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Messages - Salmeuk

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2491
DF Community Games & Stories / Re: You Only Build Once
« on: December 12, 2014, 01:58:54 am »
Now I am confused. Can you further define the "You Only Build Once" rule? Does that mean we can only start one fortress but play as many adventurers as we wish? How exactly do you define 'build'?



2492
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 12, 2014, 01:49:47 am »
Quote
Complete your turn within one week.

It's almost been a month. . .

for the sake of our waning interest, slap it out tonight?

2493
DF Community Games & Stories / Re: Starting new community fortress
« on: December 11, 2014, 09:05:17 am »
While community input is nice and all, it's usually best to come to this forum with the details fairly prepared. There are always people willing to try out pretty much any idea, so it's best when you take the lead and give people the simple choice of whether to join your fortress or to pass on it. This prevents a meandering and convoluted thread of Q & A while also encouraging quick turn playthroughs.

If you are new, don't fret - any old embark will be ripe with player-created challenge and story.

2494
DF Community Games & Stories / Re: You Only Build Once
« on: December 11, 2014, 07:42:28 am »
Fixed. Also, I don't play much adventure and I am thoroughly confused at who exactly I killed: When I first tried to talk to him his title was Deity, but after I killed him he was shown and described as a Planter. A living god?

Sounds like a bug to me. I don't suppose you have a save from before you killed him?

I only played for  less than an in-game day, so if you were to download the original save and try to retrace my steps you might encounter him again.

2495
DF Community Games & Stories / Re: You Only Build Once
« on: December 11, 2014, 07:40:10 am »
Wow. Interesting start. I think one of your pictures has the wrong link, though. 'First Will' and 'Last Will'? Very mysterious.

Fixed. Also, I don't play much adventure and I am thoroughly confused at who exactly I killed: When I first tried to talk to him his title was Deity, but after I killed him he was shown and described as a Planter.

A living god? He certainly didn't put up much of a fight.

2496
DF Community Games & Stories / Re: You Only Build Once
« on: December 11, 2014, 06:06:08 am »

I awoke in a strange house that I had never seen before. It smelled of dirt. I could not recall how I arrived at this place, who my father was or the last meal I had eaten - all I seemed to know was how to stab throats, block arrows and dodge strikes. I felt compelled not to learn about my past but to carve a new history. A history that I, the man laying in the trampled soil of this dirty abode, would know firsthand.


I stood from my place on the ground and hailed the most important looking person in the room. His name was Epxa Sathrasuque, and he introduced himself as a general administrator for this hamlet. Rather than inquire about my current lack of memory, I simply asked about the surrounding topography. Perhaps I could find my future as an adventurer.

He summarized the lay of the land, but made a specific note of one location, "Beachwane." Apparently a goblin by the name of Xuspgas Wickedtold had holed up there. I was about to inquire whether any bounties had been placed on the creatures head when a well-built but slightly drunk Dwarf interjected.

"A sprawling criminal organization has left our people living in fear. They have a town called Datevises somewhere in The Plains of Tenderness." This was immediately more interesting and I inquired what the dwarf planned to do about it. He didn't hear my question and continued to ramble.

"Datevises is a short walk to the north. In the summer of 14 the human Luki was shot and killed by the elf Cimanthi. He was shot in Datevises." Apparently this dwarf had been close to Luki and was out for blood. I seized upon his drunken state and encouraged him to seek vengeance, telling him I would help as best I could.

He agreed, and we were off.


As we left the threshold we passed a bountiful patch of bitter melons. To the south I could see great masses of white webs, and being unsure what beast left them I was glad we were traveling north.

On the way out, my dwarf companion informed me this place was called Tuftednestled, or Thuthurarses. We traveled past the farms and across a short bridge, and sure enough not two hours had passed before the outer clearings of Datevises appeared.

I was wary but confident; the walking had awoken my inner spirit. As we traveled into town, expecting lawlessness and rot, I found quite the opposite. The first dwarf we met was a priest selling copious amounts of fine cloth, and just beyond his store were fields filled with fruit-pickers and farmers. Somewhat surprising to me was that the farmers were all dwarves - apparently they had abandoned their usual inclinations towards caves and decided to live upon the surface.



A great, green castle loomed above the ridgeline to the north. Whomever resided there would surely know what my drunken friend had been rambling about so passionately.



As we rounded the corner of the keep we saw a woman standing in the doorway. Something was off about her - she seemed oddly tranquil for the ruler of a busy village. I greeted her, but received no reply.



A strange, outside thought suddenly entered my mind. "This woman is The Last Will. She is a god." Confused, I attempted to ask about the criminal organization my dwarf friend had mentioned. The nameless dwarf did not acknowledge I had even spoken. A boiling rage filled me - I had recalled one thing about my shrouded past.

I never let anyone dismiss my presence.

I hefted my spear onto my shoulder and attacked. She heard the whistling of my spear-tip and drew a small blade, but not before I had pierced her abdomen. I landed a second strike, higher up this time, and the silent woman fell to the ground. My dwarf companion was confused and attempted a swing, cutting the face of the fallen woman. Her last breath passed from her body as she lay still. I wasn't sure just what I had done but it had felt right.



The great, green castle was utterly empty except for the woman we had killed. It was at this point I had a great thought - if there was no King for this Castle, and no Army for that absent King, then who was to prevent Me from laying claim? I knew it then as I know it now that this would be my history: I would become a king!



The save: http://dffd.wimbli.com/file.php?id=10225

Rule #1: You must always claim a site as an adventurer.
It can be any site, large or small, and you must try to spread the word about your claim.

2497
DF Community Games & Stories / Re: You Only Build Once
« on: December 11, 2014, 04:50:18 am »
Just to clarify, should the rule we make affect our choices regarding embark locations or can it affect game play to? Could I make a rule forcing players to embark with certain things or create a certain structure at some point during their turn?

And will there be a set turn order or just anarchic chaos?

2498
DF Community Games & Stories / Re: My first fortress (spoilers)
« on: December 10, 2014, 12:33:44 pm »
Damn, I liked the drawing :D

Dragon attacks go one of two ways: complete destruction of your undefended fortress, or a rather anti-climactic and sudden death at the hands of some ordinary device / dwarf.

2499
I don't have any useful input but I did want to note that your question reminded me of the mathematical story problems I used to get in elementary school.


"Now, class, can you tell me the rate at which a catapult would fire if manned by an adept siege operator, assuming it is firing granite stones and he doesn't need to eat or sleep?

How many legendary brewers would it take to convert 500 plump helmets into wine in less that a week?

If a minecart loaded with 4 blocks of marble were to travel down a 10 z-level ramp, just how dead would the miner sleeping at the bottom be?

2500
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 08, 2014, 12:00:52 pm »
A secondary condition is that if Salmeuk's dwarf is still alive (Considering this is Doomforests there is a slim chance of that being the case) that he also be drafted into the military. In fact, draft all the overseers who's mismanagement has left us in such a horrible position military wise into the same squad. Arming and training them is optional, depending on if whoever's currently in charge wants them to be productive or if they believe their comedic deaths will raise moral.

I think I died somewhere on page 4. . .

Ah, here we go:

Quote
Almost as if it was like water, flowing down a stone, Sut, Guardian of the Pit slithered up the stone staircase with the speed of a flying bolt. Immediately, she seized a nearby woodcutter, Salmeuk, and leaps upon him, wrestling him to the ground. He thrashed and fought, but with vicious efficiency, she began breaking his limbs one by one with her thin wings. His screams echoed through the halls, but she showed no mercy. The one final strike that tore off his head was not a graceful one.

Was that gruesome enough? Can my dwarf rest in peace?

2501
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 08, 2014, 09:43:38 am »
I would love to be dwarfed if you don't mind.

I'm willing for them to be trained as some kind of melee solder on the condition (And this is important) you give him equipment and train him to use it. It seems to be something that past Overseers have a hard time wrapping their heads around.

That and their habit of needlessly sending their current armed force outside to their deaths at the first sign of a siege.

HEY! I didn't mean to set up an immutable precedent of mismanagement. I'm thoroughly offended at any suggestion of the sort! You'll be hearing from my liaison. . .

2502
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 07, 2014, 12:48:56 pm »
Could you ride a giant flying squirrel? I would certainly like to try. Just hitch on a saddle and find a cliff. . .

2503
DF Dwarf Mode Discussion / Re: Anti-Fun world gen [40.19]
« on: December 07, 2014, 12:35:38 pm »
These threads seem to be popping up more and more. General complaints about this feature or that bug.

Considering the great success I have had in finding fortress embarks on the basic worldgen settings (I use the second highest mineral scarcity option) your complaints seem awfully misplaced. If you are having trouble finding proper embarks, ask in the worldgen cookbook thread or simply take a few more minutes to search for that perfect location.

Finding an embark is no easy task and takes some skill - parsing through the various menus and regions is convoluted in the current state. However, it is still rather easy to find an embark with everything - coal, iron, flux, most every metal, and no aquifer.

Find some patience, use the search function to look for multiple metals both shallow and deep, and you will soon have your reward.

And please for the love of god don't ask for a petition. Nothing is more silly than your own personal issues being falsely presented as a global problem that everyone experiences. I don't mean to dismiss the possibility that bugs could exist regarding metal placement during worldgen, but more often than not those issues are noted in the few weeks after a new release and threads like these serve to mark those who don't use the forum search function.
Sorry, it's my personal problem that color coded layers do no longer exist and it's impossible to know what embark i'm getting into without downloading dfhack?

I've embarked more than 10 times on multiple shallow metal, multiple deep metal and flux stone locations. i'm not mentally challenged, i can use the search function. There was nothing there, i wasted probably 10 real hours stripsearching the sites in puzzlement.
Then i used dfhack to check the search results tile by tile and it just confirms that there's 50k silver in every 4x4 embark and no iron. Sure, there's about 4 little clusters on the map that have magnetite and coal. Do you have any idea how low the chance is to accidently embark on one of those without prospecting search results? Mineral scarcity doesn't change this, it doesn't magically make coal and magnetite appear in layers where it can't spawn.
To influence that, there would need to be an option for more sedimentary layers, and to FIND those without mods, the color coded layers on the embark screen need to come.

Reliance on mods and hacks to be playable is elitist crap that keeps new players (and new donators) locked out.

I seem to have perturbed you, sorry if I came off as harsh. I've read these forums for an absurd amount of time and your complaint really doesn't stand out as particularly pressing - this game is as impenetrable as ever and Toady is not in a position to worry about a single element amongst many that (might) turn off new players. I don't mean to speak for him, however.


Just so you know, I don't use DFhack to find my embarks. I often embark 5 - 10 times before I find a perfect location, which is alright because it's a perfect location. This game is attempting to simulate a fantasy-reality and as such doesn't litter the world with locations that make every player happy. That would be awfully boring (again, if you would like that there are definitely worldgen parameters to create that sort of thing).

I mean, even without prospect you can usually tell whether a locations 'has it all' immediately after embarking. If you see flux on the embark screen you know it's there somewhere. If there's iron it's going to be visible on the surface in veins (assuming your embark has cliffs). The same goes for bit. coal and lignite.

Also, I'm not sure what you mean by color-coded layers. I vaguely remember the old version having a different way to portray layers of stone but I don't recall it ever listing the individual minerals. There was never a guarantee, except in 2-d (LOL RHYME).

Like the clunky interface, too-easy defense and buggy doctors just accept it as part of the experience. This game is maturing rapidly these days, and there is much enjoyment to be had despite these problems.

I don't think it's particularly elitist to use mods or utilities, in fact just the opposite. The Lazy Newb Pack has done wonders in bringing players into this game, for example. The utilities exist because of player demand, not because some authoritarian segment of the player population wanted to complicate the game further.

2504
DF Dwarf Mode Discussion / Re: !!Feng Dwarfy!!
« on: December 07, 2014, 12:18:37 pm »
I remember being influenced by a particular DFMA upload many years back. My personal philosophy regarding fortress design is that constraints are beautiful - and even more beautiful are the times you break them!

Those constraints come from the shape of the earth that I dig.

From the subjective rules I place upon my design.

From the narrative that a Fortress represents.

From the characters that I roleplay.

And from the bugs, artifacts and strange interactions that the game contains.

I used to find symmetry appealing but more and more I enjoy organic, open spaces. Curves and multi z-level rooms are my favorite ways to give a fortress an epic, lifelike feeling.

Some examples (sorry if the images are too large):
Spoiler (click to show/hide)


I will plug my DFMA profile. I create lots of Points of Interest so you can navigate the mazes that are my fortresses, and for the most part each fortress is experimental in one way or another. DFMA doesn't get enough traffic in general - there are tons of brilliant designs posted there without comment.
http://mkv25.net/dfma/browseby.php?author=Salmeuk

I will also give some tips for people interested in making their fortresses look nicer.

1. Pay attention to the black space you create. A 3-tile wide space in between rooms will create a single line of black, unseen earth that can frame your rooms.

2. While a single, massive farm plot might be more efficient, taking time to set up smaller plots can lead to a greater sense of reality. And it's so pretty when your crops are growing!

3. Smooth early. While not at all necessary, smoothing gives me a feeling of completion and encourages me to spend time on beautiful designs.

4. Work in small sections. Never designate your entire fortress at once (well, never say never but it never works out for me). Beyond giving your miners a break, this lets you take time to consider the perfect addition to what you already have.

5. Lastly, work freely. I used to get designators-block and worry about this or that design, and I would end up abandoning fortresses because they ended up imperfect or incomplete. Giving yourself the freedom to make mistakes lets you be truly creative (this goes for everything in life, by the way ;D)!

Ultimately, the game that is Dwarf Fortress isn't very good as it stands - various bugs and incomplete mechanics prevent you from truly experiencing the story that would be a growing fortress. That being said, Dwarf Fortress is the best creative outlet I know of. Letting go of the need for logical consistency and objective design limitations can really breathe life into your forts.

I can go into more detail here, but the just of it is that you shouldn't limit yourself based on the logic of the game, but instead limit yourself based on your own, arbitrary humanity. This is a game about stories and characters, grand narratives and epic events - not a game about objective efficiency or perfectionism. Let yourself go, my friends!

2505
DF Dwarf Mode Discussion / Re: Anti-Fun world gen [40.19]
« on: December 07, 2014, 11:20:42 am »
These threads seem to be popping up more and more. General complaints about this feature or that bug.

Considering the great success I have had in finding fortress embarks on the basic worldgen settings (I use the second highest mineral scarcity option) your complaints seem awfully misplaced. If you are having trouble finding proper embarks, ask in the worldgen cookbook thread or simply take a few more minutes to search for that perfect location.

Finding an embark is no easy task and takes some skill - parsing through the various menus and regions is convoluted in the current state. However, it is still rather easy to find an embark with everything - coal, iron, flux, most every metal, and no aquifer.

Find some patience, use the search function to look for multiple metals both shallow and deep, and you will soon have your reward.

And please for the love of god don't ask for a petition. Nothing is more silly than your own personal issues being falsely presented as a global problem that everyone experiences. I don't mean to dismiss the possibility that bugs could exist regarding metal placement during worldgen, but more often than not those issues are noted in the few weeks after a new release and threads like these serve to mark those who don't use the forum search function.

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