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Messages - Microcline

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376
Site:
Spoiler (click to show/hide)

It's a savage mountain next to a savage tropical grassland, so if we're lucky we'll see giant eagles and lions.  (This may not be bad; I've fixed the Dungeon Master issues by switching all of the [PET_EXOTIC] tags to [PET], so we could end up with some pretty neat war animals)


A letter from 'Microcline' Keskalinod, 1 Hematite 251

I am beginning to change my mind about this outpost.  The minute we arrived at the site, we were attacked by a honey badger and scattered before it was killed by a stray dog.  None of use seemed capable of maintaining an outpost.  There's Edosurist, the woodworker, melkor, a miner and a mason, wlerin the smith, ext0l, the mechanic and doctor for the outpost, Selenite, the only dwarf with any combat ability, and myself, the mid-level member of the miner's guild sent out to oversee the construction.

Despite that, it's starting to feel like a real dwarven outpost.  wlerin was able to fabricate a bronze ax and armor for Selenite (the mountainhome did not give us a budget sufficient to take one with us), we've set up a patrol route around the outpost and designed our fortifications in such that the only way in is to walk through the barracks.  We're currently upgrading our dining hall, and it will likely be legendary by the end of the summer.  It'll  help remind the party of home, and might take their mind off of the fact that the farm has been slow in replenishing supply of food and drink

Main Floor
Spoiler (click to show/hide)

Above Ground
Spoiler (click to show/hide)


Report on Exploratory Mining by The Subtle Mechanisms at Shashmomuz, 1 Limestone 251

Preliminary estimates by the miner's guild stated that the site of Shashomomuz contained deposits of surface metal and deep metals.  However, all we've found is galena.  The area is saturated with it.  While we don't have the dwarfpower necessary to sustain a full metal industry at the moment, once we get the magma forges operational we should be rolling in silver.  The mining also uncovered the underground sea and magma sea, so that point, while unlikely to occur this year, is not far off.

377
I recently tried to play a Hermit game, but no matter what I set the population cap to, they kept coming.  Does it only matter what it is set to at embark?

Thanks for bringing this up.  I looked it up and found this:

1) The first two migrant waves after you embark are hard coded.

2) The population cap only takes effect after a game restart.

3) Once you reach the pop cap, the mountainhomes will stop sending migrants.  But migrants take time to be dispatched and arrive, and this time can be measured in seasons.  So depending on how far away you are from the mountainhomes, it's possible to keep getting migration waves, even though you're past the cap.

(The dispatching is a bit abstract at the moment, because migrants get created out of thin air instead of from the existing dwarven population.  But is is definitely possible to get 1 or 2 more migration waves after hitting the population cap.)

I just ran a test fort for two years with the population cap at 1.  I received two waves in the first year and none in the second, so this explanation seems to fit all of the anecdotes about population cap.

378
I think I've got an idea on how to reduce the number of unfortunate accidents that we need to stage.  We can have the fortress grow in spurts based on the number of people signing up.

Example: We start with seven dwarfs.  For six years we have the population cap set at one.  Say that by year seven five players have signed up to take a turn.  The player raises the population cap and receives a migrant wave.  They reset the population cap, choose five of these dwarfs and cause the rest to have unfortunate accidents.

Also, I'm starting the game tomorrow.

379
Yeah, 'cause the pop cap is actually a cap... oh wait...

(The second someone puts the cap over 7 [even if it's just to 8], you'll get a 20+ migrant wave inbound. I exaggerate slightly, but only slightly.)

The fortress won't be growing for the first 6 turns, so we'll be using it there.  After that we'll have to kill any extras, unless there's an editing tool I'm not aware of.

380
How you ensure that only one dwarf joins the fortress is up to the player.  I'm going to use the population cap during my turn.

381
It has come to my attention that most fortresses are abandoned due to FPS rather than Fun.  The aim is to combine the tension of early and mid gameplay with the late game quality of a developed fortress.

Core Rules:
Spoiler (click to show/hide)

General Rules:
Spoiler (click to show/hide)

Errata:
Spoiler (click to show/hide)

We'll started with a full seven dwarfs, so the fortress won't grow until year 7.

1. Microcline (Microcline)
2. Selenite (Selenite)
3. ext0l (ext0l)
4. Microcline (Urist)
5. melkor (melkor)
6. Edosurist (Edosurist)
7. wlerin (wlerin)
8. noodle0117
9. Roctiv
10. Thatdude
11. Microcline (Orthoclase)
12. Celem
13. Graebeard
14. Kilakan

In Line Awaiting Confirmation Current Completed Skipped (Unresponsive) Skipped (Voluntary)

Current Map
http://mkv25.net/dfma/map-10548-shashmomuz

Current Save File
http://dffd.wimbli.com/file.php?id=4618

382
Other Games / Re: Terraria... Looks like Minecraft + Metroid?
« on: May 03, 2011, 10:56:18 pm »
Quote
Whether you like it or not, it's hard to deny that it took inspiration from the game.

The game has many sources of inspiration. People that aren't Minecraft goons see very little MC in it.
Blocks that you can mine and place. The most famous source of inspiration for that right now is minecraft.

It's not a bad thing.

And Minecraft got that idea directly from Infiniminer (I'd say that Minecraft has far more of an Infiniminer influence than a DF influence).  I would agree with those posting earlier that what we are seeing is the birth of a new genre or genre elements.

For the longest time, whenever I hear people talk about what game features that they want to see, destructible environments come up.  I am glad for the genre's proliferation, as I think that each of the games fills a different niche.

For example, while Minecraft may be a great mining and building game, it has some very questionable elements.  For example, rails and TNT are expensive to produce.  This means that while these are very fun ways of influencing the game environment, the player almost never uses them without inventory hacking.  Notch, when he does update, never focuses on the "survival" aspect of the game, and SMP is still too buggy to deliver a reliable co-op/PVP experience.

From what I've seen of the LP's, Terraria's minetroidvania has different goals for the destructible environment mechanics.  I would compare it to how Ace of Spades reapplied the mechanic to add fort/trench/tunnel mechanics to an FPS.

383
I've had two crashes within the first ingame week, so I'm going to skip my turn.

384
I'm downloading it now.  I'll see what I can do about the fps issues.

edit

I'm getting about 15 fps.  I'll see if this gets better after I remove some of the magma.

Journal of 'Microcline III' Besmaruz

After kicking out the squatters that had laid claim to my bedroom after the death of my predecessor and regaining my office and dining room, I prepared a report for the king about the state of the fortress.

-The magma pump stack is broken
-We have no less than seven forgotten beasts, although I have been assured that this time the underground is safely sealed.
-The upper dining room is not designated, and the food storage area is full of mason's workshops.
-Corpses
-On a positive note, the upper floor is ready for casting, although some of the magma has reached unorthodox places and will need to be pumped out.

So just another ordinary day at Skyscrapes.

385
We haven't had any progress reports from Japa (the 3D model looks excellent though), so the last update was on 23 July.  Japa, are you still taking your turn?

386
I won't be available until Saturday either, so the list should probably go

Urist Mcinternetuser
tbino
Microcline

387
Do the elves have access to the fort?  I don't remember seeing them during any of my years.

388
I was wondering what happened to all of the mechanics, so I looked at the save.  I found out that my dwarf died sometime during the previous turn.  The fortress seems to be losing mechanics left and right.

389
If the bugs have gotten bad enough to make your turn unenjoyable, there's nothing wrong with savescumming.

390
Won't that massacre whoever's there and below?

There are no exposed down stairs from the ground floor.  To go below, one must go up to the first floor and then down the central shaft.

It might be difficult to remove the doors with the forgotten beast on the same floor.  However, if you could put hatches over the down stairs on the first floor, it will only have two options: to remain on the ground floor, where it is vulnerable to magma, or go outside, where it is no longer a problem.

If the forgotten beast stays in place and you can remove the doors, Sizik's plan should kill it.

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