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Messages - Mickey Blue

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181
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 17, 2011, 05:16:55 pm »
So I noticed this game sort of stutters (for lack of a better word) on one computer than on another, basically if I continually walk it will pause for a split second every three or four seconds.  The odd thing is that this computer is better than another one where it works fine. 

What could be the cause of this?

182
Other Games / Re: How did you last die?
« on: November 17, 2011, 11:58:04 am »
Swarmed by zombies in a gun store of all places.. Just didn't have time to get armed and reload..

Spoiler (click to show/hide)

183
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 17, 2011, 12:34:06 am »
So from scanning the thread it seems like you can play on a server, is that like multiplayer?

I'm having trouble following the directions and its hard to tell whats what over five hundred plus pages and multiple versions.

184
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 16, 2011, 07:41:08 pm »
Ok this looks awesome, some questions:

1) Do I have to download every version on this* page or just the most recent one?

2) Is there any way to get fullscreen?

*https://github.com/aposos/Cataclysm/downloads


Just started out, fun so far if confusing (which, if I recall, is exactly the thought about Dwarf Fortress so many years ago).

185
Just signed up, I don't know how to do anything yet (and haven't gotten through this thread yet) but if people are still doing this let me know how to visit your city.

186
DF Gameplay Questions / Re: does this happen alot?
« on: November 16, 2011, 04:25:21 pm »
Indeed I don't bother with any creatures that require a huge pasture size.. Actually for food I generally use birds, pigs and sheep, depending on my mood.

188
DF Gameplay Questions / Re: Carnivores please answer.
« on: November 16, 2011, 01:20:33 pm »
Lobsters die the moment they hit the boiling water, if it makes you feel any better, and they are about the same level of evolution as cockroaches which odds are people don't have an issue with killing.

That aside, yes it makes no sense that you cannot butcher an animal that has just died, even if its not the ideal today in the twelfth century in a hole in the wall where a bunch of half naked creatures are starving to death I doubt they'd be put off, heck I imagine they'd eat it raw.

That said (umm.. Again..) in the current version you cannot butcher a dead animal so if you have no other plans for them you should just butcher them, get the food, bone, skull and leather.

189
DF Dwarf Mode Discussion / Re: A Challenge
« on: November 16, 2011, 01:15:25 pm »
raw gems, totems, skulls, chairs.. Pretty much any good produced really.

190
DF Dwarf Mode Discussion / Re: Mostly marksdwarves?
« on: November 15, 2011, 05:11:50 pm »
I use both but use mostly melee, oddly I went from using mostly marksdwarves to mostly melee because I wanted more of a challenge.  Normally I have three layers of military; 'fodder' at the front, they are untrained melee with whatever equipment they want.  The next layer is skilled melee (a mix of piercing, slashing, and blunt), then in back marksdwarves (sometimes if I have the appropriate buildings I put them in an elevated position).  Overall I'd say I have a three to one ratio of melee to ranged though.

I do think the easiest way of defending a for with military is marksdwarves on top of a wall and completely walled in.

191
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 14, 2011, 06:14:42 pm »
Have fun with that, ever since I've started embracing the military I've gotten so much more out of this game.  There is something exciting about having two forces clash and not being sure who will win (as opposed to knowing that nothing will survive your trap hallway).

Well my fortress is sitting on a mountain of gold.. But seemingly no other metal.  I should be able to use this to buy whatever I need, I'll have to procure some other ore and metal before the enemies arrive.

192
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 14, 2011, 04:06:14 pm »
+Craftburned+

Founded in 250 in a world with no caverns, working hard to get my fortress up and running before the hordes arrive (FDII), gathering up plants from the surface to get some rudimentary farming going.

193
DF Gameplay Questions / Re: embark
« on: November 14, 2011, 02:05:34 pm »
I usually like lots of trees (I don't use magma for fuel so I need them to burn) and various animals for different production (milk, wool, protection and of course meat).  I usually bring a cat too, now that we can keep them pastured I keep it in my food stores to take out pests.

194
DF Dwarf Mode Discussion / Re: Why dig deep?
« on: November 14, 2011, 12:54:55 am »
Immortality means you never will die from natural causes (old age basically), the word I think people are thinking of is 'invincibility' which means you cannot be killed.

An immortal creature will live forever unless its killed (or dies from an accident or runs out of food or whatever), it will never die of old age.  An invincible creature is impervious to all attack and cannot die (unless hit by a projectile fluffy wambler).

As for magma.. I never touch the stuff for fuel anymore.  To me its one more 'easy mode' thing these days (by which I mean its available on every map, its easy to find, its easy to use, and gives you unlimited fuel).  Using magma for traps is something I don't personally bother with either but at least weaponizing it requires some skill and ingenuity, that I can respect.

As for the OP; digging down (as has been stated) gives you access (often) to more metal, gems, the caverns (which have interesting monsters and other features in them), flux stone, magma, and ultimately..

(spoilers)

Spoiler (click to show/hide)

Whether these things are things you want or not is up to you.  Depending on your mods or gameplay settings the surface world can be as much or more dangerous than anything you'll find below (short of the bit spoilerspaced above), for example using mods such as Fortress Defense will add literally hundreds of enemies to come after you.

As for dangers.. That is sort of what this game is about (unless you are using it to make megaprojects).  Coming up with more challenges is the way a lot of people play, and eventually the tried and true standard of "Build walls and fortifications and drawbridges and have crossbow dwarves pepper the enemies with bolts until they die or leave" gets dull (to many of us). 

195
DF Gameplay Questions / Re: Starting suggestions?
« on: November 12, 2011, 07:06:20 pm »
Quote
I want to play on a map that has things that attack me yet still gives me some time to set up.

There is no set answer cause sometimes you just draw the unlucky card more than others (I have spent time in terrifying biomes where I don't see anything more savage then the odd skeletal fox for years and biomes where I am attacked by werewolves right on the outset.  That said I think your best bet would be a 'savage' (untamed wilds for example) biome that is not evil (so untamed/joyous wilds).  That will have a fair few creatures looking to cause you trouble without having hordes of zombies and the undead (plus right now undead suck).

Quote
What should I put into the search specifics when I use the find desired location?

I never use that thing anymore, I just cruise around with the curser until I find something I like.  That said I'd search for something savage (mentioned above) with a water source (aquifer ideally if you can handle them, or a brook/river), trees, other plants, etc.  Also check to make sure there are other races (both to trade with and fight) where you are.

Quote
Also I dont plant on setting up a military and want to rely on traps. What types of dwarves do I need?

Well traps I assume are linked to mechanics but I don't think you really need anybody special to make them well or quickly.  You'll want lots of wood or metal for cages and lots of metal for weapons for weapon traps (you can also use stone fall traps until you get better ones). 

Quote
What skills should they have? mining masonry mechanics grower brewer woodcutter etc.

Well trap issues aside, I normally embark with a setup more geared towards military that said some good training to have (in no particular order) would be..

Farming/Cooking/Brewing: Aside from using this as an industry its always good to get your food stuffs going quickly, starving is a common cause of death particularly for new players.

Mining/Woodchopping: This is a toss up cause these skills will grow fast but at the same time it does save a lot of time early on.

Medical: Always good to have a doctor on hand.

Broker/Clerk: Good to have some skills for your future broker and clerk to keep your fortress running smoothly.

Weaponsmith: Make nicer weapons for those weapon traps

If you do decide you want to set up a military in an embark its good to have a few military dwarves (ambusher/archer, weapon/shield, etc) to head out with.

Quote
what materials hould i bring?

Food and drink (I usually go with what they default you to as its more than enough for me to get by with without me having to worry about setting industry up too quickly, but if you are new you may want to take a little more), a few craft materials (leather, gems, cloth, etc) in case you get an early 'mood', some picks and axes for production, some rock if you are going somewhere that has an aquifer, and some animals for food/materials and/or protection (I normally take a few dogs to use for protection and a a few turkeys for food and materials (leather specifically). 

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