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Messages - AngleWyrm

Pages: 1 2 3 [4] 5 6 ... 52
46
I've never tried it on a developed fort -- does it bring back the FPS?
We could give it a go for science :)

47
DF Dwarf Mode Discussion / Re: Adopting Vermin
« on: January 12, 2011, 03:22:55 am »
And what creatures are both vermin and exotic in this game?

48
DF Dwarf Mode Discussion / Re: Save help
« on: January 12, 2011, 02:56:32 am »
seasonal backups aren't easily available to run. Normal saves are what the game runs from when you hit 'continue game'.
That's not correct. When you hit "continue game" you are presented with a screen of all games currently in progress, which includes all seasonal saves. You can pick any one of them to start playing, but just be aware that is also where the game will save back to when you're done playing.

It's not a good system, because the seasonal saves are "dated", but once you play them the date is no longer accurate. The confusion in this thread only proves the point.

PS Do you have a link to that dancing dwarf? He's hideous, and I'de like to add him to my youtube favorites.

49
Directed by M. Night Shyamalan
In the surprise twist ending, it turns out that he was killed in prison, and the rest of the abductions and his subsequent "life" of a thief are just the bad dreams of a tormented ghost.

50
DF Dwarf Mode Discussion / Re: Adopting Vermin
« on: January 12, 2011, 02:23:42 am »
I have some freshly tamed vermin I'de be willing to donate to a good home.

PS: Vermin are even smaller than a small creature, and therefore don't count for training at the kennel. But they make fine caged house pets. Especially if someone has a vermin fettish. But I haven't seen anyone with that, so mostly I just assign them all to one single cage at my zoo.

51
DF Dwarf Mode Discussion / Re: Save help
« on: January 12, 2011, 02:18:11 am »
But if I start a new game and simply save the game, it will kick me to the main menu automatically, it's not asking me to select a save slot.

This is a different scenario than the one previously mentioned. In this case, the folder will be named "regionX" where X is the largest number in your save folder of regions.

52
DF Dwarf Mode Discussion / Re: ...and clay is the next step.
« on: January 12, 2011, 01:28:48 am »
You didn't actually think anything was getting...you know...done on the caravan arc did you? That's just not the Toady way. What will happen is we'll get a fresh batch of bugs, and the caravans will be worse because of some hopelessly convoluted attempt to bring all the products from just one village once a year, and that village ain't got sh*t. I'm pretty sure the only thing we can look forward to is eventually the caravan arc will be disabled because it didn't work, and we might get lucky and get the old v31.18 caravans back.

So enjoy what you got now, because there's a long slippery slope down, and a hard narrow path up, and the writing's on the wall.

53
DF Dwarf Mode Discussion / Re: DF Comics
« on: January 12, 2011, 12:54:21 am »
The humans face off against the battle cat militia

Spoiler: battle cats (click to show/hide)

54
DF Dwarf Mode Discussion / Re: Oh, the steel, is in my grasps!
« on: January 11, 2011, 10:37:18 pm »
I've got everything needed for steel making, but, how good is it, exactly?
It is better than Iron and worse than Adamantine. That is exactly how good it is.

55
DF Community Games & Stories / Re: MurderedCopper Succession Fort.
« on: January 11, 2011, 10:19:35 pm »
This is pretty funny actually; like watching "The Three Stooges go to the internet"

56
I say we just start over again now, since no one is signed up.
I like this idea, because the FPS is beginning to be a pain in the keester.
Any more votes for a restart?

57
DF Dwarf Mode Discussion / Re: Safe Outdoor Farms?
« on: January 11, 2011, 03:21:10 am »
I bet that "double duty" farm plot doesn't actually work as advertised. It probably grows surface crops in the tiles that have been exposed to sunlight, while the rest goes unused, or it grows underground crops in the dark tiles while the rest goes unused.

58
DF Community Games & Stories / Re: Letterhide -- succession fort
« on: January 11, 2011, 03:01:59 am »
...And time's up. Sorry Dr.Ninja, but the show must go on. I hate to skip you, but what's the point in waiting if you're only thinking about maybe you'de like to play at some point in the future? The future has come and gone, and others would like to play too. If you change your mind and decide to play a turn, you're welcome to join the game.

MrNuke, we'll be using the previous save for your turn.

59
Ye gawds, it's an onslaught! The administrator is there to be sure that everyone gets the same number of crossbow bolts, and no one hoards them. Except the elite guy, who gets a special exception, by way of kicking the administrator's ass if he doesn't get what he wants. See District 9 for an example of an administrator in charge of a battle.

I wish this game had Libraries. It'de be fun to stock them with books on history. And recipes.

60
DF Dwarf Mode Discussion / Re: The Perfect Starting Seven
« on: January 11, 2011, 12:38:37 am »
Here are the starting seven dwarves I've been bringing along to my last few fortresses. I'm trying to figure out the best set of superdwarvenly competent individuals to bring along, in order to get the fortress started off swiftly and end up with dwarves with desirable skills.

The starting seven are going to be most important during the first year. By spring of the second year, the fort will have somewhere around 30 migrants plus the starting seven. So the main use for the first migrants is getting the fort running.

To that end, I always take four miners to max out how much digging I can get done. It helps a great deal, and I usually have a fully functional fort by the third year.

I also take two farmers; a farmer/brewer and a farmer/cook. The primary industry that I want up and running in the first year is farming, so that I'll have a steady supply of booze. Food comes from several sources, but if I get farms up first, food can come from there.

And that leaves one dwarf for carpenter/woodworker.

The remaining skills that I scatter across my dwarves are Stoneworker, so we'll have an early craft, and the necessary Broker/Appraiser/Bookkeeper skills.

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