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Messages - rex mortis

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46
DF General Discussion / Re: Why is Dwarf Fortress fun?
« on: March 29, 2012, 04:16:27 pm »
Because I can make my own moral decisions. When I can horribly mutilate little children who cross my path, the decision not to do so is immensely satisfying. Of course, if I choose to slowly torture said children till they die, it was still my decision and immensely satisfying.

Many games force somebody else's morals on the player. I deal with that every day in my real life out of necessity. I do not need it in my games.

47
I have not had much luck yet. All of my friends who have tried Dwarf Fortress already knew of it.

However, I will not give up. One day my brother will give in and try it.

48
DF General Discussion / Re: How did you find Dwarf Fortress?
« on: March 28, 2012, 12:53:28 pm »
I am not sure but I think it was Fall From Heaven forums where I first learned of this game. It was a short while after 40D was released in 2008 and I was fairly active there at the time.

To my shame I still used Windows back then.

49
DF General Discussion / Re: Future of the Fortress
« on: March 28, 2012, 07:20:00 am »
Sweet bug fixes. Ghost issues in particular were game breaking at times.

50
DF General Discussion / Re: How do you pronounce 'Urist'?
« on: March 16, 2012, 02:33:25 am »
I pronounce it u-RIST. The 'u' is nearly silent. I also pronounce it the way those letters are pronounced in Finnish, because I have yet to say to it in anything but otherwise Finnish sentence. I suppose if I ever spoke it in an English sentence, it would be more like JUU-rist.

51
Clothes are about to be fixed. Soon, soon Dwarf Fortress will be playable again, I hope.

52
The planet's axis is tilted in such a way that the other pole is the tropics.

Such a planet might be interesting to observe.

53
DF General Discussion / Re: Future of the Fortress
« on: March 12, 2012, 09:02:27 am »
I can have a champion with his very own war dragon? I will have to experiment on estimated champion lifespan under these circumstances.

54
DF General Discussion / Re: This video made me rage, no joke.
« on: March 11, 2012, 04:55:15 pm »
It seems somewhat viable a game. It almost looks something like Dungeon Keeper should have been. The biggest downside is playing dwarves, which is a big downside in Dwarf Fortress as well.

I will wait for a Dungeon Keeper mod. At least it might be patched by then. And the price will probably go down. I might pay up to 20€ for it. Hopefully they include decent modding tools.

And Paradox is good. It does not matter if they release games even more buggy than some other publishers. At least, Paradox has yet to piss me off like EA, Activision and Ubisoft.

55
DF General Discussion / Re: Future of the Fortress
« on: March 10, 2012, 02:54:18 pm »
Goodb... errr... good riddance, dungeon master. I will not miss you.

56
Climbing Korin's tower used to be a bitch, lore wise. Man, imagine the torment involved in building it! (Dwarves did it, naturally.)
An obvious megaproject for anyone playing this mod.

57
DF General Discussion / Re: Future of the Fortress
« on: February 18, 2012, 07:52:10 am »
What does "Villager/farmer schedules/activities" entail in the next release? Simple daily activities such as meals and work only? Or do you plan to have things such as attending religious ceremonies at specific locations of worship at specific times? Will farmers make trips to towns to sell food after harvest? Would they halt their activities for a short while to exchange a few pleasantries between friends?

How rigid would the schedules be? Would a farmer postpone the aforementioned town trip if it was raining or would he wait for better weather?


I assume all or at least most of this could be observed in adventure mode, otherwise it would be rather pointless.

58
Good:
  • Towns, finally. Not perfect, but I did not expect them to be.
  • Hunger and thirst in adventure mode. Finally a reason to butcher the random critters I execute.
  • I like the travel map.
Bad:
  • The only weaponsmith's shop was full of silver crap. The only armorsmith's shop was empty.
  • Too many elves in my human capital.

59
Exactly as darkflagrance said: All militia needs masterwork steel arms and armour. It is always preferable to have spares around too. The next step is making hallways of death filled with masterwork steel serrated discs and menacing spikes in traps. Excess steel, if there ever is some, can be made into magma safe pumps, or absurdly expensive statues to boost room value. Finally, it is not proper to bury a dwarven warrior in anything less than a masterwork steel sarcophagus.

Consider that even a legendary+5 smith will make roughly 1 masterwork out of 4 produced items, the rest is recyclable garbage. And some of the steel is lost when melting. And I did not even get started with fuel yet. Magma is a cheap alternative, but magma sea is usually very deep and I dislike volcanoes.

60
DF General Discussion / Re: How Long do you stand?
« on: February 10, 2012, 06:57:36 pm »
Most of them get abandoned before summer, many before I unpause for the first time. However, the few I choose to play might last up to 2 or 3 years. By that point, micromanaging dwarves' labour settings is too much of a chore. It used to be better before attribute and skill rust.

Also, losing too many of my pet dwarves, usually the original seven, is grounds for abandon. They are the ones I have greatest emotional attachment to. The vast hordes of migrants rarely interest me.

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