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Messages - CognitiveDissonance

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1591
General Discussion / Help me with my PC upgrade?
« on: September 28, 2011, 05:19:32 pm »
Hey follow bay12'ers,

I'm in the process of updating my 3 year old gaming PC. It's still chugging along nicely, but not quite nice enough anymore.

I'm trying to throw together a list of hardware to upgrade to, and here's what I got so far:
(Keep in mind, this IS for gaming - games such as Rift, Dwarf Fortress, Space Marine, Battlefield 3 etc)

EVGA 560
ASUS P8P67
Intel i5 2500
Kingston 16gb (2xkit of 2x4gb) with the following number - KHX1600C9D3X2K2/8GX

How does that sound? It's not top-of-the-line, but it looks good from where I'm sitting. Any upgrades push the price much further.

1592
DF Gameplay Questions / Re: Mod for dwarf integrity?
« on: May 22, 2011, 02:43:13 am »
Dwarf happiness is a continuum. Provide them with enough "happy" to buffer the possible negative impact of a death thought. Spread out meeting areas, so there is a little bit less of a "Everyone's friend" syndrome. Keep an eye on their personalities and recruit less sociable individuals into the military. Don't recruit married dwarves.

Be sure to provide lodging, good cooked food, drink, nice things, nice dining area for your dwarves. If you can, hook up a mist generator.

I have never, ever had a dwarf tantrum. (With the exception of a queen, back in the previous version, who showed up in the first year due to spoiler, and demanded royal rooms)

EDIT: Most peoples' dwarves tend to be miserable, covered in vomit, living off vermin. Such dwarves commiserate with friends, but are emotionally unstable so hearing of those friends' deaths tips them over the edge. Also, make sure you have a leader, and that they have an office. Many dwarves will vent their frustration on the leader dwarf, preventing tantrums. Also, consider justice - a locked up dwarf is a safe dwarf. Also, create tombs for both the dwarves and the pets. There's nothing more miserable to a dwarf than having a friend or a cat decay slowly.

1593
Aren't hair and similar tissue still completely useless?

1594
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 15, 2011, 03:25:11 am »
I just had a mason mysteriously get fatally wounded. I found out about this after she canceled the floor tile she was working on, dragged herself to the hospital, and died, leaving her baby to play in the huge puddle of blood she left there.

The baby is six months old. Is there a way I can ensure her survival to childhood?
Still looking for advice on my motherless infant.

I'm pretty sure that dwarven children sustain themselves from the air around them, requiring no effort on your part. Snatchers are your main threat. Consider attaching a dog or five to the area. Beyond that, the child should make it to adolescence quite fine.

1595
Most mods of that nature simply add more creatures, make them more aggressive, and give them better equipment.
Orcs mod also comes to mind.

1596
DF Gameplay Questions / Re: Making gloves...
« on: May 14, 2011, 08:25:55 pm »
It only takes a single unit of material, and you get a full set - left AND right! It's a real bargain! :D

1597
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 14, 2011, 08:02:23 pm »
I'm not entirely certain where tigermen are in the RAWs, but you can find their code on their page of the magmawiki.
As for intelligent creatures that appear in goblin biomes, Dark Gnomes come readily to mind. I've yet to see those used in a siege, though it could just be because they're not all that useful in combat.
I'm gonna experiment with world gens and the [LIKES_FIGHTING] and biomes to see how slavery works exactly. I would say we make a thread on this but it'll probably be short lived.
Creating a thread for this might be useful for consolidating information.
However I'm feeling too lazy to actually test anything at the moment.

ThatKid cancels research: On Break

1598
... there isn't much else that worries me anymore and it gets alittle boring.

Mods. Defense Mod comes to mind.

1599
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 14, 2011, 07:45:05 pm »
CognitiveDissonance has adopted Music.

1600
You know, I kinda like the idea of armoured dwarven civilians. Also prevents nudist colonies.

My take will be leather armor, chainmail, bucklers and maces. That'll teach those camels!

1601
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 14, 2011, 07:41:08 pm »
Well you do look tasty CognitiveDissonance.

Why thank you, I work on it. ...Now back away, I shall not be made into =CognitiveDissonance Tallow Biscuits=

1602
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 14, 2011, 07:32:19 pm »
Can cats hunt for food? I thought they only caught rats and lizards.

You misunderstand. The cats ARE the food.

RE: http://df.magmawiki.com/index.php/Butcher

1603
DF Gameplay Questions / Re: I'll splint your gypsum
« on: May 14, 2011, 07:30:56 pm »
...'acquire'' form the elves/make some plaster.

So uh... beat elves, but let them live. Next year they'll show up with medical supplies that you just need to "extract". Is that right?

1604
DF Gameplay Questions / Re: I'll splint your gypsum
« on: May 14, 2011, 07:22:42 pm »
A cast is a more advanced form of a splint. They are complimentary.

1605
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 14, 2011, 07:20:27 pm »
Another thing - if you make the traps from magma-safe materials (http://df.magmawiki.com/index.php/Magma_safe) then you could regularly flood the stockpile with magma to remove the vermin, drain, and go capturing again. Recycle and all that. Magma needs to eat.

I -THINK- that would work.

Also, food's fairly easy. If you're short, send a brave dwarf or three to harvest the above-ground crops. Examine which ones you got, as you'll have to mill some. But the strawberries will keep the dwarves going for a long time. And, it's a renewable resource!

Then again, so are cats...

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