Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Oboro

Pages: 1 [2] 3 4 5
16
DF Suggestions / Re: Too many strange moods?
« on: September 01, 2006, 03:36:00 pm »
I had four out of five possessions/moods fail in my most recent fortress because of poor timing. Without fail, they would come right after I discovered one of the geologic features of the mountain, meaning that the dwarves requests' incorporated materials found BEYOND that feature, materials I was not able to scrounge up in time to save the poor fellows.

And yes, that accounts for three of the four, and the fourth was because a metalsmith required a lava forge to work with, and I hadn't even discovered any iron yet despite my best efforts, so he was just a dead man walking.


17
DF Suggestions / Re: Using Pause to Your Advantage
« on: September 01, 2006, 03:30:00 pm »
quote:
Originally posted by UncleSporky:
<STRONG>One reason that wouldn't necessarily work is that the dwarves don't check for jobs...the jobs check for dwarves.  Seriously.</STRONG>
This has zero bearing on his suggestion, just change the wording of it slightly. When we pause, every building that has a job queued sends out its call.

18
DF Suggestions / Lever linking resumable
« on: August 28, 2006, 09:30:00 pm »
It's taking forever to link my levers because inevitably, sometime during the very long process of hauling the mechanisms from the stockpile to the bridge and then linking it there, and then going and getting another mechanism and having to link that to the lever, the mechanic or whoever gets hungry or thirsty or tired.

And then the job needs to start all over again, and the same thing will happen.

Can this be made into two separate jobs, so that the odds of it going incomplete many times in a row are diminished?


19
DF General Discussion / Re: Space Useage
« on: August 20, 2006, 04:55:00 pm »
My underground river was a single screen away from the cave face, so I was forced to develop between it and the chasm.

20
DF General Discussion / Re: [REQUEST] Specify jobs to remain permanent
« on: August 20, 2006, 12:58:00 pm »
My dwarves tan hides, butcher corpses, and make cloth out of thread as soon as it's available.

Don't know why yours don't.

EDIT: I mean, they queue these jobs on their own and do them without my involvement.

[ August 20, 2006: Message edited by: Oboro ]


21
DF General Discussion / Re: Improvements to World Generation?
« on: August 17, 2006, 01:35:00 pm »
quote:
Originally posted by Toady One:
<STRONG>What's the record anyway?  Somebody probably has 0 rejects now, but what about the high?</STRONG>

Someone on the Penny-Arcade forums posted that he had 310 rejections. :O

22
DF General Discussion / Re: Seeds
« on: August 17, 2006, 01:34:00 am »
Make sure your Plump Helmets are set to UNcookable in your Kitchen menu because a cooked Helmet does not return any seeds, where one eaten raw does.

23
I wasn't aware we could train captured creatures at all. I made an attraction of a giant toad I captured, but I didn't see any options for taming or feeding it so it eventually just withered away.

24
DF General Discussion / Re: Immigration
« on: August 17, 2006, 01:33:00 pm »
quote:
Originally posted by karnot:
<STRONG>
Thats a rather small amount. I received 9 first year, and now, spring 2nd year, i received 27...thats rather...well...many.</STRONG>

If you read what I wrote, I got 16 when you got 9, and I got 28 when you got 27, so don't go calling mine "small". :P

25
DF General Discussion / Re: Immigration
« on: August 17, 2006, 01:30:00 am »
I thought I was prepared for immigration, but on my most recent game I received SIXTEEN immigrants in my first batch, which I believe comes at the end of the first winter.

I was able to recover, at least for the time being, because I had expected 8 immigrants and double that was not enough to really push me over the edge, but it was a struggle. I guess I enjoyed it, but receiving a more manageable amount would've been nice.

And it was a total wash when the second immigration brought me up to 54 dwarves. I just gave up at that point, especially because two of them were Nobles and there was absolutely no way for me to manage the influx of normals AS WELL AS the Nobles in a time-frame that kept a lot of dwarves from going crazy.

They did go crazy, and my fortress did fail miserably, and I did have to restart.

I think maybe instituting an immigration cap, regardless of how "prepared" the game thinks the player is, might be a wise move-- or, even better, make three caps, and have them set as "easy", "normal", and "hard" mode.


26
DF General Discussion / "dangerous terrain"
« on: August 15, 2006, 08:56:00 pm »
Occasionally, usually in the spring or in the autumn when the river is changing conditions, all of my dwarves trying to cross a bridge will freak out and start spamming "job cancelled because of dangerous terrain" announcements, as well as whatever animals are there. The dwarves are completely able to cross the bridge, but they are so busy freaking out that they will just run back and forth and keep spamming the error announcement.

Anyone have this happening as well? I suspect it has to do with the river changing, but don't see why it should happen if it's bridged and the dwarves are using only the bridges to cross.


27
DF General Discussion / Re: Possessions, Fey moods and more
« on: August 20, 2006, 08:32:00 pm »
quote:
Originally posted by RPB:
<STRONG>So you're not arguing with my playstyle, you just detest it. How generous of you.

Ignoring the issue of whether or not it's "metagaming" and whether this is BAD BAD BAD EVIL SCARY WRONG, you keep insisting that saving gems for possessed crafters makes them "worthless". This is untrue. Creating astronomically expensive jewelled items is cool, but that itself has very little worth. There is no particular benefit to creating jewelled items that cannot adequately be covered through other means (regular exceptional and masterpiece items are easy enough to get, they impress the hell out of your dwarves, and you can make buckets of quality unjewelled trade goods to get whatever you want from the caravans), while there is a very important benefit to be had by stockpiling gems against possessions. And if you just do enough mining, you'll have enough gems that you can still create some jewelled items anyhow while still stockpiling leftovers. You get about half as many cool, but ultimately not very useful jewelled items this way, and about half as many experienced craftsdwarves going crazy and killing themselves and others. I do not consider that to be worthless.

Gem requirements almost seem to be relaxed in the latest version, though; I've seen dwarves with specific gem preferences that were available going for various types of cut and uncut glass instead, even though they had no preference for glass. Maybe glass just works as a gem substitute? Possibly it's a distinct type of demand from gems--I never had a chance to see what they were asking for in either case that it happened, because they just went and fetched everything all at once.</STRONG>


I'm entitled to an opinion and you're entitled to yours, so I'm not going to comment further on a post that basically just denounces my own playstyle as well because massively-expensive jeweled items are "worthless." People play games for reasons other than to be wildly efficient and successful, and you should've understood that is why I play when I brought up the fact I dislike metagaming.

28
DF General Discussion / Re: Possessions, Fey moods and more
« on: August 20, 2006, 07:20:00 pm »
quote:
Originally posted by RPB:
<STRONG>

Non-jewelers will occasionally want gems when they go into a strange mood, too. As for the gems being "useless"... if you have enough crafts skills, the things you make will be valuable enough on their own to impress your dwarves and earn enough from traders to get everything you want (by which I mean "everything"). However, having really good craftsdwarves will not save someone from insanity. So as I see it, helping satisfy the demands of possessed craftsdwarves is a more useful function of raw gems than decorating other items would be, which is why my extra jewelers often find themselves being drafted into the army or switched to another profession. I do lots of mining, enough that I can do some jeweling and still be sure I have a few of each type of rough gem, but not enough to justify even one full-time jeweler.

Of course, you might see things differently. I find increasing the survival rate for the possessed important enough to dedicate most of my gem production to it; maybe you don't.</STRONG>


Look, I'm not arguing with your playstyle, I'm asking you to look at the logic of what it's making you do because it's wildly counterintuitive.

Instead of using the gems you find, you're stocking them away in a pile in anticipation of a dwarf going crazy and demanding them. The current system encourages metagaming and discourages using gems for their intended purpose. In my opinion, this is a strike against the game.

I could do what you do, but then what? Gems have just been rendered worthless. I take greater pride in creating a double-masterpiece ruby-spiked crown than in satisfying a crazy jeweler or craftsdwarf because I knew what the game was going to throw against me and planned accordingly. It's metagaming by the definition and I detest that.

EDIT: And d'oh, my metalsmith on my new fortress just went all moody on me and the only ore we've found is useless ol' sphalerite. Not even the copper to complement it and make it refinable.  :(

[ August 20, 2006: Message edited by: Oboro ]


29
DF General Discussion / Re: Possessions, Fey moods and more
« on: August 19, 2006, 04:20:00 pm »
quote:
Originally posted by RPB:
<STRONG>Better yet, just keep most of your gems uncut. That way, instead of insane berserkers or bloated dead drowned corpses, you get a bunch of free legendary craftsmen and insanely valuable artifacts.</STRONG>
And I also have a bunch of idle jewelers and gems that are totally useless unless they are the specific type a jeweler wants when he gets possessed which is unlikely when I have two jewelers out of 77 dwarves.

See my dilemma?


30
DF General Discussion / Re: Possessions, Fey moods and more
« on: August 19, 2006, 02:46:00 pm »
Toady, could you possibly alter the jewelers' possessions to accept cut gems as well as rough gems? I have so many dwarves and have such a high production quota for trading that I queue my gems for cutting as soon as I get them so that it keeps my jewelers busy and keeps me ready for the caravans.

So when a jeweler (or sometimes others) gets possessed, it's unfortunately a foregone conclusion that they are going to die.


Pages: 1 [2] 3 4 5