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 - Kugu

Pages: [1] 2 3 4
1
DF Community Games & Stories / Re: The Hall of Legends
« on: December 25, 2009, 06:33:52 pm »
You mean she grows up into Urist?

That would actually be a pretty epic continuity tie-in. And it'd explain why she's insane/

I recall some talk about that during the telling of the story, but nothing came of it.

It would make for an Epic addon to an already Epic story. I'm just going to go ahead and pretend thats how it actually went so I dont have to make up anything.

2
DF Community Games & Stories / Re: The Hall of Legends
« on: December 24, 2009, 06:18:14 pm »
I don't know why but I like to fit the girl at the end of Boatmurdered  as the woman in One dwarf against the world, different names I know but it just makes so much sense!

3
DF Gameplay Questions / Re: Perfect DF machine
« on: December 23, 2009, 06:21:44 am »
Custom Dwarf Fortress Case!  :o

4
DF Gameplay Questions / Re: Reclaiming Troops
« on: December 23, 2009, 06:20:02 am »
Abandon when there is a siege. When you reclaim, all your dwarves will be dead.
But I still have to reclaim with 70 dwarves? I don't want that. Haha, thats just going to cause more Miasma and more clothing thrown about the map.

5
DF Community Games & Stories / Re: Tongsdale, Dig Deeper Community.
« on: December 23, 2009, 05:58:52 am »
I would like to join, as either a Mason,or a marksmen. If you can I'd like for my room to be built in the stone, none of this cold ice business. If I'm picked to be marksman I'd like a small ice(Or stone! Always nice to have stone surrounding you rather then ice!) tower built outside for my outpost.

Name: Kugu

And If I have to pick a number 33

6
DF Gameplay Questions / Reclaiming Troops
« on: December 23, 2009, 05:17:39 am »
Alright well, a question here first off is there a way to lessen the troops I take with me on a Reclaim? I only want 7 but it seems determined to give me 60-70  of the best buds a dwarf could ask for, resulting in a massive fortress ending tantrum spiral if Urist mcdwarf gets a paper cut and its getting annoying as I'm trying to stick with a small group of dwarves.

7
Haha, thanks, I'll give it a try, as it is now though I think I should get some shut eye.. Work in two and half hours and I havent slept... I look forward to more orc defense Ideas!

8
They count as a floor tile don't they? I mean you can walk on them if they arent open. So I was wondering if they dissapear when triggered or.. open up and manage to keep the surrounding tiles connected?
Bridges count as walkable, when not retracted/raised, but you can't build items (solely supported) off of them.  (That confused the hell out of me, the first time I tried it.  All those cave-ins occuring, until I noticed that the bridge-side walls needed re-assigning  And while I'm not perfectly sure, I think that trying to implement a grid of nine hatches (e.g. over a 3x3 channelled area, or equivalent) fails when trying to place the centre-centre hatch.

In which case, it wouldn't work.  You could use hatch/bridge/whatever as a walkwable attatchment (should you need one) between a rock-stable structure and one which is connected to the ground only via a lever-controllable support.

Its not really that I want to collapse my fortress its that I was going to make a fortress that went off a cliff over the ocean,  but I wanted some way to defend the narrow passage that would connect me to the cliff. I was hoping Floor hatches would be my savior... I suppose I could make a second lower Z level Support, but I would need to find a high cliff over the ocean...

9
They count as a floor tile don't they? I mean you can walk on them if they arent open. So I was wondering if they dissapear when triggered or.. open up and manage to keep the surrounding tiles connected?

10
DF Dwarf Mode Discussion / Re: Orcs and lever! Small
« on: December 21, 2009, 07:49:18 am »
Brooks aren't shallow enough to impede movement, but due to no 'half Zs' in game it is represented by a walkable tile on top of a full tile of water. Rivers are impassable, but I think you might have had a brook instead. You can channel out the brook if you'd like, and then it will become as a natural moat.
Makes since, I obviously wasn't paying attention to brook/river the hundreds of times I scrolled about it. Kinda of nifty having ground you can build and drink on however....

11
So my latest fortress was doing fine, not much for military, small team of wrestlers with nothing for armor. Nice fortress location with a river running across the entrance, lucky for me I noticed that dwarves seem to have no problem running over them now. ( When did this happen, I was hoping it would act as a 'wall'!) After walling myself off and keeping some of the river within the wall  and bridging across I hooked the bridge up to be retractable hoping it would buy me time when the orcs came... Soon after the bridge was complete the orcs came and I fumbled about ordering everyone indoors and once everyone was across I ordered for the lever to be pulled ( yes I made it so dwarves could go outside before I made the order to pull the lever. ) and no one went to it at all... The orcs stormed across the bridge and went into a slaughter fest... Then I noticed one of my last three dwarves runs up and hits the lever, sealing the orcs inside...

Is there better ways at defending my fort? I never seem to be able to get an ample defense up before the orcs come, but I find myself too bored without them.
Do catapults damage walls? or soar over them?
And last question for now.. If a suspended building has a floor hatch connecting it to the main structure and the floor hatch opens, does the suspended structure collapse?

12
DF Gameplay Questions / Re: Weird Scan line?
« on: December 18, 2009, 05:01:58 pm »
I seem to have the best luck while still alt tabbing, before the window being all the way up tapping the space bar a few times.

13
DF Gameplay Questions / Re: Weird Scan line?
« on: December 18, 2009, 03:42:38 pm »
New issue... I alt tabbed for a moment to check a message, now once bag in my already well started fortress I find that none of my buttons respond besides, computer related presses ( alt tab , ctrl Alt del.)  Keyboards working fine... just DF seems to not be responding to my presses.

Edit: After many alt tabs I was able to unpause and save just to be on the safe side that it wouldn't work again. Do you think this could be a weird issue on my end or something that should go into bug reports? Much thanks for your help!

14
DF Gameplay Questions / Re: Weird Scan line?
« on: December 18, 2009, 02:51:28 pm »
Maybe your video card driver is bugged.

This is important.  Make sure your drivers are up-to-date.

Also, in 40d16, try tweaking the PRINT_MODE in /data/init/init.txt and see if that helps.

Have I mentioned how tired I was last night, I completely missed this post the print mode seemed to do it, swittched it to ACCUM_BUFFER, yet to see if this will affect my frame rate however.

I also think I need to mention that if all goes well, every dwarf who achieves great deeds will be awarded with the title of Footkerchief! (Thanks!)

15
DF Gameplay Questions / Re: A good start..
« on: December 18, 2009, 02:37:33 pm »
Typically I just start with with two miners and a woodcutter (if there is wood) just to get started. Otherwise pretty much everything can be assigned in game and quickly learned, and gives me more points for turtles. =D

Pages: [1] 2 3 4