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Messages - MAurelius

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166
DF Gameplay Questions / Re: Fort Idea
« on: December 21, 2011, 04:03:01 pm »
MagmaMcFry brings up a good point though which is when you embark such that the edge of the screen cuts into a mountain, and then for security purposes you remove the ramps so enemies have to come in the front door rather than climb over the mountain from the back, will traders/migrants spawn in an area on the edge with no path to your fort? Or do they always spawn in an area where they can conceivably get to you? Please note I'm not talking about an inaccessible edge (such as if it were water or a wall) but an area they can get to from the edge and walk around a bit but they just can't get to my front door.

As for flying enemies, I have been through 10 forts and I haven't seen any hostile flyers yet. I assume any critters would be weak enough that pastured war animals or my marksdwarf squad could handle it.

Actually, that leads to another question: Will pastured war animals leave their pasture to attack a nearby enemy or does the enemy need to be inside the pasture area for the animals to notice/attack them? So say I made a pasture of war animals in the outside area where a goblin or some other non flying animal may fall from the causeway, would the animals finish it off if it falls in an area not technically part of the pasture?

Thanks!

Also, while I understand the ceiling idea would be optimal from a defense perspective, and the game mechanics would allow it and still let it be "outside" I'd rather keep it open to look nicer and be more realistic.

Slade cannot be mined, right? So how could you even get it to make a construction out of it?

167
DF Gameplay Questions / Fort Idea
« on: December 21, 2011, 01:52:57 pm »
Hey everyone. I had a thought recently about a defensible fort design and wanted to run it by the "experts" :).

I am looking for a valley surrounded by mountains embark, like a U shape mountain with soil, trees, etc in the "bowl".

For defense, I was thinking about completely walling off the middle of the U, and putting my outdoor farm and pastureland inside it, then creating a upward slanted causeway that begins outside the wall, goes through it (like a gatehouse) and then is a 5 or so z level above the ground causeway all the way to the middle of the mountain, where the "main entrance" will be. This would create a limited and long access point for any invaders, raised above the ground, while protecting my animals down on the surface.

Should I build walls around the walkway? 5 z drop won't kill a goblin but as long as I don't put any traps or engage in combat ON the walkway they wouldn't dodge and therefore wouldn't fall down, correct? Of course, bowmen could still target my animals 5 z's down, right? Maybe, assuming I find a steep enough embark, I could make it higher.

Just seemed to me to be the kind of epic thing that would look great in a 3d visualizer (maybe not so much within the game itself).

Any thoughts or potential problems I'm missing? Thanks!

168
Sorry, this isn't in direct answer to your questions, but I just wanted to let you know I've watched all of your (recent) videos and I love them. (I assume you're the same CapnDuck guy) They have inspired me in lots of ways, especially your volcano island one. The magma moat was great. I don't have a Youtube account so this was the only way I could communicate with you to thank you. So...thanks!

As kinda an answer to your question, I think there are far too many DF "tutorials" up on Youtube and not enough actual, well narrated, fun, Let's Plays. For example, I have seen site selection and embark like 20 times but not ONCE have I seen a let's play get as far as HFS or any really ingenious goblin siege defenses. Usually they peter out before even the first full invasion.

I think the value of a good Let's Play is showing people possibilities they otherwise would have overlooked. Like for example on your volcano island. I haven't ever had a desire to embark on a beach but seeing how DF actually models the tides and the waves breaking on the shore, I kind of sat up and went "wow!". I would never have known that without your LP. I also enjoyed how you found a later embark with three biomes, one evil, one neutral wilderness, and one neutral desert (I had never seen a cactus in DF before), all able to fit on the same 4ish square area.

As for yarn, I tried to have some Alpacas and I put "shear" on the farmers workshop but couldn't get it to work, so that would be helpful. I vote Alpacas.

169
I was having murderous thoughts about all of you for trying to make the game harder (before I saw it was for a mod of course and not like an open letter to Toady) until I saw this:

"High damage AOE (area of effect) building/army destroying units, like Goblin Suicide Bomber "

Yes, please. And as they do it they can scream out "For the glory of (whatever god that goblin civilization worships)!" Epic.

170
DF Adventure Mode Discussion / Just finished 1st adventure - some questions
« on: December 17, 2011, 04:50:33 am »
Hello,

I just played my first hero in adventure mode, and I have to admit it has the same addictive quality that comes with fortress mode, but it seemed there wasn't all that much to do.

Some questions:

Do mountain halls, elven retreats, and goblin towers actually exist in the game? I saw them all on the main world map and on the fast travel map but couldn't actually find any of them by walking around.

Do the strength of enemies level with you (like if you have 10 companions the enemy groups are larger) or is it a function of distance from civilization. All I know is I got bored of quests and took off for parts unknown and the enemy groups got much larger and more frequent.

How is it that an iron helm and breastplate on a goblin pretty much prevents me from being able to hit them with my iron long sword? Every single hit was deflected. I took to shield bashing because my sword was ineffective. Stabbing with it would hit but wouldn't do more than bruising.

What is the most versatile weapon for adventure mode? I chose sword and that was great for the most part until I came upon aforementioned armored enemies, then it was pretty much tedium.

Why are there so many civs? I spent most of the time in a relatively small area and yet I became a hero in the eyes of what seemed like over 100 civs.

I pretty much just sold everything but iron armor. Is there a benefit to keeping on the socks, mittens, clothing type items under the armor?

Is every single quest to kill something? The only change being how far they ask you to go to do the deed?

How do you butcher an animal? The wiki is very vague on this. I'm told it can be done, but not what key does it. Do you need to pick up the animal corpse/carcass first?

If my hero was a human, is there a chance that if I start a dwarf fort in the same general region of his exploits that their crafts/murals may commemorate him? My current fort in another world has tons of things about an elf chick who tamed a unicorn.

Considering this is only the rough skeleton of a game, it is amazingly fun and addictive!

171
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 17, 2011, 04:38:59 am »
After hours of wandering the world and becoming a legendary hero in the eyes of what seemed like hundreds of civs (too many. really, makes Legends mode reeeaaaaaly hard to navigate - there should be like 10 tops, not 50 million), slaying titans and foul beasts, my hero was ambushed by goblins on the tundra, survived, but lost about 6 of his 11 companions, and then, no joke, was ambushed while they were sleeping (deep in the tundra so no towns or anything) by a large group of elves...but strange elves that wielded metal weapons. At no point earlier in his life did he ever do anything whatsoever to harm an elf, nor had he ever come into contact with them before that moment.

He was hit in the head by a lasher. Poor guy didn't even live past 20. Far from the lands of his people.

172
DF Gameplay Questions / Re: the central stair case
« on: December 13, 2011, 09:40:55 pm »
Thanks! That's all eminently sensible!

173
DF Gameplay Questions / Re: the central stair case
« on: December 13, 2011, 10:55:35 am »
I've been having trouble with high traffic designations but yet really want to use them right to raise my framerate up a bit. Why the center only stair in a 3x3? Which would you high traffic in a 2x2?

Thanks.

174
DF Gameplay Questions / Re: Marksdwarves Stopped Training
« on: December 13, 2011, 10:53:29 am »
Thanks, guess I'll just need to tell them to drop everything and maybe they will refill with at least some practice bolts.

175
DF Gameplay Questions / Marksdwarves Stopped Training
« on: December 12, 2011, 11:18:54 pm »
Hello,

I have a regular barracks (for melee and marks) and then a separate barracks with archery targets for the marks.

They were practicing all the time and I got used to the familiar twang sound of their bows, but all of a sudden they have stopped. I can't seem to figure out why.

Both targets are set up separately as a barracks room and both are in the right direction. I have them set for squad training and squad equip, and I have 8 full bins of wood and bone arrows stockpiled in the room. Nothing at all has changed in terms of room set up since they were using it regularly.

The only hint I have (since I can't seem to look inside my dwarves' individual quivers (I tried V and then I can see the quiver but can't look inside it) is that on the "equiptment" screen of the "military" section (I'm using Phoebus graphics pack) there is a little green weapon rack symbol signifying they are wearing a specific piece of armor. So for example if I decree they should all wear steel plate, they start off with nothing there, and as they put on the armor each piece shows the weapon rack as they equip it.

Well, under the "ammunition" screen, all the metal bolts (which I have set as combat only - 200 for my entire squad of 10) have the little green weapon rack by them, but my wood and bone bolts (set as training only, and set as 100 each for the squad) do not. So maybe they aren't practicing because their quivers are full of metal arrows with no room for wood or bone ones. I don't know if this is the case but it's the best hint I have.

If so, how can I fix it without having them lose all their metal arrows (want them to be ready in case of an attack)? If not, then what else can I try?

Thanks!

176
DF Gameplay Questions / Re: the central stair case
« on: December 12, 2011, 06:46:07 pm »
They are made using up/down staircases (look like big X's in graphics sets), NOT some only up and some only down, as your example graphic shows. I believe it's d and then i when you're digging and b and x if you're building them, but I'm not 100% on that, since I'm at work.

Not to hijack the thread, but I also wonder when I watch let's plays why some people have HUGE staircases (in some cases 5x5). Does this in any way improve the pathing over a say 2x2 staircase? Because it sure takes up a heck of a lot of room.

177
DF General Discussion / Re: Finally I have Dwarf Fortress going over 700fps
« on: December 10, 2011, 07:19:40 pm »
When are these coming out? I assume they will need their own dedicated mobo architecture.

178
DF Dwarf Mode Discussion / Re: What do your dwarves sing?
« on: December 08, 2011, 05:57:49 pm »
http://www.youtube.com/watch?v=L8Ui0ltKNQE

If I die in battle (Acapella)

This is awesome! Thanks for introducing me to it!

179
DF General Discussion / Re: Gah! Minecraft. Rage!
« on: December 08, 2011, 02:24:32 pm »
When I posted this it was my first time on this board (General Discussion that is, not the DF boards in general). I generally stay in Gameplay Questions and Dwarf Mode Discussion, as that actually helps me with the game.

I've never been one to talk about things other than game-related items on a game specific message board.

So I'm a low total post count, upper boarder. I'm the unwashed masses.

180
DF Gameplay Questions / Re: Some Cavern and HFS Questions
« on: December 07, 2011, 10:17:09 pm »
Thank you! I'll reengage it when I decide to play with clowns. For right now I'm trying to build flooring in my great hall to resemble the helmet of skull man from one of the mega man games (my fort is known as Bonecanyon and that was the coolest pixel art bone-themed image of the appropriate size for me to use).

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