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Messages - albatross

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136
DF Dwarf Mode Discussion / Re: DF and music
« on: May 14, 2010, 06:26:46 am »
Tristram theme from Diablo
http://www.youtube.com/watch?v=gGTUz4OnzdM
enjoy

137
This one time a bunch of kobolds ambushed an elven caravan right in front of my fort entrance. After the fight was over (with elves killed of course), I noticed that every single weapon the elves were using were made of WOOD. Bows? Made of wood (not that shocking, but still..). Swords? Also wood (*jawdrop*). I... I think some of the armor pieces were made of wood, too! (*disbelief*) That's when I stopped respecting them. Makes me wonder if they use wooden axes to cut down the trees... or wooden saws. To hell with them. I can always build a walled off 30x30 tile section on the surface to function as a garden. From there I can get what little wood is really needed (the beds, the first 20-30 bins etc).

That's why we hate elves.

138
DF Dwarf Mode Discussion / Re: The Rationale for Bronze and Iron
« on: May 14, 2010, 06:01:03 am »
If your weaponsmith has a preference for bronze (the prefs listed in each dwarf's profile), then it -might- be prudent to order him to smith bronze weapons, rather than iron ones. Or whatever metal or alloy is better gamewise. Always see if you have a dwarf with a preference for some cool metal. Then start training that dwarf ASAP. The stuff they craft is superior. Smith an axe, melt an axe. All you really need to worry about is fuel for the forges and furnaces.

139
DF Dwarf Mode Discussion / Re: How do you finish off prisoners?
« on: May 13, 2010, 08:47:53 pm »
A room with a drawbridge that goes up and then comes down. It's clean and it's simple. No corpses, no leftover items that would distract your haulers.

140
DF Dwarf Mode Discussion / Re: Dwarven Hippocratic Oath
« on: May 10, 2010, 09:05:30 pm »
Food for thought: a team of Dabbling Surgeons.

The Oath: "I will do no harm... as long as there's ale!"

141
If only one could just burn those clothes and empty wooden cages and barrels in a furnace...
and chop those rocks to dust, and...

142
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: May 10, 2010, 06:52:11 pm »
...I carved some elaborate and elegant engravings on a car with my -(Steel Key)-, thereby raising the car's value by an untold factor. The noble who owns the car should feel pleased for this.
...I've rediscovered the essence of things of fathomable complexity, and the reward they contain, that you get when you finally have your head wrapped around them.
...I am overwhelmed by the number of ores, minerals, metals, alloys and gems that exist, and I want to rename all of them to make things more... streamlined. Diamonds? No. Shiny tough glassrocks.
...I've learned that migrants are mostly a nuisance, except for Legendary Masons and Blacksmiths.
...I've learned that not all dwarves are equal.
...I've learned that buggy behavior may not be buggy at all. What you see could simply be the result of the behavior of an eccentric absent-minded dwarf.
...I've learned that insanity cannot be cured. It just has to be dealt with.

143
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 10, 2010, 06:15:23 pm »
http://img704.imageshack.us/img704/1443/destroyedit.gif
Lor Izegonol got what he deserved. Also, he saved me a single lever pull. (Intended to drop them anyway). Oh well.

144
DF Dwarf Mode Discussion / Re: Contaminant Cleaning Solution
« on: May 09, 2010, 07:25:51 pm »
I build my entrance as a bridge made of grates through a waterfall
Give this man a quality hooker and one thousand dollars.
As for actual tips, I can think of:
- Is not getting covered in blood in the first place. Don't get up & close if possible. Use ranged weapons and traps instead.
- I wonder if the Bucket Squad could clean up blood? The same one that handled the initial irrigation of the farm plot. Might require digging though.
- Or why not just try to build your fortress so that it can be flooded and drained in orderly fashion, without drowning anyone.
- Could it be possible to build a shower room? A room, with a flooded room above that, and a hatch that's connected to a lever. Do this for every room in your the fortress.
- Or maybe a room with a pool in it. An entrance with a pool!

I can't be held accountable if any of these things don't work or are impractical. I'm a newb.

145
#1 Inconsistent hotkeys. Depending on the situation, scrolling down happens either with + or arrow down, and next page appears either with * or Page Down. In fact, the menus should be redesigned from scratch. The "custom stockpile" menu is the worst. That's where I hit the wrong keys all the time.
#2 Lack of item information. I would love to know the uses of various ores and metals without looking up that stuff online. The "view information" is mostly useless.
#3 Lack of decent save system. Like, multiple saves (at least 3 instead of 1), ability to continue your game right after saving without having to load, no rendering your saves useless in case your fortress fails... the obvious stuff. All this can be circumvented so easily but it's such a drag.
#4 The adventurer mode. It could be so damn awesome...
#5 Vermin remains. Just... make them go away.

As for odd dwarf behavior, I think much of it can be explained with each individual dwarf's personality. Some of them have a sense of duty and they're just not going to stop some thirst or hunger get in the way. They complain, but they see it fit to do their jobs. I would love to be able to tell them that "Hey, go ahead, there's plenty of food and beer, knock yourself out. You can do your job better afterwards! That's what you want, isn't it?"

Adding new features instead of correcting existing flaws,  it's just the sad way of the 21st century, when it comes to software. Also, complex game is complex. Things are bound to get annoying at some point. DF is really detailed, if not too much at that. There's a lot of work to be done with Dwarf Fortress.

146
DF Dwarf Mode Discussion / Re: One dwarf fortress
« on: May 08, 2010, 11:28:45 pm »
Best way to get rid of migrants is making a drawbridge trap. Dig a square room, add in a door, build a drawbridge, a lever, link both. When migrants arrive, put them in military and send them to the drawbridge room. Lock door, Pull level twice.

Sounds much more convenient than messing around with flood chambers. Also, I lol'd.

If you shut yourself off completely, you don't have to worry about migrants getting in - just leave them outside to starve. Likewise, you're safe if/when goblins siege you.

Meh, they need to die. Their names clutter the menus and the game stutters a bit, I'm guessing that's pathfinding trying to do its job. Wish a goblin attack and a migrant wave occurred at the same time sometime. A classic example of one problem taking care of the other.
I think I'll build a small gauntlet at the fort entrance, and clutter it with traps.

147
DF Dwarf Mode Discussion / One dwarf fortress
« on: May 08, 2010, 04:53:28 pm »
I have fancied the idea of Urist McGuyverLonerDwarf, the master of all trades, for a while and decided to try it out. So far things have worked, more or less. Things have progressed slowly. One of hardest things to do is to actually get your McChosenOne to be the only dwarf on the map. IIRC the migrants will stop if I they keep dying accidentally? Also, I kinda regret that I didn't modify the SPEED value, to make things happen bit faster (kinda scared of editing the files / adding lines to files midgame). I assume one could use values other than [SPEED:0] or [SPEED:1] in creature_standard.txt? What's the default? One thing I hope that will work one day is the SKILL_RATES thing, which I assume is completely broken (see the thread about skill decay). And I suppose he should start building whole bunch of traps if he is to see his 90's (72yo now)?

Now, being rather newb to DF, I don't know if there are any other considerations. He's got plenty of food and beer, so farming isn't an issue yet. What other surface threats are there that could come through a stone wall and an iron hatch? When will my McSuperHermit die for sure.

148
DF Dwarf Mode Discussion / Re: Urit McHefner.
« on: May 08, 2010, 04:32:06 pm »
But I don't want to take a magma shower :(
Knives, wolves, wives, leaves, calves, shelves, hooves. Dwarves. Elves. :|
This is the natural order of things. One day there will be chieves and prooves, among other things ( :P ). This is the only logical way for the language to develop. In fact, I'd prefer "dorfs" over "dwarfs". Or "dorves", actually.
The more I look at the title of this thread, the more I know in my heart that all this is on topic.

Anyway. It's important to keep the fish clean, and to clean your fish every day. Now, if you'll excuse me, I have some migrants to drown.

149
DF Dwarf Mode Discussion / Re: Hunter wont Hunt
« on: May 08, 2010, 03:57:47 pm »
Man, how does anyone hunt with axedwarves. I know my dwarves are always too damn slow to catch up with anything on foot. Is it because they're all so fat?

150
DF Dwarf Mode Discussion / Re: Urit McHefner.
« on: May 07, 2010, 09:38:17 pm »
As a devout grammar nazi, I dislike how it reads "dwarfs" instead of "dwarves" in that Therapist screenshot. As such, the program, no matter how sweet it looks, promotes illiteracy. A crime punishable by magma shower.

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