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Messages - Wastedlabor

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301
DF Dwarf Mode Discussion / Re: Goddamn Elves.
« on: February 09, 2013, 07:36:08 pm »
Zombie elves are technically dead.

302
Can some charitable soul zip a couple big creature gens for us Linux users?

303
DF Dwarf Mode Discussion / Re: Goddamn Elves.
« on: February 09, 2013, 07:23:14 am »
Just add

   [DIPLOMAT_BODYGUARDS]
   [MERCHANT_BODYGUARDS]

to the elves in entity_default.txt.

304
DF Dwarf Mode Discussion / Re: Goddamn Elves.
« on: February 08, 2013, 05:48:27 pm »
Elf caravan suck during sieges because the elves are no help at all

Last game I played I enabled elf guards because it bothers me to pick up their litter when they die. It was fun to see a bowelf hold down a squad of ogres while the traders sneaked in. I wonder why they aren't on by default.

305
Let us never speak about this again...

"She is absolutelly inexhaustible".  :P

306
Udib's interlude.

The fortress has made progress ever since politics forced me to leave the lead position. I promised to guide these dwarves to blessed land, and they have been cursing me ever since. I guess they don't enjoy waking up to find their friend Erush was killed by a zombie elf with a llama wool shoe. As a reminder, they placed the memorial right near the door of my office.

On the other hand, this has left me with more free time to research and investigate.

I've been very interested in the war between goblins and necromancers. I walk every other day to the cage of Aban the necromancer and try to pry out some of her secrets, but her lips stay sealed.

During the relative peace of this last winter I weathered the chilly mist and went out to rummage the goblin remains. The invaders belong to a group called "The Walled Fiend", and the symbol on their breastplates is a coffin. Could they be worshippers of Urist McDuck? If that's so, the necromancers clearly aren't happy with the idea of letting them take over Moltenchannels. Maybe they have their own plans for the poor dwarves banished in Ardentdikes.

There's still a vampire on the loose. The dwarf ņnul was found drained of all blood before New Year. Yet another cursed mystery to solve.

Our sculptors seem to be specially sensitive to this strange aura. I'm welcome by statues of skeletal Kodor, our deity of death and rebith, laughing maniacally, of dark crones and grime brutes ―among the figures adorning our cemetery's main hall, I keep being drawn to a scorpionfly brute in alunite. I asked Asėn Athelisan where she got the inspiration for it, but she has an iffy memory. Could be something imagined by one of her children while playing near the caverns.

I have to make sure the fortress doesn't forget why they are here. Fortunately, next year my lover Troll Fur Sock will be at the helm of it...

307
This was a good year for lizards, and a bad year for Urists...

308
It's imperative, in all cases, to do just the absolute minimum

I would say the opposite. Try hard. The harder you try, the better.

Ardentdikes was megalomaniac and complex enough that fun happened even when trying their best. Each overseer has some good skill at certain play style, and when they try hard that style works fine in a delicate equilibrium until the next overseer comes and stuff gets loose.

So go ahead and build pump stacks and goblin grinders, weaponize necromancers and form an adamantine army. Create a fort capable of stopping the old McDuck or fail trying.

309
Blah, forgotten beasts. I'm sure we're safe. Unless they figure out how to open doors.

310
DF Dwarf Mode Discussion / Re: How and what to equip your military dwarfs?
« on: February 06, 2013, 02:56:21 pm »
Years 1-4:

I use the preset equipments (with replace clothing). This way they'll pick up whatever there's laying around and not hog many pieces leaving the new recruits naked.

Years 5-15:

Max layers melee uniform, max layers xbow uniform, a lighter militia uniform and sometimes a civilian uniform.

Years +15:

Specific weapon type/material uniforms.

311
Only for one frame. The alternative is to disable TrueType font, but then you get garbled accents.

This is the related bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097

312
Awesome!

You seem to have the same configuration as me, try resizing the df window before taking a screenshot, that draws all the text without black gaps.

We had a flame beast in Ardentdikes. It loved to vaporize the water from our underground lakes.

313
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 01, 2013, 03:40:51 pm »
Every plant tile planted would have to keep a history of the two plants that provided it's heritage data

It wouldn't.  A mutated plant is just a new plant, like, any that could have been defined in the raws, but keeping the base name, unless the player wanted to rename it. Rather than making many micro changes from plant to plant, mutation can be a single big change (with it's own alert message). I think finding 1 subspecies of any plant (not per plant) every 3 years would be the highest rate I'd like myself.

Plant properties could be documented by the farmer equivalent of the bookkeeper. Of course dwarves wouldn't be aware of genetic evolution and believe rather in adaptation.

Dwarf psychology could play a role. A dwarf that likes plump helmet wine would be more interested in identifying a mutation in plump helmets that produces better wine.

314
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 01, 2013, 02:29:58 pm »
Has it been suggested before to let plants mutate so the fort selects which subspecies to farm?

Subspecie properties wouldn't be obvious, so it would make sense to devote farming to several of them lest it turns out a variant is a lot less fertile or has a syndrome. It has the reward that great subspecies could be produced and, at some point in DF development, traded in to allow the civilization to become stronger. Of course you could make a fatal mistake and doom your civilization by exporting some seeds of "oblivion plump helmets".

315
 :o TIL necromancers can bring books to forts.

I like how our unbreachable magma moat has, in fact, four breaches. Who's the dwarf that thought piercing four ponds was a good idea? This is why we need dikes. Dikes > Moats.

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