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Messages - Deathworks

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631
General Discussion / Re: Things that made you sad today thread.
« on: May 24, 2010, 03:58:54 am »
Hi!

Just to clarify this, I did report it before expressing my feelings here.

Anyhow, the missing turtles in 31.04 are making me sad as this is the second fortress I am giving up on because of them (together with some other problems). The terrain of the map was quite nice, so it is a real shame. Oh well, there is one more weird theory I want to check on with my next world gen.

Deathworks

632
Hi!

Here is another technical virgin as self-service doesn't count, I guess. And my teenage days are long since gone, to say the least (^_^;;
I never really fell in love with a girl, so I never really had a reason to have sex with anyone.

There is no universal right or wrong about whether to wait or to seek it out quickly. That is really your personal decision and you should not let outside comments/pressures/etc. get to you. You do as you see fit and that should bring you the greatest happiness. Just following the herd will only yield a hollow life in my opinion.

Deathworks

633
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 24, 2010, 03:51:34 am »
Hi!

IF that works, I'd like to know. I'm not holding out much hope, however. Best solution I've seen so far was adding [SHELL] to cow hooves.

It didn't work out. Just in case I made a mistake, I simply deactivated the [NOT_BUTCHERABLE] by removing the square brackets. I also changed the [PET_EXOTIC] to [PET] so I could get at the turtles via the animal status menu, but to no avail.

After getting desperate enough to turn off weather and temperature, I guess it is time to start anew hoping for the best. Too bad, the location was really quite nice (a hill of maybe 2 or 3 z-levels height in the middle of the 3x3 embark had my starting wagon placed right on the highest location on the map with ample space for infrastructure).

Deathworks

634
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 23, 2010, 03:16:43 pm »
Hi!

Having started a new fortress because the casualties due to the missing turtles were rising, I found that this map again had no turtles, it seems. Now, giving up on fair play, I have tried to make turtles butcherable. If it works, I can get my shells thanks to the elven caravan. If not I can only hope I keep on being lucky with the moods (3 moods succeeded in this new fortress and 0 shell moods thus far).

This new fortress also has become my first 31.xx barony. Of course, since I hadn't noted down which dwarves were good and which bad, I made a dwarf with a liking for raw adamantine the baroness. Thus far, she was more eager to mandate battle axes, but once she starts getting greedy, I suppose I have reason to worry (just in case, I have started building prison cells).

It seems that the baroness will still work like any other normal civilian dwarf. Her labor menu looks normal. Interesting.

Deathworks

635
General Discussion / Re: Things that made you sad today thread.
« on: May 23, 2010, 03:09:20 pm »
Hi!

The spambot with the Disney movies was the funniest I saw here lately. Talking about an investment for children and then showing that image of Disney's Snowwhite - here of all places!

But the really worst spambot I saw hit a different place. Fortunately, the admin was contacted relatively quickly. Because that spambot posted not only new topics but rather replied in existing threads! That was really nasty.

Deathworks

636
General Discussion / Re: Confessions
« on: May 23, 2010, 03:02:55 pm »
Hello!

An interesting idea. Of course, figuring out what is okay and what is not may end up being tricky (^_^;;

I confess that I spend more time playing Dwarf Fortress than I actually have in completely free time (that is, time that should not be spent with reading or preparing things).

Deathworks

637
General Discussion / Re: Things that made you sad today thread.
« on: May 23, 2010, 02:56:18 pm »
Hi!

Just because some people seem to have been misunderstanding me: I had hoped for quick administrator intervention against the spambot because the longer it is here, the more work the moderators will have. I was not really worried about the forums getting spoiled or anything, but spambots always mean more additional work for the moderators/admins (=Toady One).

Actually, I found it rather curious that the spambot showed up just when Toady One said he wanted to get a little bit of rest...

Armok: So, you will not change your avatar ever? I hope you don't mind me saying this, but that is something I am really grateful for. I am really bad at remembering names, so avatars are also important for my orientation. Thus, whenever someone changes their avatar, it is somewhat confusing for me.

Deathworks

638
General Discussion / Re: Things that made you sad today thread.
« on: May 23, 2010, 10:25:13 am »
Hi!

I just found another thing that made me sad today:

Not having Toady One's phone number to give him an emergency call about that annoying spambot.
Let's just hope that thing sticks to creating new threads and does not start replying in existing threads.

Deathworks (who hates spam, spambots, and sport shoes)

639
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 23, 2010, 10:09:43 am »
Hi!

Internet Kraken: If a dwarf has no skills in anything obvious like masonry, they usually pick a craftdwarf's workshop to create some nice earring or something :)
At least that is the usual default.
However, the easiest thing is to simply build all missing workshops and see which he claims (Leatherworks, glass furnace, and clothier are also targets of moods).

Deathworks

640
DF Gameplay Questions / Re: Strange Mood - Wiki = Oh god!
« on: May 23, 2010, 07:14:38 am »
Hi!

First of all, check his status screen for all his preferences. Sometimes the dwarf demands a certain rock etc. so that may cause trouble.

How far off is the dwarven caravan? Unless you convinced them to bring only ore and stones, they often have silk with them.

That is all I can think of right now.

Deathworks

641
Hi!

I agree that Toady One has done a really great job especially during the last two months. Therefore, he more than deserves that break. Let's hope the grand dining room is ready for his party :) :)

Besides, this may give him more time to play with Scamps which might boost him in many, many ways.

So, Toady One: Have a nice break and enjoy some time off!

Deathworks

642
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 23, 2010, 02:43:33 am »
Hi!

BEHOLD!!! 

The shittiest artifact ever!

Spoiler (click to show/hide)

Actually, I like that artifact. It is definitely not the worst to have. I got an bituminous coal earring with no imagery on it. Now, that is completely useless.

Your artifact can be 'b'uilt in the fortress, so you can actually use it. And it being microcline, it even has a nice color.

And to boost, I find the name quite fitting and quite interesting: The Thin Luxury: Does that refer to its comparatively low monetary value, or is it actually a finely made, thin object?

Deathworks (without any news as he is restarting because of the lack of fish)

643
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 23, 2010, 01:23:55 am »
Hi!

Specifically I'm wondering if the following bugs still exist:

Melting Objects can crash the game

Toady One has marked this as fixed for the next version (.05, I suppose). So not fixed yet.

Quote
Wagons are MIA

Still no wagons with the traders.

Quote
Stone traps do negligible/zero damage

That is probably not a bug. So I don't expect that to change.

Quote
Blood/vomit spreads and spreads and spreads, especially around wells or other places dwarves clean themselves.

I am not sure since I had a lot of idle dwarves. But I think it still spreads quite happily.

Quote
Dwarves in hospitals occasionally die of thirst when there are idle dwarves to water them.Doctors perform their tasks on wounded dwarves nonstop until they give up and go eat/drink, without healing the dwarf.

Allegedly partially fixed. However, there are still reports of this occurring.

In addition, the deadly rain and missing fish bug still seem to be around.

Deathworks

644
Hi!

I have never had any dwarf die because of the new system. And even though product quality may vary, that is not that much of a problem as most of the things produced use raw materials that are either abundant on site or can easily be obtained via the caravans.

However, in the old system, I did have dwarves die thanks to the system. When I had wounded dwarves, dwarf A finally getting the "Give Water" job, then in the middle deciding they are thirsty themselves. After a while, another dwarf B decided that being helpful would be a nice idea, get the "Give Water" job and instead of using the bucket of water dwarf A left behind go to get fresh water - only to realize it was time for their afternoon nap.

On a similar note, when making the defenses for the fortress (weapon traps), there was always the problem that the stockpiles were within the fortress and the traps on the outside requiring long tracks for the dwarves. While the task was not completely restarted as with the water giving, it was extremely prolonged, increasing the risk to the dwarves involved significantly (I usually try to do such constructions just after an ambush attack has ended when my cats and kittens have told me that there are no more goblins around - if a normal trap needs a year to be completedm that timing is useless).

Being able to prioritize jobs would of course be an ideal solution, but since we are only comparing the old and the new way, I can not come to any other conclusion but that the new way is better - as it means a few flawed goods rather than a few dead dwarves for me.

Deathworks

645
General Discussion / Re: Things that made you sad today thread.
« on: May 23, 2010, 12:52:02 am »
Hi!

Reading some of the comments people have posted here about Armok after he has clarified his position have made me sad.

He expressed that he didn't like how they didn't show at least the basic decency of telling him that they wanted to fool around with his piece of art and thus wanted his permission to do so. Since he has drawn the avatar himself, he has every right to demand that they show at least that bit of respect. Actually, from the way he said it, I would think he would have been alright with an art thread dedicated to variants of the avatar - if he got involved with its conception.

In my opinion, the way his original art and he as the artist were treated was indeed fundamentally wrong. Thus, I find it justified even just by that aspect that he got upset. And as he got upset about his rights being violated, moderator action was indeed necessary, as people still don't seem to understand what was wrong. (On a personal note, I prefer it if people first calmly and friendly talk about such things and only turn to the moderators when it becomes obvious that they can't resolve the issue in a peaceful and respectful manner).

To make matters worse, Armok points out that he was actively being mocked with people making fun of his spelling. Even if you don't understand why art theft and disrespect towards artists is a bad thing, once the victim says they feel made fun of, you should realize that we are talking about bullying there (I have to admit that I had not noticed the spelling bit but only saw the variant avatars).

Therefore, I fully support Armok in this and I am saddened by people criticizing him for his justified grievances.

Deathworks

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