Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - timco35

Pages: [1]
1
DF Dwarf Mode Discussion / Re: What do you love / hate about DF .34 so far?
« on: February 17, 2012, 06:28:50 am »
likes:

I love the tension and decision making that comes with the added difficulty.  Planning for threats that come from within your fortress adds new dimension to the game.  Now as much as I may need the immigrant wave to hurry my fortress defenses it may include a greater danger.  Do I risk one more wave, or begin a true dwarven welcome for them.

Hospitals are now prisons usually guarded and often prone to mysterious plumbing failure success.

dislikes:

My first save crash. Ever.
The constant decision to play another round, or wait for the next patch is evil food for the masochist in me.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 16, 2012, 08:36:57 am »
I built a temporary town to provide the basics so I could focus on carving the massive mountain across the river into a fortress of dwarven magnificence.  Along comes a werejakal, even before the early kobold thieves.  I'm thinking werejackal, can't be too bad.  The fisherdwarf (aka fleshydwarf earlywarning meatshields)  that spotted him bolted for my town.  The jackal caught up to him in a few ticks and brought him down faster than my hunters turned military realized what was happening.  By time my marksdwarves arrived he had slain another dwarf and his dog.  Now firing on him with my lousy bone bolts he slew one of my marksdwarves and started on another when he suddenly transformed back into a human, tearing off all his clothes (yes, after he tranformed from werebeast to human) then bolted naked off the map edge.

More peculiar was during this fight another dog suddenly attacked one of the dwarf babies, killing it, then proceeded to attack a dwarf child before being beaten down.  Only thing I can think of is that it went beserk when the other died.  I could not find any tail or ear pulling in the reports that might of aggrivated the attack on the children.

The following months of enraged and beserk dwarves, followed by the aforemention injured marksdwarves transformation into a werejakal himself lead to a hasty demise of a grand project never started. 

Now to start on the land with the 2 tower civilizations nearby.  Nothing could go wrong there.

3
DF Dwarf Mode Discussion / Re: Aha! The fun has been doubled!
« on: February 15, 2012, 07:40:35 pm »
Embark near a tower or in an evil biome. Cry tears of !FUN as the ambush rises and attacks you a second time.

Mentioning towers, I almost embarked on an area that had 2 Tower civilizations.  Neither was at war though.  I decided against it despite a very limited landspace that is not on an aquifier in this worldgen.

What are these tower civ's? And since they are not marked as being at war, would they come to trade with me if I settled there?

4
DF Modding / Re: Intensifying Mod ver 0.17c
« on: March 06, 2011, 05:31:58 pm »
Glad this is getting updated to .20 if just for the pastures and animal handling.  Once vanilla forts get too large the fps drop is just annoying along with all the littered clothing.

Quote
+ Reasons for multiple grass types. Right now they are all just duplication of each other

The only reason I like some variation here is that it makes the ground a little more interesting.  At least using tiles sets it does.  I could live without it though.

Quote
+ Reasons to implement eggs. Eggs are totally redundant right now
+ More usage for bees
+ Interaction between cats, vermins and the rest of the fort
+ Balance between shearing and other clothing industries (plant / silk / leather)
+ A niche the Roc (dragon is already flying in IM)

As for these I don't know the game mechanics well enough to make good suggestions.  The eggs just add some neat variety but fps > feature for me.

I remember reading an article from a game developer a while back talking about game creation.  I couldn't remember who but one thing he said always stuck in my mind.
He said something along the lines of a good developer knowing what features to add to a game, while a great developer knows what features to remove.

While not very dwarfy I'd rather spend more time playing a game than playing the concept of the game.

One last thing, does this (or can this) mod remove all those annoying bolts left after a battle?
Also would it be possible to make a specific workshop that can be used as a sort of burn plant as an alternative to an atom smasher or finding magma?  I don't care if there's any end product at all, although ash would be reasonable.  Not having played this mod yet I'm not too sure if this is still even needed though.

Thanks for making such a great mod and taking the time to share it with the rest of us.

5
I was using Phoebus but I liked the Ironhands changes of late and have been using that now.

Right after a patch I usually just use whatever's ready first though.

6
DF Dwarf Mode Discussion / Re: Coal?
« on: March 05, 2011, 02:30:31 am »
I'm feeling the coal crunch pretty bad myself having clear cut my map several times.  I shouldn't complain though because I'm glad enough to have both iron and marble.  I'd rather have a gimped fuel production than beg for flux.  And there's always recycling.

A little off topic though, I embarked (foolishly) this time without checking what civs I would be at war with and after the 2nd year I've been getting sieged almost relentlessly by Elves riding war tigers, elephants, and non war types of  horse, alligators and salt water crocs.  Each siege is about 3-4 bands of 20ish Elves and their mounts.  Just took me a little off guard at first since my military and defenses were thrown together during the first siege.  My few dwarves that were lucky enough to have steel blades where cutting through them like grass.  Too bad I didn't have metal armor production though and a wooden arrow in the face took down more than a few of my steel wielders.  By my second seige my main 10 soldiers had at least some steel armor and both them and my fort guards all had steel weapons.

Metal rationing has kind of made the game more challenging and fun. 

7
DF Dwarf Mode Discussion / Re: Work Orders bug
« on: March 05, 2011, 02:08:44 am »
It should also be noted that even though you can not do an order for over 30, nothing is stopping you from making multiple orders of the same item.  Need 90 barrels? Just Q up 30 3 times.

8
Great story.  Laughed myself to tears. Many thanks.

9
DF Dwarf Mode Discussion / Re: Achievement Unlocked (IMG heavy)
« on: February 24, 2011, 03:53:44 pm »









A few of my own.

10
DF Dwarf Mode Discussion / Re: Will dwarf fortress ever have...
« on: February 24, 2011, 02:05:24 pm »
If anyone has played AI wars, I like their model where its multiplayer, but you're always on the same side versus the AI.

I was thinking along the same lines.  There would still be much that could be done together cooperatively with what's planned for the game.  And the timing is less an issue than most people think.  At game set up the rules could include options to choose either free pausing for both players, timed and limited pausing, or rough it out with no pausing.  The whole point of playing with someone would add to the fun even if it is indirectly.  Still, I agree that even this mode is quite a ways off. 


11
Gah!  Worked perfectly.  I didn't realize raws got saved individually withing a game once a game got started.  New it was something dumb.  Thanks a million. Keep up the stellar work.

12
First of all, great work.  I love this tileset.  While I agree with earlier comments about water being rather dark, the sharp letters and just overall great fortress looks outweighs that minor issue.

I'm still having issues with creatures being chopped up.  I downloaded your full version, started a new game, and updated the [PAGE_DIM:25:20] to [PAGE_DIM:29:20]
in the graphics_critters.txt as mentioned earlier and still no luck.  In fact, changing it back and forth doesn't seem to affect their appearance at all.  I may have started my fortress before the change if that matters.

I noticed that creatures on the left-most of the tileset seem least effected (normal cats and dogs) but even a few creatures to the right and they seem to get halved.  My elephant image is the adult back half on the left with the baby from on the right. Dwarves, goblins, and fish seem to be unmolested in any way.  I'm real new to forum posting and I can't figure out how to make a screen shot.  The export local image thing kind of lost me. 

I have a feeling I'm missing something that should be obvious, so forgive my idiocy.  Thanks for any help or insight into this.

13
DF Dwarf Mode Discussion / Re: First FB kill!
« on: January 22, 2011, 01:54:16 pm »
After years of lurking this post sucked me in to finally register and reply.

My first FB will take a little background to explain.  It was my second DF fort since chasms were added.  Despite the threat of FB's I still considered invasions to be my greatest threat and I wanted a fun grand design to deal with them.  Something a little more that the towers of crossbow death I usually consturct around my fort entrance.
This time I built a long 5 square wide entrance that stretched maybe 30-40 squares down before turning 90 degrees for another long hall.  Down the main hall I placed several traps, side chambers acting as guard rooms, and eventually a siege engine placed at the end of the first turn.  But my favorite trap was a drowning chamber.  Not just a pool, but the whole first half of my trap hall. I did this with flood gates at both sides of the drowning chamber with the front gates opening manually from the usual dining room lever and the rear gates with water pressure plates.  I had no success getting those pressure plates to work so opted for a second lever for the back gates.  Now feeding the room from a river led to the obvious problem of not being drainable afterwards and to the "obvious" solution of needing a drain.  The chasm underworld seemed perfect.  In fact, the drowning chamber had 2 purposes.  Not only could it drown invaders but could be use as a force pump against any attackers from below.  The idea seemed creative and fun.

That is untill my first FB came up from underground.  I don't remember too many of the details of it other than being a feathery insectoid of some kind and a name with more vowels than consinants that I couldn't pronounce without spitting on the monitor.  Anyways as soon as he was spotted making his way up towards my fort from the chasm I triggered the drowning chamber.  By time he reached the chamber it was more than half full.  All was well, for the momment.  At this point my guard side chambers were void of any military because I had spent more time on the hall and traps itself other than outfitting them.  The FB then proceeded to destroy the floodgates that were on the inner side of my flood chamber.  At first I thought I didnt hit the right lever or something because I didn't realize that FBs could destroy them.  While trying to scramble my military the FB did an about face and just decided to leave my fort entirely breaking my water source gates on his way out.  My grand design drowned nearly my entire population while I stared on, paralyzed with disbelief at my own ignorance.  I never even exchanged a single blow with him and he felled my entire fort.  In the last few moments before I abandoned the watery fort I spotted him fluttering around the countryside probably glad not to be cramped up in the caves below any longer.

Pages: [1]