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Messages - MAurelius

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61
I have always wanted a way to slow down immigration rate. So like maybe 5 a year rather than 50. This would be adjustable in worldgen maybe?

62
Happy belated birthday Deon!

63
DF Dwarf Mode Discussion / Re: Murky Pools and Pools
« on: January 31, 2012, 08:55:12 pm »
I usually build around them. I like having little lakes inside my walls, but you can always build floors and walls over them. That won't help you on z level -1 but if you're all aboveground you won't even know it's there.

64
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 30, 2012, 11:21:11 am »
I'm finally seeing some military reach elite. Had a minotaur arrive in year 8 that just wandered around outside looking lost so I sent out my squads and reading the combat report was fun. 6 pages, and all he was able to do was make 3 attacks, one was dodged and two were blocked with shields. My brave bat family (all of my military dwarves are named after Batman and his allies) took him down with no trouble at all.
Everyone is finally in all steel, and I still have more hematite than I know what to do with. I'm thinking steel statues everywhere.
I haven't yet explored the caverns. I can view the small parts my shaft to the magma sea intercepted, and I know there are three forgotten beasts down there (one with a syndrome that leaves pools of gunk *everywhere*) but up to this point I haven't needed the resources and with Genesis the aboveground takes a lot more of my time. I really don't want to lose my fort to a syndrome.
I lost a Dunedweller caravan to a combined beastman/demon siege, but that yielded a bunch of free stuff so not too big of a problem. Dwarves didn't come this year though, which was really odd as they made it away safely last year.
With all the flux and hematite I think I'll be the arms supplier to the civilized world. Wouldn't it be great if by you trading masterwork steel weapons and armor to the world that over time the good guys would become stronger and come to dominate the bad guys. That would be a cool change to the world as a result of your efforts.

65
Hey Deon,

Just wanted to say thanks once again. You seem to be always working on new features for Genesis. I used to check the main page, now I just check this thread!

Do some traders skip years? At one time or another I have traded with every friendly race but I only get a few of them each year recently. I haven't upset any of them. The only thing that has happened was a scavenger diplo showed up and immediately had a heart attach or something (my guys were nowhere near him) and now I get sieged by scavengers. Which is fine. Their bowmen can't hit the broad side of a barn.

66
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 24, 2012, 02:05:40 pm »
I'm thinking of the ancient Romans and how they would parade captured enemies through the streets of Rome after a victory. While we can't "parade" in game, I am thinking of creating a hall where all my citizens can see the panoply of captured bad guys. Maybe one or two each of centaur, goblin, demon of pain/lust, lizardman, scavenger, beastman.

I'm only hesitant because I know that zoos give bad thoughts to dwarves that don't like the particular animal on display and I wouldn't want any of my guys to get bad thoughts due to seeing an enemy, which I don't know if they do or not.

The rest will go into the pit. 15z levels this time. I'm very proud of it.

67
Before I set myself up for pain an misery while mass dumping, which ones of the new critters are unable to be pitted? (Like snatchers and trolls in vanilla, where they get loose and rampage around?). Is there a place I can find that info so I don't need to continually pester you fine people?

68
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 23, 2012, 12:11:54 pm »
Entering into year 6, my current desert fort (finally found saguaros!) is going strong. I have a 25 strong dwarf army, split into 5 weapons-specific squads of 5 (Spiked Mace, Crossbow, Spear, Axe, Bow). They all have either steel or copper (in Genesis, copper is almost the best metal for blunt) weapons, and I'm working on steel armor, until I can find spoilerite or make mithril/black steel/red steel. Just got magma industry up with a few smelters, forges, crucibles, and a blast furnace.

For the first time ever getting rid of amassed stone isn't a problem, as I have two legendary stonecrafters working round the clock, and all my haulers have masonry (I like to build a lot outside) and I have a couple mason's workshops that only allow those with less skill than proficient to use them pumping out blocks round the clock as well.

So far tangled with a few beastmen, lizardmen, centaurs, and demons of pain/lust attacks, some kobold and mind flayer thieves, but strangely no goblins except for snatchers. A scavenger diplomat showed up (as far as I can tell) dead on arrival at the edge of the map, but the Nord diplomat made it in (which is fortunate, because I like those guys and wouldn't want to war with them).

I'm about ready to delve into the Genesis "training" workshops such as the library, and military training dummies. Should be fun. So far haven't done anything in the caverns but create a secure water supply since there is none aboveground (thank goodness it was in top cavern), but the sylvan diplo yelled at me for cutting down too many cacti, so I need to wall off a mushroom tree farm down there. I didn't think I cut down too many cacti...there aren't that many to begin with and I import most of my wood.

Locked my Baroness up until she died of thirst because she was tantrum-ing and it was too late to make her happy. One of these days I will really attempt to keep nobles happy, but not today I guess.

69
I put my mineral scarcity to 600 I believe, and minerals (speaking ores in specific) are still very rare (<10% of all stone). I will try 100 and see what happens. I know that in the basic world gen setting minerals to "everywhere" makes them way more prevalent than my 600. Scarcity is a funny number, A) because it's backwards (why not just have an "amount of minerals" setting? So the higher the more...) and B) it's not linear, but based on some graphs I saw either on these forums or the wiki it's more like a Nike swoosh, so as you lower scarcity (therefore increasing minerals) not much happens until you lower it a lot, and then the minerals jump up super fast.

What I will say is that more rare minerals increases reliance on trade, which is fine in a mod like Genesis because you have so many trading partners, but also means you are forced to protect them. I've always wondered why traders who come year after year to a hostile location just don't bring about 10x more guards than they do now. They make tons of profit, and then they don't always get slaughtered within sight of your fortress.

70
Therapist - consoler. The one that handles unhappy dwarves if your leader is busy (Psychiatrist?). Counts as a Noble.
Dungeon Master - Handles the taming of exotic beasties (Unsure if this is really true, everything can be trained in Genesis.) Does not require any knowledge on animal training. Counts as a Noble and has high requirements.

Steel caste = warriors. Use them or you'll have a hard time surviving.

Yeah, they both are. I just wish I had more than 2 of them.

Looks like based on what you're saying the Dungeon Master doesn't do anything and has high requirements. Guess I'll skip on him. As for the therapist, then I'll just look for someone with high social skills, pacifying. Probably a Jade caste.

71
Hey guys,

Finally made it to about year four and I'm really loving the Genesis additions. Was dual sieged by Beastmen and Centaurs and after that I thought all was well so sent my guys outside to expand my walls. I'm sure you all figured before I did that that was a perfect time for not one but two ambushes, Demons and, well, I don't know what the other guys were, they shot a lot of arrows but ran away before I could check them. May have been more demons if they ambush multiple times at once. Aside from losing the Dwarven liaison (hopefully the merchants will bring something next year - they survived unscathed, their guards were the real deal), I had three dead horribly unprepared militia and a war mastiff earned it's name taking out a Beastman (good dog!). Eagles keep poaching my pastured animals so I'm moving the pets inside just as quick as I can create underground grazing areas.

Anyway, my question is I'm finally at the point where I'm safe(ish) and can experiment with the new nobles. What does the therapist do and what type of dwarf is best suited for that job? How about the dungeon master? Is he just the same as the vanilla dungeon master? He trains exotic pets? Anything else?

108 dwarves (not including the dead) and only two Steel Caste. :(

72
DF Gameplay Questions / Re: Ore Variety
« on: January 22, 2012, 12:17:27 am »
Also I believe that extending ores so that they spread more naturally without being confined by the invisible "squares" is coming soon in the dev log. It might not be in the next release, but I'm fairly certain that it won't be too long after that before it gets added in.

Sounds awesome. I can't wait!

73
DF Gameplay Questions / Re: Ore Variety
« on: January 21, 2012, 11:44:48 am »
Yeah, I understand the game is trying to model the real world (except for the goblins, unicorns, underground tribes, etc.) but I'm just trying to create an "extra special" world ;). If I can create a world with a certain % of temps, savagery, and biome types that I can set, then I should also be able to create one where anytime you dig a shallow hole you get 15 different ores! :D

Just found an embark with only hematite and cobaltite, so that's good enough. Steel here we come. I can trade with the dwarves for the rest. It would be nice if you could request specific goods from other races (especially in Genesis where there are so many of them). Also black sand and white sand desert, so glass glass glassy glass.


74
Looking to create a good Genesis world, but need some help. I know what the settings do (most of them) but I ruined more than one world changing them too much, so would like to know useful limits. If you folks could give advice on subtle changes to the AWG to move toward what I am looking for below I would appreciate it.

I assume for Genesis to get all the races you need all the biomes (dunedwellers need deserts, ect.) so that's necessary.

I like large worlds with minerals everywhere. I would like a world with more than average mountains, more than average temperate (maybe leaning slightly warm to reduce the number of freezing water in the winter embarks), and more than average medium savagery. Lets say 60% moderate, 20% good, 20% evil, and 20% savage, 20% calm. (temp should follow that pattern as well, 60% slightly warm, 20% each hot and cold ranges).

I like larger, more open caves. When the setting for cavern openness is expressed as 0-100 in the AWG, does that mean it randomly picks a number and applies that to the whole world, or does it randomly pick a number for each and every embark square that could be different? I usually change openness from the base of 0-100 to 50-100 and density from 0-100 to 0-50. Is that too much of a change or maybe even not enough (for fertile (that is, plants everywhere), wide open caverns with a high % chance of underground lakes)? I don't need it to be obscene (100 openness, 0 density), just nicely more open and less dense than vanilla.

I'd like enough history and civs so all the races exist and are established, but not so much there is abandoned stuff everywhere and it it overcrowded. I usually go 250 years, would you recommend more or less?

Thanks!


75
General Discussion / Re: Hollywood Must Be Destroyed
« on: January 20, 2012, 06:11:13 pm »
$87 Billion. Up 35% in 10 years.
Everyone spends money somewhere.

Spoiler (click to show/hide)

Usually anything that reeks of Tea Party sends me running as far as I can in the other direction but that Cato article is probably the greatest single informed and well documented explanations of the stupidity and hyperbole of the "anti-piracy" crowd as I have ever seen. Thanks for the links!

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