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Messages - Urist_McArathos

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931
DF Gameplay Questions / Re: Coming to an agreement on HFS (spoilers)
« on: July 24, 2011, 02:43:52 pm »
I'm going to have to agree that more secrecy is better.  The fact is, it's great fun to watch a newbie stumble across HFS for the first time, particularly because this forum seems comprised mostly of veterans who know what's coming (or newbies that have been warned through spoilers and know from secondhand info).  I think the idea of saying "back up your save, going after big prizes can be risky/dangerous" is warning enough without spoiling the fun.

932
DF General Discussion / Re: NY times article on DF
« on: July 24, 2011, 03:01:03 am »
It's caffeine dependency. It's entirely common and not really harmful to one's health in the least. It's no different than somebody who needs that cup of coffee in the morning to get going. As far as the "one-meal-a-day rule" he follows, there's support out there for it being a viable eating pattern with distinct health benefits, especially if you're trying to lose weight.

The soda is the only thing I worry about.  Caffeine is alright, as you say, but there are far worse things in soda.  It's seriously unhealthy.

How seriously? Last I checked, the soda drinking population wasn't dropping dead. My heart is still beating.

2,600,000 ammericans die from heart problems each year.

I've cut out almost all the soda I consume (maybe 12 fl. oz a day, tops) in favor of good, clean water.  So, I clearly agree it's a healthier option than soda.  Having said that, your cited fact is a tad misleading: of those millions, how many die from high cholesterol, or heart disease?  How many have genetic histories that predisposed them to heart maladies?

I'm just saying, there are stronger arguments for why soda is unhealthy than that.  Personally, I think Toady's health is a matter to be discussed and handled by himself, his doctor, and his family.  I personally think it's inappropriate for us, as supportive fans but ultimately strangers or acquaintances at best (for the most part), to be more involved than that.  Just my opinion though.

933
DF General Discussion / Re: Post your t-shirt ideas!
« on: July 24, 2011, 02:30:01 am »
Was searching around today....anyone know if these are legit:

http://www.redbubble.com/people/habeeb/t-shirts/7215863-dwarf-fortress-white
http://www.redbubble.com/people/habeeb/t-shirts/7215856-dwarf-fortress-black

This "Habeeb" person is certainly trying to sell Dwarf Fortress tees, and has the game name as well as the iconic graphic.  I dunno if they're donating the money they make (if any) to Toady, or if Tarn even knows about it.  I'm not sure how much legal ground he has to stand on if this is unlicensed, but it's pretty blatant.

934
DF General Discussion / Re: Goblinite
« on: July 24, 2011, 02:12:11 am »
To clear up any remaining confusion (for any passersby and possibly, though unlikely, the OP):

"Goblinite" is a humorous term used as a catch-all for the metals left behind after slaughtering goblin invaders.  Since an experienced fort can, with the aid of ‼SCIENCE‼, reliably wipe out goblins and collect their gear for melting, the suffix "ite" was used to imply that goblins are more a source of combat metal (aka, another ore of iron/etc) than a true threat.

935
DF Gameplay Questions / Re: Don't go there.
« on: July 24, 2011, 01:52:17 am »
The solution I've found that works best is restricted traffic zones, though not just on the water tiles, but all tiles BORDERING the water.  If you build a bridge across the river, make it high traffic.  The 50-point cost to move into water means they will only path over it in winter if they ABSOLUTELY must.

I haven't had a drowning death yet since I got in the habit of doing this before the first thaw.

936
DF Dwarf Mode Discussion / Re: Your Best Building
« on: July 24, 2011, 01:19:22 am »
So far, a story-fort I've got on hold is my pride and joy.  It's got a massive windmill farm, a magma pump stack, a rather nice defensive bunker at the entrance, and the entry hall has statues ensconced behind clear glass panes for display as new visitors enter the fort.  It also has a large pasture and greenhouse that I'm in the process of completely covering with glass.

The whole thing is on hold because the place is able to, on a day to day basis, survive and thrive.  I don't want to waste time playing the game while designing my first megaproject, so I'm currently drawing up plans.  Once they're finished, I'll resume the fort and start working.  I've got a lot of ideas, but they all need to be fleshed out and planned first, lest the whole thing be ruined by invasions or the like.

937
DF Dwarf Mode Discussion / Re: Kobold Appreciation Conference
« on: July 23, 2011, 12:49:15 am »
Kobalds don't talk, they use utterances.  Any creature that doesn't talk is assumed hostile.  Also I'd love to trade for stolen goods, that sounds extremely interesting.  "Doesn't this cat leather cloak look familiar?"  "What, no.  Surely not!"

Oh, I'm not denying there's a market for stolen goods, or that it wouldn't be fun.  I just don't think kobold society is the kind that would see the point, or have enough stolen stuff, to send annual trade caravans to hawk their ill gotten wares.  It just seems like it would make more sense to blunder across a crudely-built shanty where they've set up shop in a sewer or major city, or to make your way to the local cave where the kobold "bazaar" is offering whatever junk they don't want for themselves up for sale.

I can't imagine what that would be; the mental image painted earlier in this thread of a proud kobold father bringing home his filthy lucre in the form of a literally filthy piece of clothing was too hilariously fitting.

938
DF Dwarf Mode Discussion / Re: Non-dog war animals
« on: July 22, 2011, 11:34:41 pm »
War grizzly bears are my pick.  They just seem so damned dwarfy; I even modded them to be available at embark for my dwarves (they're a hefty 250 points for untrained ones though, so save your pennies).

939
DF Dwarf Mode Discussion / Re: Kobold Appreciation Conference
« on: July 22, 2011, 11:32:19 pm »
Now if only I knew how to mod in Kobold caravans. *Strokes beard*
Remove [ITEM_THIEF] or something.

I was reading up on this earlier, while searching out how to make them survive world-gen.  It's actually more difficult than that, since the game still sees them as, apparently "enemies by default" if all you do is remove that tag.  It's the same problem with ensuring you're at peace with goblins and therefore able to trade with them.  It can be done, but I've not bothered to try since I don't know when that caravan would arrive (either season wise, or years-after-embark wise), nor do I see kobolds as being the kind of society that engages in commerce.  They're scavengers that live off what they can steal or pry from their neighbors/victims; the concept of trade would probably be foreign to them. 

Even if it wasn't, all they have to trade is the stuff they've stolen from other people, hardly a reliable source of regular trade goods.  I could see them opening markets and being involved in black market trade (again, assuming they can even grasp the concept of commerce and trade to begin with), but I doubt kobold societies as a whole would PRODUCE anything of value in the amounts needed to run a trade caravan.  Perhaps a lone enlightened kobold might find there's more money in trading than thieving and eventually become a merchant prince, but I see that as an extreme exception.

940
DF Dwarf Mode Discussion / Re: House rules for difficulty
« on: July 22, 2011, 11:26:39 pm »
I keep to a single, broadly-interpreted rule that can make the game rather challenging depending:  No Meta-Gaming.  Basically, I try to approach design, defenses, etc. from the mindset of what my dwarves would do if they were in charge.

I do usually have a bridge (since IRL drawbridges were frequently used to keep out invaders), but few if any weapon traps (I had a few friendly dwarves get caught in the crossfire once, and felt real dwarves would deem them too risky, and too cowardly for handling invaders), and few cage traps (I felt it made sense for dwarves to take captives, but it's TOO easy to catch things, so I limit my cage traps out of fairness).

You'll quickly be amazed how this rule can really alter how you play the game; anything I can't dismiss as a simplification/extrapolation for the sake of gameplay is considered too "gamey" or "exploity" and forbidden.  So, no atom-smashers, perpetual motion machines, wells that magically desalinate sea water, etc.

It can even affect your approach to certain projects (maybe the dwarves would consider an expanded farm, better defense system, or nicer jail more important than a magma-works or massive deathtrap).  Granted, this may not be the answer you're looking for, but it DOES make for nice storytelling and forts that can be significantly more complicated to run than one where the lives of your dwarves revolves around seeing your vision through to completion, danger and costs be damned!

941
DF Community Games & Stories / Re: Boatmurdered - The Animation
« on: July 21, 2011, 11:23:34 pm »
I'm curious: If posting in this thread "bothers people"... why?

I think the reason is because it's been a while since the thread was started, and it appears to be a project that either is on hold or abandoned, so people dislike that it's being kept alive despite the fact it's "obviously" dead.

I personally don't think it's being necro'd, and as long as any posts remain both recent and on-topic, I see no reason to have it locked.  Having said that, I'm not Toady.  His word is final, and while I would hope he'd reconsider his position given some of the recent replies, he gets to make the call.

942
DF Dwarf Mode Discussion / Re: Rant on FPS and stuff
« on: July 21, 2011, 11:14:08 pm »
I do find the slowdown somewhat disheartening, mainly because it seems like you have to choose between certain projects or a blazing fast embark.  Now, I personally never complain about FPS because I was still over 100 FPS with over 100 dwarves, a brook being rerouted into a waterfall, and the caverns breached.  I've got a damn good rig, but it IS noticeable (I was at 150 constantly, my cap, until I started the water works).

Really though, even on my old computer where 50+ FPS after the first year was incredibly fast, I had few complaints.  The game has so much content, and is so much fun in SPITE of being under construction, that I find myself the opposite of the OP.  Rather than finding the flaws and gaps grating on my nerves, I instead find news of completed features and squashed bugs giddying.  For me, the game feels so complex and fun it's easy to forget it's STILL in alpha, and not even a third complete.  So, I guess the best approach is to shift your mindset, really.

By the way, this isn't to say I don't have my own complaints (I find the inability of dwarves to wear the f-ing clothes they incessantly claim and leave ALL OVER THE FLOOR EVEN AFTER I GIVE THEM TWO CABINETS AND TWO COFFERS IN EVERY ROOM!!!!!! nothing less than steadily infuriating), but they are easily outweighed by the positives.

943
I personally think that minor changes like this are a welcome thing, especially if it's something small that has a huge impact on the game in a positive way like this.

I love digging out central staircases, waterways for utilizing brooks and such, pump stacks, and massive ramp systems.  I actually JUST NOW had to abandon a fortress and regen the world after taking nearly an hour to designate a twin-ramp spiral that stretched to the magma sea, screwed it up, and messed the whole system to hell.  Rather than bother again, I'm going to bed because I can't stand the idea of doing it all over again level by level.  A minor change like this will dramatically impact fortress planning, and I'm all for it.

Having said that, I do -NOT- want updates like this taking priority over content.  PERIOD.  I love the new stuff Toady is always adding, and I'll suffer through buggy macros and figuring out third-party utilities if it means I get more new toys in exchange.  I'm assuming Toady added this after realizing it would be a welcome addition and it wouldn't be too hard to implement.  Great news, but it's clear so far that the next update will not be a major UI/navigation package, and I'm fine with that.  As others have said, the UI can be polished up and ideas implemented AFTER the game is more or less done.

TL:DR I like this update, but I will take moar content over easier gameplay any day.

944
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 21, 2011, 12:03:39 am »
All you noobs have pretty good screwups, but I recently usurped George Costanza for the title "lord of the idiots." Observe:
I spent two years building a 40 z-level deep pit trap with two bridges over them and a pillar in between that supported a pressure plate that did...fun stuff. The pit had a magma cleanup system, and then a draining system for the magma so it would return to its grated-cistern that led to a volcano and leave the goblinite behind. It was a masterful piece of dorfen engineering.
On the LAST z-level, after the bottom bridge that covered the magma, I accidentally dug through a support pillar when I hit d-h and didn't take the time to un-designate the pillars. The magma-covers collapsed, killing 3 Legendary Miners, and the bridge above collapsed. The debris killed an Adept Mechanic as he was climbing back up a staircase from the bottom, and the colapse itself killed a Grand Master Woodcutter who was getting wood, and a Legendary Gem Setter who had just finished making an artifact and carrying it back across the bridge: InkyShield, a Black Diamond Window.
The magma pit was connected to an underground volcano, so everything sunk to the semi-molten rock.

Bow and pay tribute to your king! For I am franti, Dwarf Lord of the idiots!

The King is a fool!  Long live the King!

945
DF Community Games & Stories / Re: The Hall of Legends
« on: July 20, 2011, 11:57:56 pm »
I cannot recall if I voted for Reginald Goblinstomper in the last thread.  I'm almost positive I did, but in the event I didn't, I hereby cast my vote now.

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