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Messages - Deathworks

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616
DF Gameplay Questions / Re: What's the point of constructed floors
« on: May 26, 2010, 12:42:07 am »
Hi!

Just to make this quite clear: You can put weapon traps and other nice things on constructed floors while roads do not permit that. So, they are really useful if you want to have a trap-protected path for the caravans.

Deathworks

617
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 26, 2010, 12:38:10 am »
Hi!

I just had one badass kitten get cornered by a kobold thief and then the kitten went bat@#$% insane on the kobold and BEAT THE EVERLOVING CRAP OUT OF HIM.

Also minor bug I guess. In the battle reports (where the kitten eventually shook the kobold by the upperbody, ripping him in half) the kitten was refered to as a "Cat Child".

This ... this is just beautiful. I really envy you. It reminds me of the wonderful times of 2D where my cats ripped apart the critters from the underground river.

The only sad thing is that the game won't allow you to give this hero(ine) a proper burial.

In my own fortress, besides having the expecting beginning of multiplication, I found that indeed, once I traded with the dwarves, the next spring I got my first elven caravan. So, I guess the other merchants wait for the dwarven caravan to tell that a good deal can be made.

Other than that, things are progressing slowly, as I wanted to give my dwarves more time to socialize. But I should start moving things below the aquifer and abandon the impromptu hovel in the upper soil layers.

Deathworks

618
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 25, 2010, 07:11:31 am »
Hi!

Oh lol Shurikane, that one elf sure looks lonly in there doesn't it?

You know, I desperately tried to forget the thought the description Shurikane gave of what is going to happen next. And then you come in and give me thoughts that are even worse (T_T)

Deathworks

619
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 25, 2010, 06:37:22 am »
Hi!

I really like my current fortress, even though it is extremely young. And accordingly, the game has already started sabotaging me:

The spring of the second year has turned to summer and no elven caravan. Given that I have settled in the middle of a forest with a living elven civ, it is impossible for them to be beyond reach. I currently have 2 theories: 1. The dwarven merchants from the first year told them that I don't trade (I minimized my production to keep immigrant numbers low) or 2. The elves are at war with my civ. I have to admit that I had not checked for the latter possibility as I hadn't encountered such a case in any of the current versions. Given that I picked the biggest dwarven civ, there is a possibility of such a grudge. I guess things will never get to normal, especially since I have INVADERS turned off?

But that sabotage seems to be an answer to all the good news:

During the first year, I only had 7 immigrants, bringing my fortress population to 14! Yay!

During the first winter, I successfully breached the aquifer on a very good scale!

And the best thing of all: It is now early summer in the second year, and I just got the 5th marriage in that fortress - bringing my populace to 5 married couples and 4 singles. And in within less than two years! This is what I had always hoped for.

Deathworks

620
DF Dwarf Mode Discussion / Re: Do you use magma?
« on: May 25, 2010, 06:30:08 am »
Hi!

I am with the magma-is-too-much-trouble faction.

First of all, I don't have a murderous fortress, so I don't set up things to kill civilians and traders. And for everything else, there are the good old weapon traps, thank you. (And if I were to challenge something along the lines of forgotten beasts, I would probably go for a cave-in trap) Thus, magma is not useful for me as a weapon.

Secondly, I am more interested in playing Dwarf Fortress as a game of construction rather than survival. Thus, I prefer easy sites, usually heavily forested with lots of plants in a temperate to cold climate. Thus, I have a basically unlimited supply of wood that can easily fuel my furnaces.

Third, I tend to play with a small setup, trying to get few immigrants during the first year, and having a low population cap (< 7). Thus, I have very slow fortress growth which gives me time to hoard fuel. In addition, this also increases the effect the regular import of bituminous coal has on my economy.

For these reasons, there is no real need for magma in my fortresses.

On the negative side, there are the following things:

Dwarves are not careful enough when handling flames or when ablaze themselves. This makes magma itself a highly dangerous substance that can easily ruin an interesting fortress.

Secondly, magma is known to be inhabited by creatures that also wield fire. So, even when carefully designating your mining, there is a risk involved with breaching the magma.

Third, and this only applies to the most recent version, of course, breaching the magma requires first breaching all the cavern layers. And personally, I consider the cavern layers a very nice, game-like feature of the game where the player can freely move on to the next challenge when they have established their current situation. If I made magma important for me, I would basically forfeit this freedom of setting my own pace for the challenges of the game.

So, for me that is 0 pro and 3 contra arguments, leading to a clear "Nope.".

Deathworks

621
Hi!

10. A majority of the lower forum of B12 are still virgins. Amazingly, mostly through choice.

Granted, when a person says they're a virgin out of choice, they're usually not telling the truth.

Mmmhhhh, I guess we could make an entire thread just about that single sentence as there are many angles from which to argue that it is likely to be true or false.

Personally, I don't consider virginity a badge of honor, just as I don't consider loss of virginity a badge of honor. Therefore, I do not actively want to remain a virgin. I just have not happened to come across a person I want to have sex with (and granted, I have been rather negligent about searching for such a partner (^_^;; ).

In general, I want to point out, though, that as long as you haven't experienced sex, you don't know what it really feels like (at least that is my guess (^_^;; ). Thus, the rule "you don't miss what you don't know" you need to keep in mind. Especially if you strip loss of virginity of the common peer pressure and other outside impulses that influence our perception. In other words, if you don't listen to the common chant, then it is not that unlikely for someone to actually really remain a virgin by choice as sex itself does not have an inherent value until experienced (whether that is a positive or negative value once you know what it is about, I leave open for those in the know to discuss).

Deathworks

622
General Discussion / Re: There's a Hole in the Bottom of the Sea
« on: May 24, 2010, 02:00:11 pm »
Hi!

That said,I don't think they knew the drill equipment was failing.At,what,18,000 feet under the sea,it was?
you Can't exactly just pull the line up and check for damage,or put any sensors that are very sophisticated down there to check.

I was referring to the CBS (I think) interview in the OP. One of the people from the well brought forth hefty allegations - like them ignoring that the rubber parts of a valve came up through the drilling and that the BP manager insisted on using a speedy method that absolutely required that valve to be intact down there and not in pieces on the table.

Of course, I am not a professional in oil drilling, but if parts of my machinery come up in tatters, I might consider being more careful rather than being even more reckless. (^_^;;

That is just how I saw it. EDIT: I just wanted to clarify that and am not really interested enough in this to argue about it (living 500m above sea level in Germany, that is somewhat far off for me).

In general, I don't mind if people try dangerous solutions - if the people who make the decision are also the people who are most likely to be affected.

Deathworks

623
DF Suggestions / Re: Making the entire justice law up
« on: May 24, 2010, 01:53:15 pm »
Hi!

Personally, I don't think that is a good idea. If you want it to be really flexible (and it has to be really flexible in order to allow things like genocide unless you want to limit players to certain cliches) it seems like a real mess to set up. And I don't really see an advantage for my personal Dwarf Fortress experience.

However, on a somewhat related note, it made me wonder about an alternative proposal: How about having the harshness of punishment and some of the things currently in the ethics settings be determined by the highest ranking dwarf in the fortress? For instance, if your expedition leader is honest to the bone, punishment for theft may be harsher than the default. But then, you get a corrupt mayor who is not so interested in theft, making it a personal matter. This could add more personality to the fortress and its inhabitants and clearly gives you tales to tell.

Deathworks

624
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 24, 2010, 01:47:30 pm »
Hi!

We should be able to salt paths at some point.

Mmmmhhh, a new idea to capture mountain goats, I guess?

Well, one of the dwarves in my latest fortress likes rock salt so it would be nice to combine him with your salt for the ideal noble :) :)

Rotten: About your suggestion before, I never use magma or breach it, so this setup would be a bit difficult to accomplish. Anyhow, I have started a new fortress, and now I am taking note which dwarf would be best for new noble positions. I rather work all the adamantine lovers 24/7 so they never make friends and thus never become mayors instead of worrying about mishaps during elimination attempts.

Deathworks

625
General Discussion / Re: There's a Hole in the Bottom of the Sea
« on: May 24, 2010, 01:41:54 pm »
Hi!

How about you all just stop arguing about something you will never be able to directly affect.
It's not like the professionals are sitting here right now looking at this thread to answer there problems.

You know, reading that interview about how the BP guys in charge handled the entire drilling operation, I wouldn't be surprised if they used Dwarf Fortress as their training simulator. I mean, neglect all safety measures, ignore failing equipment and even a prior mishap at that formation - that sounds really a lot how people tend to play Dwarf Fortress.

Or is it just that Dwarf Fortress is too realistic?

Deathworks

626
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 24, 2010, 01:30:47 pm »
Hi!

I just had a huge facepalm on a meta-game level.

After discarding the first world in 31.04 because all the sites I wanted came with aquifers, my first fortress in 31.04 suffered from no turtles resulting in 2 out of 4 artifacts failing making me give up on that fortress/world.

The next fortress again had no turtles. And even though I had 3 successful moods and no losses, I gave up on this after some experimentation in acquiring shells.

Now, I genned another world to find again that there are no turtles on my site. I am still in my first year and I like the site (although absolutely flat, it started out with the pools frozen - something that has become rare for me in 31.xx and which will come in handy as it does have an aquifer down there somewhere). And just as I saved, I suddenly remembered that there is the [ARTIFACTS:] setting -> major face palm

Deathworks

627
Hello!

While genning my new world (first time I set the target date to 10000 and things crashed before I liked the setup, second time, I made the mistake of saving the map before saving the world, ruining that one as well), I noticed that お宝ありマス!FE ~ダンジョンはじめました~ has been updated from 0.93 to 0.94 last week. The update from 0.92 to 0.93 had brought major improvements for the game, so I am really optimistic about that (for those not in the know, it is one of those games where you set up you dungeon and hope to get rich loot from the adventurers that get defeated by your monsters).

While that is basically good news, on the other hand, I wanted to get some more Dwarf Fortress action going. So, there is a conflict of interests there (in addition to Higurashi) (^_^;;

Deathworks

628
DF Gameplay Questions / Re: Random striking down?
« on: May 24, 2010, 08:43:54 am »
Hi!

Well, setting aside the mysteries of the forum software, the "struck down" message is, as far as I know, always used when an attack immediately kills a creature. It merely marks that the creature was directly killed by violence (by another creature or a trap, as far as I know). I am not quite sure, but it may even occur when a creature is killed by a cave-in or by falling into a pit (I have been looking after my dwarves, so it has been a while).

There is also "bleeding to death", "suffocating", "has died of old age", but I don't think there is even a generic "has died".

Deathworks

629
General Discussion / Re: Things that made you sad today thread.
« on: May 24, 2010, 08:36:18 am »
Hi!

Well, it was not really meant to be taken literally. Remember, this is the thread about things making you sad. With the phone call, I meant a means to get action taken quickly so that the spambot would be stopped immediately. However, even if I had that phone number, I would not have called as it would indeed have been unreasonable (besides, I hate telephones). So, it was more regret about there being nothing you can do except for reporting it and waiting as things evolve. In other words, your usual expression of helplessness.

Sorry about the confusion.

Sir Pseudonymous: I am not sure such an option exists. I had the impression that these things were indeed generally being dealt with manually on other forums, but I can't say for sure whether that feature does not exist here.

Armok: Well, I am kind of putting pressure on you with that statement (not much pressure given that I am in no position of power) to actually stick to your present avatar. Whether you keep your avatar or change it is your personal decision and something no one else should give you orders about. That's why I felt it necessarily to add the caveat.

Deathworks

630
DF Gameplay Questions / Re: world gen question
« on: May 24, 2010, 04:08:31 am »
Hi!

Okay. Then I recommend that you re-activate the magma layer.

I just asked in case you wanted to attain something by changing that. In that case, we would have needed to find a way to reach your goals with the magma layer there.

By the way, unless it changed from the older versions, the default values are reset whenever you change the size of a map. At least in versions until including 40d, you could simply increase the width of a world and then then decrease it again and you would have the default settings again. I have not tested this in 31.xx, but it seems reasonable for it to be still there.

Deathworks

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