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Messages - Mantonio

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91
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 17, 2011, 06:22:22 pm »
Spoiler (click to show/hide)

Why is it understandable that we don't have a means of knowing what kind of rock / soil we'll be embarking on? Why do we not need to know anymore? I fail to see how that's a good thing, it just makes it arbitrarily harder for you to get your perfect fort.

[Rant in 3... 2... 1...]

In fact, this whole new system just straitjackets you. Before this metal-apocalypse you could survive and thrive anywhere. Now you HAVE to go to certain areas just to make sure you have some kind of metal to defend yourself with. Everywhere else, the only way you can possibly make it is if you completely wall yourself in. It's unnecessary and completely arbitrary to punish players this way. Now they're be no more sea forts, no more jungle forts of swamp towns, simply because the game decided to make the earth barren.

And even if you manage to find a decent site, that is the biome you want (an extraordinary feat in itself!) you're going to be screwed over by the fact that your civilisation doesn't have iron or steel (so no anvils), or doesn't have copper meaning you have to give up half your supplies just so you can fork over three times as many dwarfbucks get a few picks and an axe!

tl;dr, this whole new system is stupid, and I mad.

92
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 17, 2011, 05:59:30 pm »
Don't really need coal as urgently as we once did.  Why?  Underground trees, that's why.  Elf problems?  Dwarf the f up already.

Also you can find map sites with accessible metal without too much trouble.  They are more rare.  All that means is that there are fewer sites on the world map that make good conventional dwarf settlements.  In most cases you need to start near a mountain in order to get metal.  When you think about it, it makes sense.  All of this business with dwarves starting out on a beach next to a tropical jungle isn't really very in-character for dwarves, is it?

Says you! Dwarves making a seaside fort, with massive glass windows on one side allowing you to gaze into the deep blue? Jungle forts, built like Aztec temples with war elephants? Those are all great!

This is the first time in a LONG time you have been so restricted on where you can go. It used to be that you could embark anywhere (pure mountains and pure oceans notwithstanding) and it would be possible to survive and thrive, albeit with some places being far more difficult than others. Now, the scarcity of metal means that some places are IMPOSSIBLE for you to survive or thrive, unless you literally wall yourselves in.

I don't see how you can justify being straitjacketed to certain sites, just to get metal. Or it being nigh-impossible to get good metal sites on anything smaller than a medium world. Or how people have to suddenly embark with naught but one barrel of ale and a dog because for some reason nobody has copper, meaning they have to use tools that are three times as expensive.

93
DF Dwarf Mode Discussion / Re: Anvils unavailible at embark.
« on: February 17, 2011, 05:23:40 pm »

About the civ being in ruins, what happens if I make it to capital? Will there just be no king?

If it's the same as it's been, it means that Dwarves are mostly extinct, that you'll get one, maybe two waves of migrants as the last remnants of the race head to your fortress to make their final stand, and you'll never see a Dwarf caravan or liason.  So no barons or kings as such, and you'll be growing your own population expansion past 20 or so...

Sounds like a challenge. The best way would be to completely seal yourself in. Your trap laden entrance covered with a drawbridge, and the caverns likewise. Pump water up to a safe zone. Only open for caravans. Can you, the last of the children of the mountains, survive long enough to make sure your race sees tomorrow?

94
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 17, 2011, 05:12:45 pm »
I've been trying to get a nice pocket region going for a while now (because I like pocket regions) but it seems nigh-impossible to get a good (read: One that you can survive at past the first ambush) embark site on those. It seems that this decrease in metal has crippled sites that aren't medium or higher.

95
At least now we always have magma.  ;)

Yeah, but it's still hundreds of levels underground. Not like the old days.

96
DF Dwarf Mode Discussion / Re: The horrifying Forgotten Beast, Zekrim!
« on: February 17, 2011, 02:01:44 pm »
I laughed. And you're right, since donkeys are called donkeys everywhere else, what were you to expect?

At least it wasn't an Ass Fiend.

97
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 17, 2011, 01:45:59 pm »
At first I was like  :o :o :o :o :o

And then I saw the improved fixed site finder and I was like  :D :D :D :D :D

The superabundance of metals and other rock features that was introduced in the first 31.01 version has made some of us soft and elven.  I shouldn't be able to dig out 1000 gold ore in 3 years on a 3x3 embark.  Then again, there are still bugs that were covered up by that massive variety and density of veins, the missing embark anvils and picks etc is one of them (either site location needs to be smarter or there needs to be a magic supply of picks and anvils at year 1) and I expect they'll be fixed sooner rather than later.

Now that I've dug out a few throwaway forts/gulag mines to see how it looks down there, I'm beginning to like it.  The cleanliness is appealing.  Using the finder to ensure shallow metals or deep metals (IIRC iron is mostly a shallow ore, whereas bronze/exotic metals come from deep ores) means you can get that excitement of discovery back.  When the trade and mountainhome resources are fixed up, it'll be actually important to bother trading, and to protect caravans, because they'll really have things you need and don't have 'at home'.  The game has changed, and you'll have to come out of your comfort zone to master it again.

tl;dr: You'll get over it.

I think not being able to have picks or axes on embark because your civilisation doesn't have access to metals, or not having access to an anvil either from your civ or the humans, is something that shouldn't be 'gotten over', quite frankly.

98
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 17, 2011, 12:42:49 pm »
Found a decent(Looked decent on the embark screen anyway) site to embark only to find that I couldn't get an axe or a pick  :'(

Abort, find the site again, change which dwarf civ you come from.

Wait, you can do that?

99
DF Dwarf Mode Discussion / Re: Awesome Shield
« on: February 17, 2011, 12:42:08 pm »
Make sure she has no weapon and just bashes their heads in with it.

This.

JujuBubu, it is your duty to make the wielder of this shield the Dwarven equivalent of Captain America.

100
DF Dwarf Mode Discussion / Re: Backward Freak Wife
« on: February 17, 2011, 12:32:03 pm »
When I hear the world 'Backward Freak' I imagine a pale, emaciated type creature who crawls along the ground upside-down on all fours, like a spider.

101
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 17, 2011, 12:30:33 pm »
From too much to too little,i will have to see if this whine derserves its cheese.

Don't just brush off peoples complaints with the equivalent of 'stop whining'. This is a sudden change people weren't prepared for that suddenly made the game a lot harder (impossible in some cases, since for some reason less metal was implemented before caravans) and makes it more restricting.

102
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 17, 2011, 12:21:52 pm »
I'm actually not enjoying this now. Nine times out of ten my civilisation has no access to iron, copper or any useful metals at all, and 90% of the world map is either barren or full of something useless like Bismuth.

It's just... it's not fun anymore. There's having a challenge, and there's being kicked in the balls over and over because fuck you player. And that's what this is. And why are we suddenly not allowed to know what sort of stone will be on the map? Why did we need that taken away? Now it's even harder to get the materials you want. Now what if I want a Microcline fortress, or Sandstone pyramids in a desert? Nope, sorry, you're not allowed to see until you get there now for some utterly arbitrary reason! And good luck trying to survive long enough!

tl;dr Metal now being incredibly scarce has made the game unfun for me. Now it's a choice between 'Go to that biome you want, that MIGHT have the stone you want, oh but you won't have any metals' or 'Fuck you player, go here if you want to actually get anywhere, you have no choice in this matter anymore'. This isn't fun, this isn't even Fun. It's just frustrating, and I see no way metal being so scarce can be good.


103
DF General Discussion / Re: What you DONT want in DF?
« on: February 16, 2011, 05:33:57 pm »
Magic.

What about if it's magic ala the Wizards from Tolkien? Extremely rare (there are, like, only five on the entire continent where The Hobbit and LoTR takes place) mysterious and nigh-impossible to do if you're not said extremely rare individual?

104
DF Dwarf Mode Discussion / Re: What ARE Forgotten Beasts?
« on: February 15, 2011, 12:28:55 pm »
Both of those are very possible (although I like to think as Year 0 as less the very beginning of the world, and more the beginning of recorded history.

I think they could be the playthings of Clowns, created from man and beast captured by their Goblin servants, and set loose upon the world to bring much fun.

105
DF Dwarf Mode Discussion / Re: Yeti's Revenge
« on: February 15, 2011, 11:38:16 am »
Dude, you've created a Yeti with nothing to lose.

You've created Yeti Batman.

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