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Messages - Angry Bob

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1
I think he means share the most Fun evil mist/rain you've encountered.

2
DF Dwarf Mode Discussion / Re: ZOMBIE SPIRAL!!!!
« on: February 16, 2012, 01:47:33 pm »
Do we know if vampires zombify?

3
DF Dwarf Mode Discussion / Re: Names you assign to noteworthy dwarves?
« on: September 27, 2011, 08:19:11 am »
I give my elites(my original military that's spent the longest in the danger room) the title "Terminator" once they get dressed in blue stuff, but don't remember giving anyone a special name.

4
DF Dwarf Mode Discussion / Re: Dwarven Minesweeper
« on: September 09, 2011, 02:30:06 pm »
Okay, since I'm starting from scratch, I think I might use the water level w/hatches for mines. Does anyone know if standing water(as per the design put forward earlier by Damiem, with two water layers on top of each other) evaporates when the fort is reloaded for a reclaim or for adventure mode?

5
DF Dwarf Mode Discussion / Re: Dwarven Minesweeper
« on: September 08, 2011, 07:43:03 pm »
... I am sufficiently intimidated. Would you be insulted if I stuck to a simpler design? I'm not really playing a whole lot right now that school's back in and that looks like an awful lot to organize, construct, and debug(and debug again).

6
DF Dwarf Mode Discussion / Re: Dwarven Minesweeper
« on: September 08, 2011, 06:33:19 pm »
Huh. Interest goes back up as soon as it's inevitable that I'll have to start from scratch.

Since I'm starting from scratch anyway, I guess now is as good a time as ever to learn dwarven computing. Nil, do you have a handy schematic for a tile so I can get an idea of what I'm building?

I think the main reason I wanted to stay away from adventure mode is that I didn't know how many of the necessary mechanics would carry over. Do pumps still pump, does standing water change levels, and such. I'd have to know how much of what worked how before I could adapt it for adventure mode.

7
DF Dwarf Mode Discussion / Re: Dwarven Minesweeper
« on: September 08, 2011, 04:32:46 pm »
FPS death. :( I guess I should have started with a fresh fort.

If I ever do so, I'll be sure to update it, but I suspect the new release will be rolling around by then and I'll have that on my hands instead of this.

8
DF Dwarf Mode Discussion / Re: Pet Ghosts
« on: September 06, 2011, 02:07:28 pm »
I forget if this has already been suggested, but try checking the deceased's relationships for grudges?

9
DF Dwarf Mode Discussion / Re: Dwarven Minesweeper
« on: September 05, 2011, 09:29:33 pm »
I would use fluid numbers to indicate empty cells as fluid levels show from the cell above a pit, easy to read and no chance of it starving, running away, etc. Also, rather than connecting the "mine" levers to hatches I would connect them to the doomsday device trigger and connect the mine-hatches to a different lever than deconstructing it. You wouldn't be able to tell the difference with out checking the lever to see what it can/can't connect to.

Of course, if you were as unlucky as me you would pull the mined lever first...

Spoiler: example (click to show/hide)

Reading this post, I realized that ponds fill one water level at a time. Does water in a sealed chamber evaporate over time? Because it could be a problem if it does. If you could do the same with magma, maybe, but I can't think of a way to move magma with any kind of finesse or precision.

If you want to build a minsweeper system that uses this setup, I'd be glad to play it, but my construction is already well underway and It's taking a longass time just to make the mechanisms I'm already going to need.

Would this all work better if you reclaimed before playing, and the background stuff was sealed off? That way you couldn't cheat accidentally.

10
DF Dwarf Mode Discussion / Re: Urist McKenzie, The Original Party Dwarf
« on: September 05, 2011, 05:27:24 pm »
Megadwarf Endurance Bonus: Put on club music. If at any point you a) are not playing club music while running this fort or b) flay yourself alive with your own brain stem, you lose.

Actually, accomplishing the second one would net you a Dwarf Bonus of some sort anyway. But whatever. The challenge stands.

11
DF Dwarf Mode Discussion / Re: Dwarven Minesweeper
« on: September 05, 2011, 12:58:56 pm »
I think I'll just use animal/animal corpses/other items and key the first letter to the number. Pulling a lever and having an alpaca dropped on your head signals that you have one mine next to you, getting a bear signals two, etc. I'm seeing a shortage of {e} animals, though. I suppose I'll have to use elves or elf parts for that. Better start setting up cage traps around the depot.

Distributing the magma is going to take some time. I've build the board down near the magma sea, but I'll have to rig up a series of pumps and magma ducts to actually get the magma where I want it. I may also just get everything else ready, and then floor over all of the niches that aren't mines and flood the dispenser room with magma.

In other news, a weaponsmith retreated from society and immediatelty grabbed iron, so that's going well at least.

12
DF Dwarf Mode Discussion / Dwarven Minesweeper
« on: September 04, 2011, 10:40:22 pm »
Since I don't want to hijack the thread named [spoilers] Minesweeper, I'll put my idea here. Basically, I'll design and construct a working game of minesweeper within a fort, with its own dwarfy variations. Once completed and test-driven, I'll upload it for other forumgoers to try out.

I'm building it in an existing fort, just because the mass-production capability is already there.

I've got the basic idea down:

A room full of levers. Pulling a lever causes a hatch above it to dispense something.
Warning numbers could be a mix of animals and items of furniture, each designated as a particular number("this lever has X mines next to it"). An alpaca(or alpaca corpse, if it takes that long) might indicate "1" and so on.
The mines themselves could simply dispense magma, but I could include other things. Perhaps a fully-armed goblin prisoner or an untamed aggressive animal. Most likely a goblin, just because it won't die of starvation. More creatively, the entire room could be lined with pressure plates responding to magma, so when one dwarf pulls the wrong lever, not only does he or she die, but the spear traps scattered throughout the high-traffic tunnels activate, the farm area floods, and the magma tap in the break room turns on.

I expect slow going to begin with, since the fort I'm using is running at fairly low FPS and I need an assload of hatches and mechanisms, and I fear my laptop overheating, but if it cools down sufficiently where I am, we should see rapid progress. What this thread is for at this point is just to accumulate design suggestions and ego-stroking.

tl;dr: I'm building dwarven minesweeper. Supply suggestions for design and application.

Progress thus far, will be updated as various stages are completed:

Ordered the construction of a truly staggering quantity of hatches and mechanisms. My "board" is 11x11, and I'll need three mechanisms for each square, not including other related miscellanea. So, a lot of mechanisms.

Excavated everything I'll need to. Still needs some of the holes, but that won't take nearly as long.

13
DF Dwarf Mode Discussion / Re: [Spoilers] Minesweeper
« on: September 04, 2011, 01:22:18 am »
Man I gota' say I was looking forward to see a minesweeper game in Dwarf Fortress. But more to the point I just never really use the stuff to much work when iron and steel works fine in my military with legendary dwarves.

Create a minesweeper setup in a fort. Then have someone else reclaim - everything will be obscured again. I vaguely recall there being a utility that re-obscures stuff, if we wanted to be less dwarfy or avoid reclaim-related weirdness. Doable?

Possible setup: Build an otherwise solid wall with a few holes. Put pressure plates in those holes. Make an apocalypse device hooked to those pressure plates that trigger when there's less than 7/7 water or magma on the plate. Game is played by deconstructing sections of the wall. When the wrong one is removed, the fort explodes. I suppose this makes the "mines" occupy a 3x3 area, though. "Number of adjacent mines" could simply be indicated with different wall colors.

Other possible setup: Huge area of levers. Attach a certain number of them to domesday device, the rest to something harmless(no cheating!). This one is easier and therefore less dwarfy, but on the other hand I don't have any experience with pressure plates so I have no idea how I'd go about setting up the former, if it would work at all.

14
Aren't these the kinds of stories that result in the maimed/trapped creature developing psychic powers?

Are you implying that this would be a bad thing?

FUN FOR THE FUN GOD

15
DF Adventure Mode Discussion / Re: Draw your adventures
« on: August 28, 2011, 12:40:16 pm »
I have a modest comic/art request.

Spoiler (click to show/hide)

Take note of the first kill on the list.

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