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Messages - DwarvenScience

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1
DF Dwarf Mode Discussion / Re: Dwarven psychiatric ward
« on: November 10, 2012, 12:52:39 am »
sounds more like cluster C personality traits IMO, predominantly avoidant. Here is my formal multi-axial diagnosis

Axis I - Bipolar I disorder (as consistent with race)
Axis II - Cluster C traits
Axis III - Alcohol dependence
Axis IV - Living in perpetual fear of goblin sieges, frequent periods of starvation and regular deaths of social contacts
Axis V - GAF 50%

2
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 13, 2012, 03:27:35 am »
I agree with the single-world sentiment. Community games take forever anyway; it's the updates that make them fun to read and play!

I have no objection to waiting 210 days for my turn, this world is going to be awesome :D as long as there is continued interest and nobody finds a way to actually doom the whole world we could potentially have something for the bay12 history books.


The more adventuring logs and fortress overseer stories the better IMO, they help flesh out the world and provide intrigue and motivation for adventuring

3
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 10, 2012, 04:12:27 am »
A big damn ALSO:
Upon reading the community reclaim of swordthunders thread some more, I came to the startling realization that it's entirely possible for this succession world to drive every last dwarf civ to extinction if the world gen is short and the number of initial civilizations is low. Thoughts? :P

can we set the number of starting civs higher?

also the map looks great I am intrigued by the mountain lakes, giving me ideas!

4
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 09, 2012, 04:46:45 am »
All fully acknowledged! Now how does more erosion = more sheer cliffs work? Counter intuitive, especially for someone working on their geology degree. Typo, or is DF just wierd like that?

i think that in DF erosion cycles cause rivers to dig down into the terrain, therefore no erosion cycles cause flat land. I am not entirely sure and people can feel free to correct me. Im studying medicine so i dont know how erosion works in the real world :D i just assumed hills happen when two mountains love each other very much....

also mineral scarcity poll: 3

5
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 09, 2012, 02:58:50 am »
If lowering the layer number doesn't actually affect the size of the caverns and the depth of the crust, I'm gonna have to vote against it. :-\

Im pretty sure that less cavern layers make for less thick crust on average, maybe the embark was at high elevation?

Eric Blank - looks good, the main thing is to make sure there is enough variety for people. I guess we cant have both flat grassland AND sheer cliffs so we compromise on that. What is peoples opinion on erosion? Do you guys like flat embarks, cliffs or dont really care? (you can make wicked sheer cliffs by setting erosion cycles really high, perfect for that minas tirith replica)
I agree with the huge embark because though building a world full of forts in close proximity sounds good in real life we need a big varied world to accommodate as many peoples tastes as possible so it is fun for everyone.
EDIT: more volcanoes would be good actually, perhaps more medium-sized good and evil biomes? also to get a scorching desert i guess you could increase the drainage on the top island

6
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 09, 2012, 12:09:55 am »
If the range is 500-1000, I'm going for 1000. Personally, I'd have the settings down to default 2500-5000

1000 seems reasonable, combined with high volcanism variance it should give enough variety of embarks to make for some fun and varied forts to adventure in. But i take your point about mineral overload, gold is no fun if you have enough to construct an entire castle just mining out your dwarves living quaters

on another note I vote for cavern layers = 2, less distance to HFS and magma sea without compromising on things like cavern flora/fauna and uprights etc. Personally i always sigh inwardly when i find the magma sea is over 140 Z levels beneath the surface. What do others think?

7
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 07, 2012, 09:55:55 pm »
Anyone up for maybe trying this on a pocket world while we wait for the new version to come out?

Might give us an idea of how well this will work.

would only get through 2-3 embarks though eh, hopefully with the new update coming out soon. Could try it with briefer times (eg 2/3 days) to run through more embarks i suppose. Might be an idea for the people who want to be in charge of organising the eventual project itself to be involved if people were keen on a quick a trial.

8
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 07, 2012, 08:45:43 pm »
If we were able to connect the forts with cavern roads.... Would require a lot of communication and planning.

...thats awesome, community megaproject?

would need a handful of overseers who really knew their stuff to coordinate the average joes like myself. If you were going to use cavern roads wouldnt that involve embarking on every tile between the forts in question to make sure the path is intact? I guess you could embark on a square which is 9x1 or something so that you are only embarking over where the road will be. Also i have heard that adventuring in caverns is usuall an exercise in frustration and failure trying to get back out

9
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 07, 2012, 08:31:26 pm »
This sounds cool I would totally be in for making a fortress!

IMO I think it is good to have a reasonable amount of minerals, it would be nice to see other peoples creativity without restriction because they only have one small vein of tetrahedrite and whatever small amounts of iron etc they can trade. Though there is nothing really to be gained by having excessively abundant amounts peeking out from every rock face

DFLair sounds like a good idea, it will make the dungeons neater and stop the atomic-bomb-scatter of every pigtail sock which kinda detracts from a majestic castle. Could we leave it up to individual choice whether people want to abandon or use DFLair?

10
DF Dwarf Mode Discussion / Re: Pet Ghosts
« on: September 01, 2011, 07:59:54 pm »
I had an above-ground fort once, waves of migrants were left starving at the gates with inevitable results.. A murderous ghost appeared and loitered around the dormitory for a while, then proceeded to tear my beekeepers leg off (it was quite impressive, blood EVERYWHERE).

Also murderous ghosts can occasionally scare dwarves to death, which results in a less interesting insta-kill.

11
DF Dwarf Mode Discussion / Re: Trap Designs
« on: February 02, 2011, 07:37:03 pm »
Yes, this will happen, goblins cluttering around their caged chief. But if you put weapon traps around the cage trap, the chief goblin will get injured/killed way before getting caught. Upright spikes could do, but require micromanagement. Still a good idea...

in my experience it doesnt matter whether the squad leader is the one captured or not, if any squad member gets caught the whole squad will stop moving

12
DF Dwarf Mode Discussion / Trap Designs
« on: February 02, 2011, 06:13:12 pm »
When being seiged by goblins I noticed a curious behaviour, when a goblin from a squad gets trapped in a cage trap and there are no dwarves or pets around to torment, the squad will stop dead in its tracks and cluster around their trapped squadmate. Through dwarven ingenuity we can exploit this behaviour by placing a single cage trap surrounded by 8 weapon traps like so:

+++++++
++^^^++
++^c^++
++^^^++
+++++++

+ = floor
^ = weapon trap
c = cage trap

As the trapped goblin sits in its cage its friends are eviscerated around him. Placing the cage trap centre on a tile that goblins are most likely to pathfind through enhances the effectiveness like so:

W+++W+++W
W+++W+++W
W++^W^++W
W++^c^++W
W++^^^++W
WWWWWWW

W = wall

Problems with this design include weapon traps becoming jammed (esp. serrated disks, you need the traps to continue reloading and firing as the enemies mill around the central cage trap), and the trap can only be used against one squad before the cage trap must be reloaded. Even after a seige expires the trapped squad will remain, so if all your traps become jammed and a squad of elite crossgobbos are sitting in your entrance hall this could cause problems.

Has anyone else observed this behaviour? And if so is it specific to goblins or consistent throughout other civilizations? (I noted that trolls brought by goblins behaved similarly though im not sure if trolls commanded by goblins would have goblin squad behaviour) It would be good to have confirmation from someone else that the design works. Suggestions for a name for this trap design are also welcome  :D (as are other personal trap designs)

13
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: January 24, 2011, 01:38:57 am »
Cave spider silk sock, encrusted with light yellow diamond, ruby and platinum. Depicting two scenes of local history and an image of itself. DB$120,000

14
DF Dwarf Mode Discussion / Re: Getting a diagnosis?
« on: January 22, 2011, 10:08:41 pm »
Have you tried deconstructing the bed under the dwarf who is wounded? If he has to move and get into a new bed in the hospital it may prompt your new CMD to diagnose him

15
Ambushes personally annoy the hell out of me, your military always takes forever to get their arses into gear and get outside to defend the fort, meanwhile the stealthed units have had ample time to cut the buttocks off any dwarves chilling out on the surface.

Sieges i think could benefit from being more varied, they always follow the same monotonous order of incrementally better troops with better equipment and better minions/mounts. How about a goblin siege with sappers who mine into your base from off the edge of the map? Or a sneak attack through the network of underground caverns sieging you simultaneously from above and below? Or a small squad of stealthed units setting up traps outside your entrance then fleeing before the bigger contingent shows up to siege proper? Or towing ballistas and catapults behind war elephants?

I always find myself getting bored of enemy invasions of either kind, after you have a squad of axe lords kitted out in cotton candy who can eviscerate 50 times their own weight in goblins without a scratch it just becomes an annoyance, a dull monotonous task akin to designating excess stone to be atom-smashed... Dismembering hordes of poorly equipped goblins and troll clothiers should never be boring.

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