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Messages - Poindexterity

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361
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 09, 2012, 09:42:01 pm »
people have mentioned how these ideas often die when someone takes the save, then drops off the face of the earth.
how's bout a rule along the lines of "If ya miss the deadline by more than 2 days, the next guy just grabs a copy of the save you got and you get skipped"

eh?

362
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 09, 2012, 04:58:01 pm »
ok, i hate to say this, but i am no longer in charge of this idea.
its gone WAY past my understanding of things.
who wants to take over?
i nominate girlinhat or DS.

363
I was thinking of starting one z-level above the lowest part of the river with the mixed soil and rock layer, and then carving my tunnels out over above the river, connecting them with bridges. Not only would it look cool as hell, but I could use it as a form of defense. Goblins rush in, start raising bridges to trap in chunks of the fort, then open some floodgates to wash them down into the river.

The potential for FUN with this is abound.
i have just this setup going right now in my current fort and it IS as wonderful as you imagine it might be.

364
DF Dwarf Mode Discussion / Re: Statue of nondescript FB
« on: January 08, 2012, 01:23:34 am »

365
DF Dwarf Mode Discussion / Re: lol RNG
« on: January 08, 2012, 12:24:57 am »
Dude, if THAT'S the crudest name you've seen pop out of the game, your Init file must be set to the PG settings.
yeah, i had to abandon a fort once when i noticed it was named gorerape.



ewwwwwwwwwwww

366
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 06, 2012, 11:21:32 pm »
Alright, fair point Erik.  I got a little hot there.

Either way, newbie forts aren't a big deal.  They can't all be dwarven hellholes.  Sometimes you just gotta explore a castle, y'know?  Even if it's not a masterpiece, it'll add flavor to the world.
exactly.
in fact, masterpieces will slow things down.

367
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 06, 2012, 11:11:43 pm »
I'm absolutely certain that cavern layers will join together.  I usually gen 1 cavern worlds for FPS reasons, and got all the cavern stuff in that one.  I've been doing 2 layers now though, since I realized that uprights only spawn with 2 or 3 layers.  Everything is present and will join together into one super-cavern.

We do NOT need reactions to produce free materials.  This is not a "lol let's godmode some walls" project.  If we wanted easy mode to produce forts, we wouldn't be playing Dwarf Fortress.  No.  If a player wants gold, they better get digging.  Players are using local stone or they're importing.  We are also NOT hacking in free expensive items for loot.  If gold goblets become common in dungeons then what's the point of carrying them at all?  The only ONLY justifiable free resource would be the heat-sensitive stone used to make things deconstruct in theatrical ways.  The only Only ONLY justifiable use of DFHack to place liquids (or, for that matter, the majority of DFHack's utilities) would be to theatrically deconstruct items.  Things like autodumping and especially cheap shit like runesmith genocide is NOT welcome.

This is NOT a sandbox, this IS constructing many, real, hard fortresses in a single world.  We're not just doing this for the hell of watching walls go up.  That also means no speed:0 or no_eat or anything.

I'd also suggest a few tweaks to domestic animals, like changing turkey to [CHILD:2].  This doesn't change their growth rate, but it does make it so that "the poult has become a gobbler" message will appear when the animal is actually at adult size and ready to butcher.  Default has the turkey becoming an adult at 1 year, but fully grown at 2 years, and butchering becomes tricky.  Instead, have it announce their full size for ease of butchering.  Similar for many birds and other relevant animals.
this thread has gone WAY over my skill and experience level REALLY fast. I'm willing to put in alot of work on this, but the more yall discuss it, the more i realize i'll need ALOT of help from hardcore vets like yall.
mind?

368
ok, ive tried out the bit about recruiting peasants yall mentioned.
i cant find any.
everyone i meet either is a human (job title) or simply human.
something im missing?

369
DF Dwarf Mode Discussion / Got a neeto idea (want in?)
« on: January 06, 2012, 06:17:27 am »
We aint really discussin this actively over here any more, but if ya wanna see how the actual world in progress is going, come take a look over here, eh?
http://www.bay12forums.com/smf/index.php?topic=103473.msg3059708#msg3059708


So here goes. its late, but ill do my best to put it into coherant terms.
1- i make a pocket world and drop a fort in there based on the whims of some crazy ruler who probly cant take care of things very well.
2- fort dies (probly within 5-10 years)
3- i pass the save off to someone else who repeats steps 2 and 3 until the whole world is filled with abandoned forts to adventure though.

been done?

EDIT: 1-24-12 apparently not, cause here we are on 29 pages and we've got rules being worked out and mods being discussed and we're already pre-ironing out some issues with other playable races. (I KNOW, RIGHT!?) and our buddy DS has worked out a set of rules as they currently stand. Holy Fajoli, we're in for one HELLUVA thing here folks! HERE-
Spoiler (click to show/hide)
-HERE is the list of rules as they stand now. STRAP IN!

oh yeah, and thanks to eric blank, here ->
Spoiler (click to show/hide)
<- here is the current turn listing order.

370
I almost feel as though i shouldnt play DF for a while now.
sorta the way a halfway decent guitar player must feel after listening to the entire jimmy hendrix collection.

this was my favorite thread on any board in my entire internet life.

i am sad to see it end.

keep us abreast of your next project, eh?

I felt the same way. But we should carry on! It is our duty to be inspired by this, and make our own *fortress*, for the sake of all of B12! I think my own threadfort hit a dead end, but maybe yours will turn out different. Maybe my next shall. When the next update comes, we should each form a separate thread, each linked to one another, all embarked in the new terrifying region. Each of us will grow ours, and we can compare our forts. Is anyone in?

i DID just have a similar idea... think ill start my own thread for that though.

371
I almost feel as though i shouldnt play DF for a while now.
sorta the way a halfway decent guitar player must feel after listening to the entire jimmy hendrix collection.

this was my favorite thread on any board in my entire internet life.

i am sad to see it end.

keep us abreast of your next project, eh?

372
DF Dwarf Mode Discussion / Re: Fort design, how do YOU roll?
« on: January 04, 2012, 03:21:52 pm »
i like to make forts that are hell for invaders to path through. lots of ups and downs and doubling back to get anywhere.
except the barracks. it's always a short walk from any barracks to any fort entrance as i dig the idea of dwarves popping up from unpredictable holes in the ground/ceiling/walls.

373
DF Dwarf Mode Discussion / Re: tips for starting near a volcaneo?
« on: January 04, 2012, 05:14:40 am »


Don't use a lot of masons to floor it. Constructions take forever and cause lag, especially huge floors.
REALLY?!?!?!

NO FREAKIN WONDER!!!!!

<FACEPALM>

374
DF Dwarf Mode Discussion / Re: tips for starting near a volcaneo?
« on: January 03, 2012, 09:45:58 pm »
once you get to the point where you want to get a serious metal industry going, you'll need ALOT of masons to floor off the top of the pipe with. Also, dont punch holes in the floor with the intent of putting forges/smelters there later. wait to punch holes till its time to build the thing. Nothing sucks like dodging a macaque into your magma pipe. Also, with steel production so easy to set up, you might be tempted to make a shit ton of it before you really need it. This will generate ALOT of wealth and draw sieges faster than you're probly ready for.

375
Either...

a. Your world is a jerk for giving you quests longer than a day's travel from the start (to-and-fro time doesn't count)
   solution: get some peasants to help.

or

b. You're missing the target location
  solution: look harder on the map, it's really hard to find and really easy to miss when you're not paying attention.
I've never managed to get anyone to join me.
i ask all the time, but no one's ever said yes.
what makes that more likely?

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