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Messages - Amalgam

Pages: 1 ... 11 12 [13] 14 15 ... 21
181
The first thing I thought when I saw that picture was "stress ball."

:S

182
Swimming through magma isn't a very good idea.[/understatement]

Awesome you caught that though. The real question is: who did he strangle?

183
Yay! Armor! Shiny armor I might add. Now I can look pretty while I disembowel things.

Favor->Bengali: +10 :D

184
Gypsum is probably the second most annoying stone.

185
DF Gameplay Questions / Re: Go inside, no seriously, GO!
« on: December 09, 2009, 08:33:19 pm »
The "dwarves stay indoors" feature is kind of broken at the moment, even if they go inside they'll do a little dance at the entrance. The next version will make getting your dwarves inside much less of a pain in the ass. You've got to make sure they don't have a reason to go outside, these are the steps I usually go through to give you an idea:

  • Make sure you have a meeting area inside and disable any meeting areas outside, disable any sand collection zones if you have a glass industry
  • If you have a well or cistern and you don't have any booze (monster!) make sure it's set as a water source and make it mandatory to use it via the standing orders menu, otherwise you'll end up with dwarves making a beeline for the nearest river or pool
  • Disable all hauling possible in the standing orders menu while the gates are open
  • Forbid every last item outside your dwarves might try to haul inside the fort
  • Delete any outside stockpiles that aren't already disabled from the standing orders menu so your dwarves don't try to haul things outside
  • Disable any other labors or remove any designations for dwarves that might endanger them, e.g. mining an outdoor vein, cutting trees, gathering plants, just about any outdoor designation... And if you've got workshops outside for some weird reason you should forbid them as well if you already haven't.

You can also draft dwarves to cancel their current job if you can't through the units list, and you might be able to force them inside by setting their squad position somewhere safe. If they get too close to the attacking forces though, they'll try to attack them. This doesn't work for jobs like eating, sleeping or drinking, you just have to make sure they do these things indoors, so beds are always a good thing to have; if you don't have beds they'll fall asleep and get butchered.

And of course, a military helps to make your dwarves a little safer when the gates are open and you're herding everyone inside :)

186
DF Gameplay Questions / Re: Proper construction help.
« on: December 09, 2009, 08:06:41 pm »
I'm not sure if you can use statues to prevent dwarves from standing somewhere when they're building anymore, but since they are solid tiles you could try putting a statue there and suspending it.

187
I think there should be an option in the init that simply announces it normally without zooming in. If it's something particularly important that needs attention RIGHT NOW (like a cave-in) the announcement text can blink or something. Meh.

188
DF Dwarf Mode Discussion / Re: Challenge:Avatar of Armok
« on: December 09, 2009, 03:02:36 am »
Someone should find a way to route the avatar to some clowns on an HFS map and make a movie recording the results. Actually, routing any megabeast to them sounds like a clever way to take care of that particular problem... Or at least some of it.

189
DF Community Games & Stories / Re: A New Type of Community Fortress
« on: December 09, 2009, 02:53:48 am »
I think one of the problems that may arise from this is that players may want more control over their players and will be independently managing things (where their character is concerned anyway) on their own a lot more, for example someone may want to submit a custom design for the tomb they're building for themself, though the idea could introduce an interesting element of cooperation since noone has to do what they're told to do. I think for this idea to work well the OP may have to upload a new map to the DFMA every post, or at least often. This will allow players to easily see their character's progress in whatever project they're working on and see what other players are up and analyze the fort's needs a little better to without the OP having to fuss around with a bunch of images and cropping. Of course, screens can still supplement storytelling in a big way.

This could also have some RTD elements if you want to go the whole hog, but I might be getting carried away here. Players could pm the OP secret actions ranging from "leave the rat the kitten caught on that jerkass Urist's bed," to "steal that magnificent artifact Cog made the other day" and roll a die to determine an outcome. A few levels could be dedicated to secret projects that wouldn't be uploaded to the DFMA, too.

Feel free to ignore my weird and complicated ideas xP

I was thinking along similar lines. I mean, let's say urist's player wants urist to have all the booze at any cost, he may mandate that his character work towards encasing the other dwarves in magma.  Dwarf Fortress PvP?
Yeah, exactly. But, then you'd have more of a competitive environment than a cooperative (or uncooperative) one, it really sucks to lose a dwarf you're attached to. So, I'm not sure any kind of excessively destructive antics between the dwarves would pan out. Dumping magma in someone else's room (when they're not in it, of course) and melting their statues is funny, but I'm not sure lethal combat (or assassination in this case) would work. Well, it could work, but it'd play a bit more like a game of paranoia than dwarf fortress if everyone got too crazy. DF + Paranoia could potentially be pretty awesome, but it'd be too different. A little sabotage (all in good fun) is okay though. The social interactions and stories are probably this idea's strong points, pretty much like an ordinary community fort, just with more player input. Or at least that's the way I see it, don't want to mess with success too much.

EDIT: Okay, a lot more input, but in the long run it'd be roughly the same. People enjoy community forts for the story the most. Assassination seems a little... Too game-like.

190
Toying around with weapon-grade metal, pretty suspicious. T_T

Nice to see some more action, but I'm wondering how the cats are going to find shelter. Is this going to be a mostly above-ground fort or something?

Also, you might be able to breed mice and make little kitty treats :P

191
DF Community Games & Stories / Re: A New Type of Community Fortress
« on: December 09, 2009, 12:28:49 am »
I think one of the problems that may arise from this is that players may want more control over their players and will be independently managing things (where their character is concerned anyway) on their own a lot more, for example someone may want to submit a custom design for the tomb they're building for themself, though the idea could introduce an interesting element of cooperation since noone has to do what they're told to do. I think for this idea to work well the OP may have to upload a new map to the DFMA every post, or at least often. This will allow players to easily see their character's progress in whatever project they're working on and see what other players are up and analyze the fort's needs a little better to without the OP having to fuss around with a bunch of images and cropping. Of course, screens can still supplement storytelling in a big way.

This could also have some RTD elements if you want to go the whole hog, but I might be getting carried away here. Players could pm the OP secret actions ranging from "leave the rat the kitten caught on that jerkass Urist's bed," to "steal that magnificent artifact Cog made the other day" and roll a die to determine an outcome. A few levels could be dedicated to secret projects that wouldn't be uploaded to the DFMA, too.

Feel free to ignore my weird and complicated ideas xP

192
DF Suggestions / Re: Atmospheric Suggestion Thread
« on: December 08, 2009, 11:28:27 pm »
Heh, thought this died.

Yeah, I knew some of this stuff was already in the dev notes but I didn't bother to check which ones were, I thought it would be better to include the whole deal to better paint a picture. Seriously though, I don't know how Toady manages to implement this stuff in a way that works.

193
DF Community Games & Stories / Re: A New Type of Community Fortress
« on: December 08, 2009, 10:43:42 pm »
I'm too unimaginative to figure how this would pan out, but I'd be willing to participate if someone organized it. I think you could easily make this into a turn-based roleplay with some interesting results, personally, but I'm not sure how many people here would play that. Surely someone, given the amount of forum games on other boards though. I think it would be an interesting experiment :)

194
DF Dwarf Mode Discussion / Re: Anything I can do to reduce lag?
« on: December 08, 2009, 10:32:59 pm »
...There is some good news though, because some kind of pathfinding overhaul is probably due sometime in the future, which could mean significant performance increases, particularly where dwarves are concerned since they're usually the most populous and path-heavy units on any given map. Which means more dwarves! The temperature engine is also probably going to get redone, so having magma on your map won't be as crippling. If you absolutely need magma you should embark in an area with a pool, it's not nearly as bad as a vent from what I know.

195
DF Dwarf Mode Discussion / Re: Challenge:Avatar of Armok
« on: December 08, 2009, 10:26:08 pm »
I like Flying Carcass' idea but I think it'd be more likely to dodge off the edge :P

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