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841
DF Gameplay Questions / Re: Human caravans
« on: June 29, 2010, 04:36:39 pm »
I am having a similar issue, with Elves and Humans. After two years I haven't seen any caravans. I almost aways check when I go to pick a site that everyone has access and that no one is at war. Any ideas?

Do you check before, or after you embark? I think it's possible that while they have access to that region, they don't have it to that specific embark site. Either way, caravans are slightly buggy, so all we can do is hope.

Oh, is this on one embark site, or a recurring issue?

842
DF Suggestions / Re: Restless undead
« on: June 29, 2010, 02:58:24 pm »
I have no idea what programming language Toady uses
I believe that he said somewhere that it's in C++.

843
DF Gameplay Questions / Re: Military, Hospital and Burrows
« on: June 29, 2010, 01:50:48 pm »
What I have found with burrows is that when a dwarf is assigned to the burrow, he is not forced to stay in that burrow.  Rather, he is prevented from taking any jobs that deal with objects outside that burrow.  So he won't go pick up a stray sock on the surface, or cut down a tree, but a dwarf who is already on the surface when the underground burrow alert is sounded will not immediately be forced to run underground, and won't run underground unless there's a job for him there.  So if you set a small empty room inside and assign all your dwarves to that burrow, anyone outside it will cancel what they're doing, but will then just idle around or fall asleep where they are unless there's an urgent job for them to do in that burrow.  Essentially burrows act as a selective forbidding of materials and jobs outside them, but don't restrict movement or pathing at all, and don't compel idle dwarves to move into or stay in the burrow.

This can't be right. I use burrows when I want to kill off a certain portion of my population, and they all run straight to it. As an example, I created a burrow under my raised drawbridge, assigned every that was to be sacrificed to it, and they all blindly ran to their deaths.

844
DF Dwarf Mode Discussion / Longest Fight of All Time
« on: June 29, 2010, 01:28:55 pm »
Some dwarven merchants came to trade. Okay, sounds fun. until Urist McFarmer entered into a berserk rage. He ran straight through the entire fortress, found the merchant, and began assaulting him. Now, the caravan guards had been fighting off a goblin ambush when the season changed. At the season change, both guards and goblins vanished. Go figure.

So, unprotected, the merchant was forced to fight off Urist McPsycho with his own two fists. Since neither of them were armed or armoured, the fight started to last a little while. Watching the scene play out, I noticed something- they were healing faster than they were getting hurt. O.o

As a result, the fight dragged on, and on, and on, until I forgot about it. I came back later, and sure enough, they were still going at it halfway across the map on a mountainside. Neither had any injuries. The fight continued until Urist McDidn'tPlanAhead died of thirst.

That took a while.

Now, the merchant just stands around my trade depot, which is still full of his goods, with no apparent intention of packing up and leaving, which he was supposed to do months ago. Despite this, I cannot trade with him. I wonder- what will happen when the elves arrive in spring?

845
DF Suggestions / Re: Ui fund?
« on: June 29, 2010, 12:40:40 pm »
.... yet you stalk the forums?

O.o

Stalking?  Not at all.  If the UI was fixed, I'd play the game and donate.  That's what this thread is about, donating for a UI fund.
Well, Toady has said UI improvements will be rolled out slowly over the entire course of development, so I don't think that's going to happen, unfortunately/fortunately, (depending how you look at it).

846
DF Suggestions / Re: Ui fund?
« on: June 29, 2010, 12:32:37 pm »
If the UI bothers people so badly, why are they still playing and donating?

FYI, I'm sure that I'm not alone in not currently playing and not donating.  The game UI and lack of documentation has turned me off.

.... yet you stalk the forums?

O.o

847
DF Gameplay Questions / Re: Volcanos
« on: June 29, 2010, 11:35:16 am »
Had a world generated a while ago with something around 120-150 volcanoes. After a lot of rejects (not sure if i got any from the volcanoes though since there were all kinds of other extreme settings giving rejects). Got a message and selected something like "accept all rejects and continue". Been playing two forts and a couple of adventurers on that world. So I don't think a high amount of volcanoes break the world.

edit: By the way, on the topic of volcanoes. Do all of them have such high cliffs around them? Even when on grasslands or forests. Looking for a way to get a reasonably flat map with magma at ground level.

Maybe carving the mountain off the volcano is the way to go. . .  :D

I had one map where about 50% was flat plain and then rapidly sloped up to the volcano, the mouth of which was on another flat plain, about 20 Z levels up. So, I guess it depends.

848
DF Gameplay Questions / Re: Volcanos
« on: June 28, 2010, 11:11:57 pm »
I just noticed this:
"volcanoes" is not spelled right
just letting you know.


849
DF Suggestions / Re: Restless undead
« on: June 28, 2010, 09:04:12 pm »
I think this would be super Fun.

Suggestions:
Decapitation = dead zombie. As in, dead.
Underground is pre-populated with Zeds. IE, you're in a "ghoul biome" or whatever, and you're digging out your dining hall, when your miners strike something surprising. Water? No. Magma? No. The living dead.

Also, would they be fast zombies (ala Left 4 Dead or the 28... Later series) or shamblers (ala Romero)?
Or perhaps some of both?

Urist McDwarf is killed by zombie, comes back as fast zombie.
Urist McZombie is killed by axedwarf, comes back as slow zombie (due to rotting/structural damage, etc)
X months later, Urist McZombie comes back as a skeleton (is now fast again).

or some-such.

850
if you want to give visitors a real puzzle, embark in temperate or cold biome and dig a ramp down through a frozen body of water (murky pool or river) into the riverbed. Move stuff inside, dig fort as normal and place a wall where your lower ramp was.

When the river melts (hence you need temperate/cold) the ice ramp will vanish - the only sign of your fort then is a single "floor" tile in the riverbed, hidden by water in summer and ice in winter. Now there is absolutely NO visible sign of your fort. Magical disappearing dwarves!

This is just as accomplishable in warmer climates- just dig into the bottom of a cliff and then collapse a few z levels of rock where your entrance used to be.

851
He said impenetrable, not Dwarfy.  Here's how to make a completely Dwarfy fortress:

1. Dig down until you find magma.  If you don't find magma, you didn't dig far enough down; and you call yourself a Dwarf?
2. Build an overly elaborate system of collapsible ceilings to exploit hydraulics and force sixty metric tonnes of magma to the surface.  Who needs pumps?
3. Set up an elaborate series of traps involving said magma, complete with recapture system.  No Dwarf worth his beard wastes molten rocks!
4. Conveniently "forget" to build a front door before your trap halls.  Goblins fall for it every time.
5. Make damn sure the traps can potentially backfire and flood your base with magma.  Dwarves love a good fire-and-brimstone bath.
6. Have the whole thing go to hell during a siege some time around year 5 because you forgot about that back tunnel into the fortress you built in year 2 to get rid of all the rotting Goblin carcasses.  Oops?
7. Reclaim, of course!  Dwarves never surrender!
8. Repeat steps 5, 6 and 7 as many times as it takes to fill an overly elaborate catacomb system (buried in magma, because that's the Dwarf way) with Dwarf corpses.  Strike the earth, then become one with the earth!
You forgot to sacrifice elves to Armok every year, as thanks for the blessing of mamga.

Why stop at elves?

852
How to build a completely impenetrable fortress.
That's not very dwarfy.

853
DF Suggestions / Re: Suggestion: Time limits on players!
« on: June 27, 2010, 01:33:18 pm »
No. I stopped playing after I got tired of reading "lol" and l33t-sp34k. Immersion is impossible with that kind of interference!

That, and the art was ugly.

Quote
art

854
DF Suggestions / Re: Dwarf Personal enemies
« on: June 27, 2010, 12:32:58 pm »
Yeah, tantrum spirals are unrealistic, IMO. I think realistically, a lot of people hate each other, but they only resort to killing when something pushes them over the edge.
I agree. If you imagine some of the things these poor sods are put through (just think about boatmurdered...) you'd think they'd be more likely to curl up and die than anything else.

855
DF Gameplay Questions / Re: No immigration without caravans?
« on: June 27, 2010, 12:28:25 pm »
It has been 8 years. 11 adults, 14 children now.

No caravans. No contact with outside world. Only other living things we ecountered are hippos in river, cougars and groundhogs.

We are strong, we will rebuild. Eventually.
Have you tried trading with the hippos?

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