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Messages - moki

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226
DF General Discussion / Re: Your best militia name.
« on: August 25, 2011, 06:38:43 pm »
I just got...

"The Armored Uncertainty"

...very dwarfy indeed. It's never certain if the military will arrive at the battle or prefer to have a party. And armorerd they will be, as I just struck some lovely metal very deep down.

227
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: August 25, 2011, 04:30:46 pm »
I friend of mine was doing some kind of word puzzle and asked for an ore of iron starting with L... my answer came after less than a second and I got confused looks all around. What's wrong with these people? I mean, limonite, that's too easy...  ::)

I also drink almost everything that's got alcohol in it, but I don't think, that's got anything to do with DF...

228
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 25, 2011, 03:35:03 pm »
After the great deadly dust catastrophe of 509, everything's back to normal in the beginning of 511. The quarantine period is over, migrants arrive again (despite the danger) and there are 70 dwarves of which 28 are in the military - enough to defend against most sieges and ambushes without traps or the newly built quarantine mechanism. That one's fun, though. When I first opened it again after more than a year (remaining military stationed right behind the raised bridges), there were 40 elven ambushers waiting outside and a few goblin thieves, too. I can only imagine their surprise, when they're just idling around the gate und suddenly the door opens and 8 legendary+5 soldiers rush out and slaughter everybody. Yep, the 8 useless recruits grew into real killing machines during the quarantine.

In other news, the magma pump stack was finally started. It's only 14 levels deep/high as the map is very shallow, but I'm still a little proud that everything works as planned. There's only galena (about 20.000 pieces overall) in this embark and the little iron I get from traders is needed for armor, so my dwarves built magma pumps out of wood (!) and powered the whole thing with perpetual motion... take that, real world physics! So far, there's no damage and I thinkg it's pretty stable as long as there's no magma on the pumps.
So far, the magma is only used to power the forges and smelters in the above-water castle, but I'm already planning a pressurized magma cistern for generous gifts to all invaders. I'm not sure, if it's going to be a simple flood-the-world device à la Boatmurdered or a more complicated one with "magma landmines". We'll see soon.

229
DF Dwarf Mode Discussion / Re: The eternal keyboard question
« on: August 25, 2011, 03:14:11 pm »
The "main" version has no such problems. I have a german-style keyboard (also known as QWERTZ) and the keys all work as intended. The "legacy" version still has the old (before 2009) input and graphics code, which may be useful for some systems, but usually brings nothing but problems.

230
Depends... how are his chances for getting well again? If he won't heal anyway, you should just find a way to kill him. Cave ins are very popular for this, but magma works too if you want something completely over-engineered.  Otherwise, set him to take no equipment from the military screen and he won't try to pick up any. Just don't forget to assign new equipment if he ever comes back to active duty.

231
DF Dwarf Mode Discussion / Re: Gigantic Screw-Ups
« on: August 25, 2011, 09:20:36 am »
My biggest screw up is this recent one: link
After the whole event, I'm now down to 42 dwarves from 114. The beast wasn't the biggest problem, though it started it all... the real problem were the last few military dwarves who went tantruming or even berserk because most of their colleagues had died.You definitely don't want a berserk hammerlord in your main staircase...
The same fort also had some water related screw ups, as it is mostly above ground in an artifical lake 1z above ground. In fact, it's more like a city in a giant swimming pool. The upper levels of the below ground  fort got flooded several times, many pets died because they didn't get out of the pool before I filled it and the whole entrance trap (releasing the whole lake onto invaders) didn't work out as planned, resulting in trolls in my dining room, smashing tables and stuff. But these were all rather boring and easily resolved, compared to the one above.

232
DF Dwarf Mode Discussion / Re: My fort has MAGMA LANDMINES
« on: August 24, 2011, 08:47:01 pm »
It is mad. In a very likeable way :)

I built something similar once, but dropped the magma from above. Building all the magmaducts took years and I also used a lot more pumps to get enough pressure. It was more like a giant magma rain machine. I think, I prefer your way. Does it also have a way to open the hatches manually, in case an invader walks close by but doesn't step on the pressure plate?

233
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 24, 2011, 08:41:17 pm »
That was Fun!
I'm down to 42 dwarves. That's about 70 deaths in less than 2 months, just because I thought, some "deadly dust" would be no match for my military. The beast took over 30 and the rest tantrumed or went mad afterwards. Now, the situation is stable again. I've lost many important dwarves (1 legendary farmer, the manager/butcher and the whole metalworking industry), but life goes on in "Helpmerchants". Ironically, I won't be helping any merchants this year. The whole fort is closed up from the outside world until everything is 100% back to normal. There are about 50 goblins (and probably 50 more sneaky elves) outside the gate... good luck to any merchants or migrants, but this gate doesn't open until next winter. The imaginary king ordered 1 year of total quarantine until anybody can enter the fort. To be honest, I really don't want to let those invaders in, as the military currently consists of 6 recruits, 2 cripples, eh, I mean veterans and 2 marksdwarves who won't fire at anything but love beating stuff with their wooden crossbows.

On the positive side: Nobody cares about anything anymore. Dwarves who survive this kind of horror, will survive anything. The whole sky could come down and these guys would just shrug and say "we've seen worse..."

234
DF Dwarf Mode Discussion / Re: Danger rooms
« on: August 24, 2011, 01:22:57 pm »
I always went the cheap way and only used the "compact danger room" with one trap using a single spear. Got legendary soldiers in less than half a year... it works just as well and doesn't use up as much wood and your mechanics' time.

(response to trolling removed)

235
DF Gameplay Questions / Re: Colorful corpses?
« on: August 24, 2011, 09:42:25 am »
It's just what they did in their lifetime... maces are red, axes are blue, hammers are purple but they'll all kill you ;)
The lighter shades are the masters/lords which had their weapons skill at legendary. It's the same as with your dwarves and the color stays after death.

I find that a little annoying. It doesn't really matter once they're dead and it makes the refuse stockpile look like someone puked rainbows all over it.

236
The same happened to me once... guy entered the map and keeled over without anybody being near him. I think, it's because world gen figures' age doesn't get checked during fortress mode until he enters your site and notices he's way overdue and promptly dies.
Anyway, the next year, the humans came and brought some iron armor and weapons with the pointy end first. After they hung around the map edge for a few weeks, I sent my dwarves to take care of them and the year after that there was a new diplomat with the peace offering which I accepted. It was fun to be attacked by goblins, elves and humans, but I wanted to build my city wall first... if I ever want war again, I can just arrange a little accident ;)


237
DF General Discussion / Re: Actually playing the game
« on: August 23, 2011, 07:33:03 pm »
I'm playing every few days... usually after a while something epic happens that I just need to write about and then I end up reading other stories for half the night ;)

There was a time when I didn't play for months but spend all the time on the forum. That ended with the release of v31 when everyone started talking about the new features which I never experienced. It's hard to talk about a game you don't even know...

238
DF Dwarf Mode Discussion / Re: nobles aren't so bad.
« on: August 23, 2011, 06:48:00 pm »
Some aren't too bad... my current baroness mandates bolts, doors and very rarely lay pewter items in her dining room. She's also the mayor, manager, broker, bookkeper, legendary butcher and adept hammerdwarf. I just hope, she doesn't get too mad, because some marksdwarves "exported" bolts (which is forbidden) by shooting them into elves who ran off the map... ::)

Sometimes you get nice nobles... for everything else, there's magma :)

239
@G-Flex:
That's indeed hard, especially when you try to limit yourself to small sizes. There are only so many easily discernible symbols that can be drawn in 144 (12x12) or 256 (16x16) pixels. Some designers of 16x16 sets have become pretty good at this, but I think that too few tiles (too little information) fits on one screen with those. I'd probably use one of those, if I had a 40" 1600p screen... Actually, this difficulty is one of the reasons that ASCII works so well. Your attempt with the double letters is the most logical solution for those who think, that many different symbols are necessary. Actually, it's one of the few "graphics" sets that I actually liked.
I still prefer my simple tileset. For me, it's usually good enough to see a g moving around the landscape to know what it is. If it's randomly walking about, it's probably a goat (or maybe some kind of gibbon), if it's flying, it's a goose and if it's trying to kill my woodcutter I should send the militia to strike that goblinite. This works for most creatures and when in doubt, there's still the v button. One of the biggest problems is spotting a macedwarf between all the corpses and blood splatter (red on red) or a bowgoblin in a forest (green on green). It doesn't stand out enough, especially when I use custom colors with a little less contrast. But currently, I have no idea what to do against that.

240
I'd love more support for tilesets. Like, make it possible to have a away to display levers as little lever-symbols without messing up ó and ò in text. I played a long time with mayday's set, but after a while it got very annoying to have random objects in the middle of text or tree-symbols in raised drawbridges. So basically, what's done for creatures in graphic sets (having graphics for say, a craftsdwarf, an axedwarf, a bowgoblin, etc. without messing up text or the tiles for other creatures), only for furniture, buildings and all other in-game stuff. Give us the possibility to make separate graphics for every game object, not only creatures, and the modders will do the rest. It would make it possible to have very detailed and advanced tilesets but doesn't mess up the traditional ASCII display.
Currently I play with a 12x12 ASCII set that I made myself. It's basically the standard set, only slightly enlarged, put into a square and with lots of pseudo-antialiasing. I'd probably keep using it, even if there were more possibilities, because I got used to it.  But I imagine, better tilesets (which are not possible right now) would help new players to understand the game instead of screaming "Waaah, Matrix!" and turning off their computer right away.

3D graphics on the other hand... no, that's just not Dwarf Fortress and also out of the frame of what's possible for Toady. Even something rather simple (compared to completely rendered 3d graphics) like Stonesense's sprite based pseudo-3d would need a rewrite of way too many things to work. Opening up the interface for modification will probably be done in the future and make some improvements possible, but only Toady knows, what the far future brings for DF.

Generally, I like ASCII graphics... I could write several pages about the psychology of pictograms and visual abstraction, but others will explain (or already have) that much better. I just prefer it and that's not even, because I grew up with roguelikes (I didn't), but because it produces relatively little visual clutter. If I can have a simple 12x12 symbol or a detailed 16x16 graphic which mean the very same, I'd choose the simple symbol any time.

Just imagine you're standing in front of two toilet doors, male and female... there's probably a very simplified version of gender symbols on each door, which makes it possible to choose the right one. Now imagine the same two doors but on each one is a detailed drawing or photo of a man or woman... does that make understanding the meaning and deciding which door to open any easier? For me it wouldn't, especially after a few beers.
Now imagine the same with 256 doors (ok, unlikely in a toilet...), each having its own little symbol. I'd prefer something simple that can be understood at a glance instead of more complicated stuff. The same applies to DF tilesets. The simpler, the better, as long as there is a way to make a visual connection (╤ does look somewhat like a table and g obviously does not stand for "elephant")
Vattic's symbols actually do a good job of characterizing the entities without making things too cluttered.

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