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Messages - MOK

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31
... Correction, I played through ALMOST a year.  Come spring, two to three seasons later, the music started.
*shrug*

But I'd still like to know if I can track down the old music.  Perhaps it came bundled within the LNP?  I'll see if I can swap out that installation's folder with the current one...

32
Played through a year, so it's had plenty of opportunity.  Lots of SFX, season-change recordings, but no seasonal music.

33
THere should be a 'blueprints.rar' downloadable.
Nothing shows on my end.  =/  But youve verified it's there and visible?  Not sure how that's even possible...

34
Howdy!

Today I loaded up DF, and then executed soundsense, and unlike the prior day, it doesn't play music.  I get SFX, but I don't see anything listed in the Channel section(thats for music, right?).
Any ideas on how to get music back?

Also, the last time I played DF was about a year ago.  I noticed there's a track not playing any longer which I absolutely loved.  Wondering how I can track that one down, or add extend the music selection with a pack?  Last year, I played via the LazyNewbPack, but I'm not currently.

35
Hm... When I hit the mediafire community blueprints, I don't see anything in there.  My end, or a mediafire problem?

36
DF Dwarf Mode Discussion / Re: My first successful fort!
« on: October 16, 2011, 04:29:02 pm »
Wait, does he mean he has ore and doesn't know how to turn it into metal equipment or he doesn't know how to find (weapons-grade) ore? The latter could mean he doesn't know how to make worlds that actually HAVE ore in abundant quantities that any embark is guaranteed to have something usable.
Pretty sure he knows how to build the workshops and use em.
It's the gaining of requisite materials that's the problem for him and I, I  suspect.

37
DF Dwarf Mode Discussion / Re: My first successful fort!
« on: October 16, 2011, 04:27:57 pm »
Wow thanks for the quick replies!  Thats all really useful stuff :D

-Update, a hell of a lot happened in the short time since OP.  an Ettin turned up, and having not encountered a megabeast before I panicked like hell,  drafted up all my haulers into several makeshift crossbow squad (i have a large stockpile of crossbows and bolts for just this situation) and put them up on my walls. (true wooden bolts and inexperienced marksmen dont do a great deal of damage, but the thinking being that if there are enough flying through the air at once, one of them is bound to hit something vulnerable)

THEN a godamn goblin siege turns up!  I fear the worst and say goodbye to my fortress,  but then like in those old monster vs monster B movies, the two threats turned on each other,   the goblins managed to bring down the megabeast but were so wounded from the fight they fled my fortress!

Crisis averted it seems. in other news the psychotic baron died of thirst,  and very worryingly one of my masons suffocated and I cannot figure out how the hell it happened. seriously,  he was nowhere near any fights, no injuries, nothing. its like he just forgot how to breathe.
IF you hit 'r', for reports, and look for  "Urist McMason is fighting!" you can check the details of what happened.  That doesn't always work though....  =/
Some mysteries are meant as just that: Mysteries.

38
DF Dwarf Mode Discussion / Re: My first successful fort!
« on: October 16, 2011, 03:38:06 pm »
Nice post. 
I'm at about the place you're in, where I've gotten up to a barony before, and I'm trying to figure out the smaller motions of this ship-of-state to further increase stability.  Sounds like you've been more effective with your military though; I can't seem to get any decent sized, decent equipped, decent trained force.  Whenever I put them against some ambushers, they melt.  =p

I'd also like to get some answers to the questions the OP posted.  The only time I was ever able to start metal production was when I  started on a map that was generated with above-average minerals.  Maybe I was just lucky in my spot, but I was swimming in ore, but with not enough charcoal to utilize it.  I tried to dig down to try and find lava so I could get my bronze age started, but instead I found a circus.  =(

Every other map start has been normal ore  frequency.. which is to say I always have significant !!FUN!! before I find any ore or coal.

39
DF Dwarf Mode Discussion / Re: Easing the reclaim process?
« on: October 15, 2011, 04:21:08 pm »
As for the nature of losing, I understand that.  But I believe there's a difference between !!FUN!! and ...fun...

As for the rest:  Hmm, looks good.  I'll try some of this.  Pity that I didn't know about slabs.

Next time I'll just have to suppress my OCD-ness about a tidy map.... Though frankly I think I'll just cheat it.  Not something I'd normally do, but I'd rather spend my time dying to sieges and floods than letting the fort run calmly for hours, everyone booked up collecting blocks and mittens.

40
I abandoned.  All I was doing, eventually, was waiting around for the game to get going again.  Too much fun for my blood.

41
DF Dwarf Mode Discussion / Easing the reclaim process?
« on: October 15, 2011, 03:56:54 pm »
I had some ... fun...  the other night.  My fortress was really coming together with a meticulously planned water system that was nearing completion, and things were pretty darn well-arranged.  But alas, I discovered the 'loyalty cascade,' and the fortress ceased to function.  I couldn't stabilize with a handful of war survivors, as these maniac horses I'd been raising were killing even them.  I abandoned, having decided I was having enough... fun....

...So I reclaimed today, because that fort was sweet, and I don't feel like taking another 24 hours to design and dig it out again, etc.  That's too much... fun.... for me.

The reclaim did not go well.  I had things going as stably as I could, trying to clean up methodically.  Pretty much, I just monitored the cleanup for... 5, 6 hours?  Till the inside of the fort wasn't a mess, trying to prioritize ghost-busting. 

Alas, I couldn't get all the ghosts, and eventually a pair who latched onto my two axe-dwarves-in-training, and drove them berserk, along with two others.  This reclaim has failed, as I'm nearly non-functional again, and I can't get migrants to come due to local 'friendly' goblins killing mountainhome caravans.  I'd been  trying to grow my axedwarves & war dogs to take them out, but it just took too long.

So now I'm considering another reclaim.  How can I make the reclaim process .... less fun?  Spending hours waiting for crap to get stockpiled, criss-crossing the map  to mark & gather bodies takes too long.  It's a waste of  time.

Anyone have suggestions on how to handle starting over?  The build-time on a new fort is just too much, and the item-hunting on reclaim is just as tedious, it seems.

42
I agree with that.

43
Alright... I've made a discovery. I'm not so sure it was the the military doing all the killing.  The rate of death took a sharp decline, but never fully stopped, one person dying every so often.  And when the migrants came, the survivors did not attack.  Either there was no civil war, or the rebels got oblitterated, but I favor the former.

People continue to die though.  I went from 16(after the migrants) to 8, slowly, randomly.  I finally checked the details and it was.... the horses.  The horses are killing the remaining survivors and migrants.  And pigs and ducks and other animals from the corral upstairs.  But mostly horses.  I have a horse problem.

Now, I have a hope...  Like an Obi-Wan-Kenobi level hope.  My last remaining military person was my embark sergeant axeman, who's reached legendary fighting skill from all the child-killing, or whatever he was doing....  But in the interim of then and now, I disbanded all my squads.  Now, I can't recruit this individual.  She just doesn't show up on the list.

Anyone know whats up with that?

44
eh, i dont think my  group rebelled... no extra civ.  Unless they got wiped out.  *shrug*

45
Oh, Crap, MIGRANTS!  Gotta keep em separated.....

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