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Messages - Vercingetorix

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556
DF Dwarf Mode Discussion / Re: What the crap is a braies?
« on: August 19, 2010, 10:37:44 pm »
All kinds of interesting clothing is listed in the uniforms page on the military screen...togas, turbans, chausses, short skirts and thongs among others.  I think the "foreign" tag either means it's produced and worn by non-dwarven civilizations or simply exists as an item of clothing for the purposes of strange moods, preferences, and engravings.

557
DF Dwarf Mode Discussion / Re: I finally got a Baron...
« on: August 19, 2010, 04:28:03 pm »
Okay, I now got the trigger for upgrading my baron to a count after letting the caravan leave safely and then holding the meeting.  This means the duke should be next.

The big question is whether or not I'll be getting any of the supporting nobles.  It's possible that they do in fact require a duke/king despite saying they can be appointed by the baron/count.  However, at a minimum it's possible to get these three core nobles; it appears not to be a bug at all so much as it is a difficult to fulfill and not immediately obvious requirement.  Fixing it by either removing this requirement or adjusting it to apply to the previous year's caravan would make it work completely as designed.  However, if I don't get the other nobles I'll have to assume there's something wrong with them...but I won't be able to confirm this until I get the king.

I want to also give credit to Miuq, whose post on the bug tracker was what inspired me to test out this condition.

558
DF Dwarf Mode Discussion / Re: Phantom marble?
« on: August 18, 2010, 09:36:36 pm »
Yeah, Prospector doesn't list layer stones.

That being said, you might have to look for it.  I actually had marble on my one map when it wasn't listed as a layer stone at all.

559
DF Dwarf Mode Discussion / Re: What got you into Dwarf Fortress?
« on: August 18, 2010, 09:08:09 pm »
Total happenstance.  I'm a huge fan of Baldur's Gate 2 (800 hours of gameplay time thanks to mods) and for one reason or another I did a Google search for "sleeping dwarf", in this case relevant to the one who is in fact sleeping at the Copper Coronet.  The first search result was for the 40d entry on Noise on the DF Wiki, which piqued my curiosity and led to further explanation.  From there, I discovered Boatmurdered, laughed my ass off, and started playing DF soon thereafter.  I remember being totally floored and from there the rest is history.

Even now I still get a fuzzy feeling when I see the screenshots from Boatmurdered, remembering that sense of wonder discovering this game.

560
DF General Discussion / Re: Dwarf Fortress, is it really that complex?
« on: August 18, 2010, 12:54:31 pm »
Not really, but I think this is as much a product of its unfinished alpha state as anything...right now, there isn't a true economic system or anything that could add complexity to the production side.  You can basically build a batch of craftsdwarves' workshops, set them to rock crafts on repeat and buy out whole caravans in a couple years.  Since I'm more a fan of economic rather than military gameplay (i.e. I try to embark in locations with no goblins) that makes it pretty much a cakewalk once you get your food up and running.

561
DF Dwarf Mode Discussion / Re: I finally got a Baron...
« on: August 18, 2010, 12:14:52 pm »
That's what I'm going to be working on going forward.  The first goal is to get the count/duke (if possible) as well as the king and go forward from there.

562
DF Dwarf Mode Discussion / Re: I finally got a Baron...
« on: August 18, 2010, 11:58:47 am »
Didn't want to gravedig, but creating another thread is probably unnecessary.

I succeeded in getting a Baron as did another person; I was using a fresh 0.31.12 world so there's no overlay from previous versions.  The essential part is making sure the caravan has left the map before meeting with the liaison.  Apparently, the caravan surviving is a requirement that specifically applies to the current one that accompanies the liaison.  If it makes it off the map and you meet the requirements, meeting with them will trigger the baron.

I'm going to see if this will work with the other nobles so I'll report back with more info.  The baron isn't bugged, but it's a major pain in the ass keeping the liaison away long enough for the caravan to leave.  Locking him in a bedroom helps.

563
Some kind of insect made out of amber with a poisonous sting.  All I could think of was Jurassic Park, at least until one of my Hammerdwarves laid in to it.

564
DF Suggestions / Re: Drinking Barrel and Food cabinet
« on: August 18, 2010, 01:50:51 am »
That would be pretty nice if we could link up stills to it using nether-cap wooden pipe sections to chill our drinks to the frost-brewed flavor a modern dwarf expects.  Bonus points if you set up a well nearby built over a reservoir lined with minerals in order to produce carbonated mineral water for Dwarven mixed drinks.  A few Urist Collins' on the rocks would be nice after a hard day's forging.   Indeed, the entire concept of recipes is something I'd like to see explored further...your fort might not have produced much of note, but damn if it didn't have the best bartender in the Mountainhomes cranking out alcoholic wonders.

Of course, before dwarves start drinking from mugs I want them to stop running around naked and actually putting on new clothes when the old ones tatter. 

565
DF General Discussion / Re: What is the underground ecosystem based on?
« on: August 17, 2010, 07:59:58 pm »
Actually, I once did a Science Fair project purely on a statistical analysis of Battletech, especially with customization strategies. 

I got an A.

Wow, the best I ever had was growing plants in sand.  I got an A, but still...

566
DF General Discussion / Re: What is the underground ecosystem based on?
« on: August 17, 2010, 01:43:52 pm »
Some organisms feed upon chemical energy and need no contact with the surface at all. Magma is all they need to survive. The heat of magma as well as sulfur compounds are metabolized by the base of the food chain. Other creatures then eat those creatures. They thrive on darkness, magma, and minerals from deep underground.

An interesting question is what role nether-caps play in all this.  Presumably they're what make it possible for the trees aside from blood thorns (which are the only subterranean trees that do not require water in the caverns to grow) to survive in the 3rd cavern by keeping temperatures cool enough.  Whether this is actually true in game appears to be unlikely, but in terms of intent it seems pretty plausible.  A forest full of nether-caps would probably be enough to keep the caverns quite chilly even with the presence of a magma pipe.

The blood thorn's density may also reflect its different metabolism, while the black cap also reflects the lack of light. 

567
DF General Discussion / Re: A Plea for Civility
« on: August 17, 2010, 01:37:53 pm »
That's basically what I did.  I remember a quote along the lines of how someone learned to play: "terrifying swamp, Play Now".  Throwing yourself in to a brutal environment like that might not be the best way to learn, but it makes a pretty good point...DF is a lot to understand and you're not going to get it in one go no matter how hard you try.  Reading the Wiki is a good place to start but even that's not a substitute for just getting in there and giving it a go.

That being said, once you've got a fort that can sustain itself without running out of food or alcohol, the rest isn't that bad.  You really can take on other bits and pieces over time; turn off invaders if you don't want to deal with goblins or alternatively settle in an area without them, orsettle in an area with only dwarves if you want to avoid pissing off the elves or humans, don't dig in to the caverns if you want to avoid forgotten beasts, and so on.  This doesn't mean you're not going to lose forts, including some favorites, in spectacularly stupid ways but that's part of the challenge.

568
DF General Discussion / Re: What is the underground ecosystem based on?
« on: August 17, 2010, 01:27:22 pm »
Shoot, I had a post detailing similarities between surface and subterranean crops as well as the blood thorn/glumprong but just lost it...

569
DF General Discussion / Re: A Plea for Civility
« on: August 17, 2010, 01:00:57 pm »
TL;DR: New players need to realize DF is hard and shouldn't be made easier or simplified beyond common-sense streamlining, older players need to remember they were new once and should focus on making the game more accessible through tutorials and help in the forums.

DF is hard...hard to learn, hard if not impossible to truly master (building a colossal, embark-spanning tower out of forgotten beast soap, adamantine, and clear glass with invaders turned on in the midst of a terrifying glacier might be a good sign of mastery) and ultimately unwinnable beyond the conditions and goals you set.  I fully believe this is going to be as much the case in DF 1.0 as it is in 0.31; there will be more features, for sure, but this will simply make the game more complex and probably even more difficult for new people to jump in to.

Ultimately, new players need to accept that this game is going to have a brutal learning curve, at least for the time being; there are more important features that need to be implemented and any official tutorials are going to come much, much later.  In a sense, the difficulty can be adjusted already by turning off invaders and embarking on a safe, isolated spot.  I think the community should do what it can to help new players learn the game but at the same time we shouldn't really be all that friendly towards people who trash the game because it's too difficult for them.  Dumbing it down or simplifying it would simply tarnish the game experience for everyone, not improve it.

At the same time, though, people need to avoid being condescending towards people who don't understand basic parts of the game or who come asking for help.  Does this happen often? No, but it doesn't mean it's not a potential issue.  Experienced players need to remember when they started, in my case stumbling on to the Wiki and reading the saga of Boatmurdered but then being completely incapable of telling pig tail from phyllite and losing spectacularly...hell, I remember the sense of triumph I felt when I got my first fort to survive on its own.

570
DF Dwarf Mode Discussion / Re: Naming Fortresses
« on: August 16, 2010, 10:39:59 pm »
I got my first rhyming name, Labor of Sabres.  We're only a short distance away from random poetry!

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