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Messages - Hertzyscowicz

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DF General Discussion / Re: You might be a dwarf fortress player if...
« on: December 23, 2010, 03:02:21 pm »
YMBADFPI your view on what constitutes a single person programming project is considerably larger than common wisdom.

2
Make sure you are building a proper irrigation chamber. Otherwise, you'll flood your entire fortress.

Yeah, me too. Only I started with 23a...

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 31, 2010, 03:45:14 pm »
I finally managed to recover from the goblins-o-doom I mentioned earlier by recruiting most of the new wave of immigrants. I imagine the process went something like "Hello and welcome to Athelfeb Zocukurdim. My name is Urist McCaptain, here's your armor and here's your axe/crossbow/warhammer."

Also, my guard captain checked herself out of the hospital with her right lower arm and lower body in the yellow, and her left lower arm cut open. She's blinking a yellow cross and still leading a dodging demonstration. It says in her profile that she likes weapon racks and creeping eyes, and is not easily moved to pity. That's one dwarf you don't want to mess with.

EDIT: Oh, now she's gone on to lead a fighting demonstration.

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DF Dwarf Mode Discussion / Re: Why won't the world burn?
« on: August 30, 2010, 04:07:01 am »
Turn temperature on?

It wouldn't work anyway - the grass would regrow.

I suppose it could be kept from happening by assigning a lot of soldiers to patrol a route zig-zagging across the whole map. That, or pave the whole thing with obsidian.

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DF Dwarf Mode Discussion / Re: how the hell do you play this mode?
« on: August 30, 2010, 04:03:04 am »
Some miscellaneous tips;

Stairways need a connecting one on the z-level they're going to (downward stair above upward stair etc.) to work.
You can get to the stuff you packed by removing the cart from building tasks/prefs menu of the wagon.
You can set any dwarf to perform any labor from the prefs-section of the 'view units' menu of the dwarf.
You don't order dwarves around, you place orders in a building (again the building tasks/prefs menu) and a dwarf with the appropriate labor shows up to do the job.
Charcoal comes from a wood furnace, smelter makes coke (another type of coal) from bituminous coal and lignite. Charcoal and coke fuel non-magma furnaces and forges.
Traders' wagons can't move along stairways.
You can just slap seven beds and a couple of table/chair pairings in the half-complete main hall of your fort to keep your dwarves from having to sleep on and eat off the floor.
Keep an eye on your booze supplies; best way is to designate a separate stockpile for drink. (building tasks/prefs for an existing stockpile, or use a custom stockpile. Remember to disable drink from the main food stockpile.)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 29, 2010, 10:26:07 am »
I just had a visiting human caravan arrive with a bone doctor in tow. The doc dropped by to compliment me on my fortress and was on his way.

Then I had a major goblin ambush, and before my military got their act together, the goblins were at the gates, and the gallant caravan guards (all three of them) charged this vile threat to all that is good and routed most of them. Then, my military got it's act together and charged forth to beat the snot out of the stragglers with their shields.

EDIT: Wait, didn't Toady already fix the nonlethal blunt weapons thing? Because there's one remaining goblin thief, and he's getting it pretty bad, but still alive.

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DF General Discussion / Re: You might be a dwarf fortress player if...
« on: August 29, 2010, 07:17:40 am »
If you ask your spouse if you can put a crocodile and a waterfall in the dining room.  you might be a dwarf fortress player.

Oh, so you need to ask your spouse beforehand to qualify? For a while there I thought I may be a Dwarf fortress player...

YMBADFPI you think half the fun of renovating your home is in the risk of your house collapsing and killing most of your family.
YMBADFPI you have a nice steak, your spouse dies, you have a nice drink of VSOP, and your kid gets kidnapped, and you think your day has been going fine.

8
There are only so many ways you can carry something. It's not really possible to hold something more efficiently as you walk from place to place.

I take it you've never moved an entire apartment, or a house?

There is a reason you can hire professional movers, they know how to lift things (heavy things) without breaking their backs or hurting themselves in general.

I think hauling could be a passive skill. It could even be a trait in dwarves "McUrist likes to carry X around".  I think you should define bulk or size of the object to determine how fast you can carry it.  A ladder isn't particularly heavy but it's pretty bulky so you wouldn't want to run unless you have a long straight. For example.

I'm a professional mover. The only real skill involved is placeing things correctly on the dolly/coordinting movement with the other guy when carrying something. The rest is just brute strength. The main advantage to hiring somebody, apart from not having to do it yourself, is the specialty equipment that we have.

Then again, the only real skill in wearing armor is putting it on, but armor user skill at least used to affect how fast you move wearing armor.

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DF Dwarf Mode Discussion / Re: Dwarven Monestary
« on: April 16, 2010, 06:14:22 am »
Kind of a tall order for a first fort you ever build. I think a better goal for your first few forts should be "not entirely flooded before abandoning"  ;)

Best of luck, though.

First fort in 2010, and I picked it cause it'll be a good introduction to caverns and the military, which look like the things I'll have to adapt to the most. I've played 40D plenty, including a few tricky maps (Made a bi-valved magma/water chamber so I could farm on a full glacier once. I love to brag.)

Oh, that's what you meant. I'm pretty sure that I'm now obliged to one-up on you.

If you want to keep with the oriental monastic theme for finishing off the enemies, why not go for juggling dwarves between spears, bows and bare hands? So when a dwarf gains a level in wrestler, make them use a spear, when they gain a level in speardwarf, make them use a bow, and when they gain a level as a bowdwarf, make them go to wrestling. It would certainly make for a challenge. Now if only you could make a dwarf carry more than one type of weapon...

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DF Dwarf Mode Discussion / Re: Dwarven Monestary
« on: April 15, 2010, 04:45:26 pm »
Kind of a tall order for a first fort you ever build. I think a better goal for your first few forts should be "not entirely flooded before abandoning"  ;)

Best of luck, though.

11
Another suggestion; make furniture hauling skill affect the "building quality" of furniture when it's laid down.

One major advance to this might be that you could have your haulers color-coded, so you can pick out who's a real craftdwarf and who's your 75th woodcrafter turned hauler.

12
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 15, 2010, 12:08:52 pm »
I'm not sure if I should be jumping from joy or facepalming; my forts residential district is being dug into a seam of lignite back to back with a vein, around 4 blocks wide, of hematite. Also, my cistern is flanked on two levels by a seam of bituminous coal. Good thing there's plenty more where that came from.

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 13, 2010, 03:13:50 pm »
Apparently, water wheels don't connect to gears below them. That'll set my artificial waterfall back a few months.

Did you clear a floor tile out under the waterwheel?
The wheel was built hanging on a horizontal axle, with the gear assembly already built under it's middle tile. I guess it just coupled to the axle and disregarded the gear assembly. Well, I already rearranged things, now to figure out how to get the water all the way up to the WW (which is standing next to the topmost pump of what most certainly isn't a proper pump stack).

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 13, 2010, 07:53:50 am »
Apparently, water wheels don't connect to gears below them. That'll set my artificial waterfall back a few months.

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DF Bug Reports / [40d18] Dwarf fortress causes computer to lock up
« on: March 12, 2010, 09:46:35 am »
I'm running DF on a laptop, so I tend to get pretty low FPS, and so I often the game on for extended periods of time when nothing interesting is happening. However, I've noticed that occasionally, if the game is left to run for a very long time, my computer will freeze

The nature of this freeze is that the actual Windows view becomes laggy to the point the cursor takes minutes to respond to the touchpad if it responds at all, and any keyboard commands are unusable. Naturally, this means I can't use taskmanager or anything else to see what exactly is wrong. The only way I've managed to recover from this is shutting tho computer down by the power switch.

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