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Messages - Anathema

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181
This puddle of yours - does it have waves? Which direction do they go, if so? I mean it should, being an 'ocean'..

182
Next update has more to do with adventure mode I think - it's focused on developing towns, their inhabitants and industries, the sewers/catacombs beneath them, and various unpleasant critters that can live therein.

Some of the new creatures/syndromes will spill over into fortress mode - supposedly you can get invaded by a necromancer that can literally raise the dead, or a werewolf that can bite dwarves and pass werewolf-ism onto them, and so on. All the town changes might affect what traders bring as well.

But anyway, it doesn't sound like there will be any difference in how basic fortress mode stuff works, just changes to the world outside the fortress and how it interacts with you, i.e. invaders/wild creatures/traders. Which is definitely awesome in its own way, but not the kind of thing you worry much about in a noob tutorial.

183
DF General Discussion / Re: PC Gamer features Dwarf Fortress
« on: August 10, 2011, 03:10:03 pm »
"Soon" can be anywhere from 3 weeks to 3 years, so don't get your hopes too high up. All the same, should be a very interesting change. A bit annoying, though, since if you want more you have to dig down; switching z-levels just to mine is going to get old quickly.

I once read that he plans to do some kind of "mine out entire vein" command eventually. Hopefully that would go in at the same time as 3d veins, whenever that may be.

184
DF Dwarf Mode Discussion / Re: Simple Fort Designs
« on: August 09, 2011, 05:51:12 pm »
Build vertical. It is quicker to go up/down a flight of stairs than a 20-tile hallway.

What if your dwarf trips and falls, say, down 50 flights of stairs?

You know I've heard that's possible, but I've never seen it happen. And I always build my forts around up/down stairs going down 50+ z-levels, I've even had dwarves fighting off invaders on the stairwells, never seen a falling injury on them.

The only time I get falling injuries is when open space is involved, i.e. when I get taken by a mood and replace my stairwell with a fancy spiral ramp that circles an open shaft. Which, by the way, makes for hilariously Fun combat. Picture your civilians happily hauling things around your ramp, entirely unaware that a siege is being fought off 10 or 20 levels higher.. until a goblin goes splat at the bottom, miraculously survives, and attempts to chase your haulers one or two steps at a time, in between giving in to the pain of his 7 broken bones.

185
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: August 09, 2011, 05:36:00 pm »
So what are you saying, to train my cave crabs and dogs to war animals to dispatch them, or what?

I think he means that giant beetles are more aggressive than most animals because (like dogs and crabs) they're meant to be used as war animals. So take advantage of their fierceness, any giant beetles you get as pack animals can be trained into war animals.

I usually get one or two free after embarking, and the occasional one with migrant waves, they're certainly more useful than the old mules and horses and such.

186
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: August 09, 2011, 05:23:24 pm »
I really like the giant ants, myself. And giant beetles, and wild land striders - and the new giant badgers from vanilla, for that matter.

Too many unspeakable horrors of the overground have gone the way of Elephants and Carp and Undeads: pacified until they run in fear from your plant gatherers, or nerfed until a kitten can slaughter them. The surface needs some danger.

187
DF Dwarf Mode Discussion / Re: Tower Layout?
« on: August 09, 2011, 05:16:27 pm »
Incidentally, it's not magma anymore if you pump it up into an above-ground tower. It's lava :P

188
DF Dwarf Mode Discussion / Re: Tower Layout?
« on: August 09, 2011, 05:07:51 pm »
I can always find something to stuff into a tower, pretty similar to what has already been posted, I guess: anything military-related that doesn't encourage civilians to wander around the tower, they remain "safely" underground. Depending on how high it gets I fill it with:

Level 1 (ground level): ballistae!
Level 2-3: Marksdwarves. Lots of marksdwarves. Also ammo storage.
Level 4-6: Barracks, archery range, ammo/armor/weapon storage.
Level 7+ (rarely get this far): tombs, military officer quarters/offices, whatever seems appropriate to the military theme.

I don't build them much higher than that, I tend to prefer above-ground fortresses of several 2-5ish level towers linked by walkable walls and such, I rarely build one huge tower more than 5 levels (designating those things level-by-level is just a pain).

189
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: August 06, 2011, 08:43:03 pm »
Every single GODDAMN game I play as a race other than human, normal elf or dwarf, the civilization I'm in suddenly turns hostile towards me, even though I didn't do ANYTHING. Is this a bug? Has anyone else experienced this?


EDIT: This is in adventure mode. What gives with this?

Yeah, I've seen that too. Here's what I think is happening: in vanilla DF, elf/dwarf towns aren't implemented, only human towns - so if you start an elf/dwarf adventurer, it looks for a functioning town to put you in, which is no problem since the humans are friendly with you. But this becomes a problem in CivForge, when it looks for a town to start you in, it sometimes picks a Sand Raider or Dyansauri or whatever town, and they can be hostile to your civilization.

Edit: Wait, maybe I misread. Are you saying it happens when you pick a race other than elf/dwarf? 'Cause I get it all the time with dwarf adventurers, if you're talking about Frost Giant or Dyansauri or whoever, I've little experience with them. The problem may be similar, though.

190
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: August 06, 2011, 12:28:40 pm »
Land Striders, Wolly Mammoths, and Elephants can all carry a great deal. Land Striders are the major one, though.

So Mammoths are still Wolly in your version, eh? Sorry, I have to laugh every time I see that typo :P

Also, beware wild Land Striders: they're huge and very deadly, they're like the Elephants of the Boatmurdered era reborn. You even gave them horns. I had an embark last week wiped out within minutes by a single zombie land strider, it wasn't pretty.

191
You have to build a labyrinth. It's traditional. Then carefully coax/drop the minotaur into the maze somehow (if you leave a kitten inside, and it's the only creature the minotaur can path to, he should go for it). Finally create a floor hatch or drawbridge that drops incoming goblins into the maze - it can be triggered by a pressure plate if you want to be fancy, or manually by lever otherwise. As a backup you can have some cage traps to snag any goblins that make it past your elaborate pressure plate+drawbrige, and pit them into the labyrinth manually.

By the way, keep in mind that one needn't build a truly epic labyrinth all at once. You can start out with a modest labyrinth, just be sure to build it with a bunch of exits on each side blocked off by floodgates or raised drawbridges. Add minotaur, then continue expanding your maze adjacent to the blocked exits, unblocking them as new sections of it are finished.

192
Toady is beholden to no man and spends every day doing the thing he loves. Presidents and Kings can't say that about themselves. Toady doesn't need any lectures from dim-witted libertarian retreads about how he ought to be spending his life.

Hey now, hold on a second. I hate to get involved in this thread, but some errors (probably innocent, but an error nonetheless) beg correction.

The core of all Libertarianism is individual liberty (it's kinda where the name comes from, you know?). According to a Libertarian who actually understands their philosophy, no one - usually the government, but this also includes our friend Sean - has the right to tell you how to live your personal life or carry out your business, so long as doing so does not infringe on someone else's right to do the same. This belief is usually interpreted to support pure capitalism (i.e. the Libertarians tend to think that the government should not run the postal service, or get involved in business at all via things like subsidies). There is however no rational way it can be interpreted to support a crazy who thinks it's morally wrong to run your business a certain way he doesn't approve of, a way that harms no one even if it isn't strictly capitalistic, that impingement on personal liberty is in fact the very opposite of Libertarianism.

Now, I am aware the internet abounds in people who willfully misinterpret politics/religion/philosophy/etc. to lend credibility to whatever personal opinion they want to spread, it's easy to associate such a person with whatever belief system they abuse, so don't take this personally - I'm just trying to clear up a misconception. And I'm honestly not trying to support Libertarianism in particular either - I'd give you a similar post if you tried to associate Socialism with this guy, which would be an error of equal magnitude, although for entirely different reasons. It would be an insult to any political party or philosophy to associate it with this guy, but as Larry Niven said: "There is no cause so right that one cannot find a fool following it."

193
I feel I should play devil's advocate and point out that ads aren't necessarily intrusive, offensive, malware-laden, evil and harmful to a site's reputation. Many are, sure, but some sites are able to advertise tastefully, or at least harmlessly. For example Penny Arcade has a stated policy of only advertising games they've played and approve of, and thus their ads tend to stick more or less to what readers might want to see. Some lesser-known webcomics I read like to share advertisement with other similar webcomics, which is great for all of them. I go to Gamespot and see ads for the same kind of games I go there to read reviews of; sometimes they're terrible games I'm not interested in, but the content is appropriate and I can't complain. And while I don't doubt the horror stories of some ads spreading malware, well, all I can say is my pc has never caught anything while visiting reputable sites.

The point is that ads can be carefully chosen to have content matching what people visit the site for, such that they don't hurt the site, and maybe even advertise something you'd be interested to find out about; it can be a win for everyone. That being said.. I have difficulty imagining any ads with content appropriate to Dwarf Fortress. Toady could advertise mainstream games he approves of, except he doesn't play them, and he's hardly in Penny Arcade's position to review games prerelease (i.e. when they do the most advertising) even if he wanted to. Or he could share advertising with games similar to Dwarf Fortress.. er.. wait, what similar games?

So I'm not against Bay12 helping to support itself with advertising (in theory), I think ads can be a win-win if they're appropriate to the website, I just can't think what could possibly be appropriate ad content for Bay12.

194
You ruined the one-line posts, good job.

Please. I never stoop to one-line posts. [Fake edit: crap.]

195
I had a dormitory first but then I thought it'd be nice to build some individual apartments for all these little people. But while building them more and more migrants arrive that are quite useless to me because I don't need the jobs that they are good at right now. So I can't even keep up building rooms for them at the rate they are coming in. And now I see some goof came in claiming to be a freaking mayor!

Hah. Welcome to Dwarf Fortress - you've just had the classic DF experience, really that's how most games go. In all seriousness though, migrants do have their uses, finding something useful for them all to do is one of the game's essential challenges. Sure, you could limit your population in the init file, but you may as well shave your beard and start growing rope reed to export while you're at it (hint: these are despicable Elven characteristics).

The easy answer is to put them all in squads, make a barracks and get them all to start training, more warm bodies between you and the inevitable goblin siege is never a bad thing. But really they can do anything you want them to, a dwarf's starting skills are just a head start, they do not limit what he's capable of. Give your cheesemaker a couple years to practice and he can be a weaponsmith, a cook, a stonecrafter, an axedwarf, you name it. To speed up his retraining, turn off all labors except the one you want to level up, and make sure he always has plenty of work to do. And yes, Dwarf Therapist is essential.

Nobles such as your mayor, on the other hand.. really don't provide much benefit (with some limited exceptions, i.e. manager, bookkeeper, doctor), keeping them satisfied is an optional extra difficulty setting. Migrants are an opportunity that can be difficult to take advantage of, nobles are just plain difficult.

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