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Messages - Nukeitall

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31
DF General Discussion / Fortress Mode Heroes
« on: July 25, 2008, 03:10:26 pm »
Apparently you can see your dwarf kill list in fortress mode. I'll kick off the thread with this guy - he has an artifact buckler and has managed to weather a HAIL OF ARROWS THAT WOULD BLOT OUT THE SUN.



Fort has been around for like..30 years, since .b - the end objective? survive until army arc. Insane? prolly.

32
DF Suggestions / Re: Hauling algorithm
« on: July 25, 2008, 02:55:46 pm »
I'd settle for the ability to burn the mounds of crap like in adventure mode.

33
DF General Discussion / Re: Ultimate DF computer
« on: July 25, 2008, 02:43:25 pm »
Welp, definetly considering it because my stupid computer has trouble with 75 dwarves. WANT BIG FORT.

But hey, if anyone has any suggestions.

34
DF General Discussion / Re: The NEW Future of the Fortress
« on: July 24, 2008, 02:37:09 pm »
I'm pleased with the current version, and though it is shortsighted, pigheaded, and selfish of me, I'd still like to see some performance optimizations go in. I understand the early state of the game. I understand there is major work to be done. I understand that such things are on the backburner.

However I, more then anything, want to run a massive fortress of 400 dwarves fighting a horde of 4000 goblins. I just want to see that before I die, really.

35
DF Adventure Mode Discussion / Re: Any good seeds for adventure mode?
« on: July 24, 2008, 03:05:21 am »
Looking, too. Could use some skeletal dragons.

...yep.

36
DF General Discussion / Re: Dwarf Fortress: The Game: The Poster
« on: July 23, 2008, 08:15:06 pm »
1. I actually like it. Particularly this design.
2. Oh, sure.
3. Berserk rampages, fire, flood, frozen, Dragons, Hydras, Invasion, volcanos, magma, trolls, depression (trying to recall all my failed forts) giant scorpions, ice wolves, skeletal yeti. Just to name a few.
4. Making it out of cloth could be interesting.

37
DF Gameplay Questions / Re: Burning food?
« on: July 22, 2008, 01:17:45 am »
Sounds about right. I've only seen a handful of creatures shoot fire, and I've seen imps get into very odd places.

38
DF Bug Reports / Re: 39c..total and complete crop failure
« on: July 19, 2008, 02:33:58 pm »
Just wondering, but did deconstructing the bags give you use of the seeds again?
I believe so. I'm planting again, which is a definite step up from ZERO planting.

39
DF Bug Reports / Re: 39c..total and complete crop failure
« on: July 19, 2008, 01:28:48 am »
Okay, I think I've got it figured out. I think.

The seeds are stuck in constructed bags used as containers. They get trapped in limbo and are un-usable by anyone. If you're at the limit of 200 seeds for your desired crop, OBVIOUSLY VERY BAD.

So watch those constructed bags! Use coffers, chests, whatever.

40
DF Bug Reports / Re: 39c..total and complete crop failure
« on: July 19, 2008, 01:21:16 am »
I think I may have figured it out. After some-rearranging I believe the seeds may be stuck in their bags.

So. Watch out for bags?

41
DF Bug Reports / 39c..total and complete crop failure
« on: July 19, 2008, 01:00:55 am »
This is a new one.

Okay, here's what's happening. 16 year of the fortress. Things run smoothly on cooked massive stockpiles of food. Suddenly one crops stop growing in ALL my fields. I figure it's a fluke or something, change my settings around..check field fertility...seems alright. Alright. I have spawn, proper field settings, and multiple types of fields in multiple locations. Okay.

But nothing grows. I have the farmers, the spawn, the settings, and several fields WAITING to be tilled in spring. But nothing. Belowground is silent. Above ground is silent. Different crops are silent.

It's now the second year, and frankly becoming concerned.

42
DF Bug Reports / Re: [39b] Migrants
« on: July 18, 2008, 01:28:17 am »
Deaths have a tendency to stagnate migrations. The current world situation may also have an issue.

Definetly update the game.

43
DF Bug Reports / [39c] Healthcare still fatal at best
« on: July 18, 2008, 01:27:25 am »
There's another thread along these lines, but I thought I'd make this one to make sure this one gets drilled in. The current fatality rate among wounded dwarves is extremely high mainly because nobody brings them food or water despite occasionally (50% chance) get rescued, even with idlers and the current job cancellation bugfix. Anything beyond a yellow injury is a sure death unless the dwarf has some sort of miracle happen for him.

However this is not ALWAYS the case. Occasionally water and fed does arrive - the issue is that it's so rare that fatalities ensue.

44
DF Bug Reports / Re: [39b] Unconscious wounded.
« on: July 17, 2008, 11:28:43 pm »
I can say with some certainty that this bug, or, issue, exists in some limited form in the current version (39c) - fatality rates are up despite my allocated specific dwarves and removing all other tasks save healthcare functions.

45
DF General Discussion / Re: Undocumented cool things.
« on: July 17, 2008, 02:54:00 pm »
You mean cave adaptation? Cave acclamation would be a bit different.
uh...yeah. Either way, it goes away.

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