker turnover of dwarves. I also recommend kicking the child cap down to something like ten.
You have inspired me: 50:60, Child cap: 15, Children grow up in 2 years.

1)Right now the world I'm using is only 100 years old, though I have generated a few older ones (300-700 range). Most of my gens tend not to go higher then 500 though.
2)I currently have been working on running some longer smaller fortresses with POP_CAP set to 50 and then raising the fortress on it's descendants. My current fort is around 120 dwarves right now.
3)I don't know what the splinterz or other versions say (I'm on mac so the only version that works is the old one), but when I tried to do it on my older version with updated flags I got the message "slow down killer, one at a time". :P

One giant bedroom, individual, or clan based? Do you have one communal meeting area or segregated? I don't know how the current game mechanics relate to inbreeding ethics that may result from that or be exemplafied. I plan on having tombs dedicated to each line of dwarves as well but any additional flavour advice would be wonderfull.

28
DF Dwarf Mode Discussion / Re: Live combat updates
« on: January 16, 2013, 02:46:04 am »
I will definatly look at this tommorow. Concept is wonderfull.

29
DF Dwarf Mode Discussion / Re: Constructions & Auto Select query
« on: January 16, 2013, 02:45:14 am »
I believe that is from you using DF-hack. 90% sure. They bring the material that you are probly going to use (used last?) to the top of the materials list so you dont die of arthritis.

30
DF Dwarf Mode Discussion / Re: Techniques for enjoying DF?
« on: January 16, 2013, 02:39:40 am »
Is that in legends mode or in DF mode that you find that out? I am very interested in that. Making a literal caste system rather than the one we have now that I find lacking.
Currently I've been doing it based in fortress mode. Basically I look at a dwarf and check their relations screen to see if I have their father or grandfather in my fortress. If I do then I switch over to that dwarf and look at their screen until I get the oldest male of that line in my fortress. Then I give that dwarf a nickname equal to their paternal grandfather's last name (or father's, if their grandfather doesn't exist). Then if they are a male dwarf I nickname all of their children the same nickname. For the dwarves that are just generated out of thin air (such as your starting seven) or dwarves that have had all of their male ancestors wiped from history I just give them a nickname that is equivalent to their own last name and then carry that on as the "clan" name. Usually once I've established a clan if I get an older male relative immigrate I don't rename the whole clan, though (who wants to rename 40 dwarves?), but rather just extend the clan backwards to cover the new immigrant.

I have considered duplicating my entire DF folder to allow me to run two copies of DF simultaneously during migrant waves though, one being the actual fortress and the other one being in legend mode to allow me to determine the proper clan names.
Additional info needed:
1) How long do you typically gen your world?
2) How many dwarves do you normally play with?
3) Why the heck doesnt therepist let you mass change nicknames? (joke question)

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