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Messages - orius

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121
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 10, 2020, 11:39:07 pm »
Well I found out the hard way that the old mass pitting strategies don't work very well anymore, so I'm going to need to find some new ways to mass execute the goblins that come by.  They seem to avoid weapon traps better too, so that is no fun at all.  I weathered a big invasion of goblins, I caught a few of them and executed them, and I have a bunch of trolls and beak dogs to finish off.  The rest left after a few months, but they'll probably be back later, so I need to set up some fortified positions for my marksdwarves.  It's the biggest fight I've had since returning and there's a lot about fighting off sieges that I think I've forgotten.

Then the elves sent a diplomat which made things go from bad to worse.  He arrived right at the end of the siege, so maybe the goblins left in disgust?   :P

It wasn't all bad though, since I was able to successfully save scum for a male giant leopard from them to mate with the female they brought last year.  The elves' saving grace now is whatever potential warbeasts they can bring me.

122
My current fort has tons of obsidian, so I'm going to mine out the dirt on the upper floors and build obsidian walls in its place.  Never liked having my dwarves live in duf out dirt.

123
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 10, 2020, 09:43:30 pm »
As always, magma solves everything.

124
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 09, 2020, 05:14:24 pm »
Meanwhile, my dwarves are turning the outside sculpture garden into a vomitorium:


125
DF Dwarf Mode Discussion / Re: What is this dorf doing?!
« on: December 08, 2020, 11:56:03 pm »
I guess some of that made sense.  It just looked weird as hell, and strange stuff happens in this game.  I was keeping a fairly close eye on that channeling so something wouldn't go wrong.  But today's game had its share of irritants and WTFs and this came at the end of it.  The worst was the fort's doctor deciding to take a break while treating a patient, then go outside and join in two other dorfs that were tormenting a monitor lizard that was roaming around.  The lizard mauled the doctor, badly injuring his hands and feet, then gelded him with a nasty bite.  Luckily, I had another dorf who'd recently arrived with medical skills who was able to treat Dr. Urist McNumbNoNuts.

126
DF Dwarf Mode Discussion / What is this dorf doing?!
« on: December 08, 2020, 05:26:34 pm »
So I'm channeling out a pit in my fort for some goblin killing and I noticed this:



Somehow, one of the miners got stuck in mid-air above the pit with 2 or 3 z levels of open space beneath her and didn't fall.  She was just stuck there in the air, Looney Tunes style.  I had a wall built in that narrow passage so the dwarves wouldn't try pathing down it, and I thought somehow maybe the wall got her stuck?  I deconstructed it and she stayed there in the middle of the air.  Then to make things more weird, she pathed into the passage, then stepped back out into the middle of the air where she was without falling again and then back into the passage and went on her merry way. 

Still scratching my head over this one.


127
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 07, 2020, 09:16:36 am »
I was browsing through legends and learned that a goblin fort had been sacked by the humans. Not once or twice, but one hundred and twelve times. There's been over a thousand deaths on both sides over 200 years of fighting, and just about every historical figure in the human government body has participated in this semi-annual sacking in some way.

Had once a goblin master that went undercover in order to participate in competitions during frog man festivals. He was doing it over two hundred years, then probably got mad after losing a morningstar throwing championship and conquered the frog man lands.

Procedurally generated customs sure are curious.

Ha!  What a sore loser!

128
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 04, 2020, 12:59:11 pm »
It's probably what one is used to looking at too.  I'm used to Ironhand, so the other tilesets can be confusing if I switch to them.  Size is important too, I'm playing on a laptop so I don't have a huge screen to look at, and the really big 24x24 or 32x32 tilesets are too big for the screen.  Ironhand is 18x18, so it's scaled for my screen better as well.

I don't mess around too much with QSPs, though I understand the theory.  I mostly just use one for ore smelting by having a minecart dump ore, flux and fuel if needed (I like volcanoes) down a short shaft.  It's helpful there because ore is heavy and having a giant pile of it right next to the smelter really speed things up.  Instead, I've been looking at limiting the number of bins and barrels on a stockpile.

This new fort is already bustling with activity.  As soon as I set my tavern, I started getting visitors.  They're mostly human since the volcano I embarked on is surrounded by human settlements to the north and west.  I've gotten some human warriors looking to down a few cold ones and sing along with my dwarves, and I had a poet hanging around for a several seasons listening to the dwarf chants.  I had a dwarf bard drop in, and her husband arrived with their two kids in the next migration wave (a big spring wave with 40 dwarves).  That's kind of weird, she's isted as a guest while the rest of her family want to live here, I'm guessing she'll stay once her visitor period is over.  Out of curiosity I assigned a bed to her husband to see what would happen, and it listed both of them as owners of the bedroom.

129
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 02, 2020, 09:46:49 am »
It's just Ironhand that's been tweaked a bit mostly with some appearances adjusted in the raws and some of Phoebus' TWBT stuff added in.  That's probably affecting some FPS somewhere, I think the graphical tilesets contribute some, but I can't read the ASCII.  There's just too much different stuff to display and I find the ground punctuation to be very distracting and confusing.

I know there are storage problems with bins and barrels but I sometimes run into problems when I don't use them either, and some of those bugs are version specific too I think.  Anyway, I hadn't noticed any serious problems with the bins in that stockpile so far.  Storage has a lot of long standing bugs, and there's been some annoying problems with things elsewhere in this fort, primarily with the food stockpiles.

Those are remains down in the lower left, that's the refuse stockpile with an atom smasher.


130
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 01, 2020, 09:49:36 pm »
It's all part of the learning process.

131
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 01, 2020, 06:16:14 pm »
Reducing the fortress population to 100 improved the FPS a little, but only a little.  It's maybe 10 fps better. 

Anyway, I'm going to move up to the next version of DF, the LNP has it final 32-bit release as 43.03 so I'll go with that.  From what I've been reading the new stuff to learn here is:

  • Taverns
  • Temples
  • Libraries
  • Useless crap finally gets a use

I've been sort of looking forward to trying out the taverns.  From what I understand, they can overlap dining rooms and I think my dining room layout should work fairly well with it:



It's the same layout for the standardized fort design I came up with when I was running 34.x, with some tweaking.  For example, I found that the big food storage area was much more than I really needed so I divided it in two with food on one side and booze on the other.  For taverns, I can probably put a little 3x2 room in between the two sections there to stash mugs and goblets. 

Up in the upper right is a storage area for clothes.  My original thoughts when I planned the dining room area would be that the stuff across from the water reservoir would be for stores and stuff when the economy got reactivated.  Well, the economy isn't back yet, that stuff was pretty well broken from what I understand, but that part of the fortress I'll use for the libraries, temples, and other social areas.

My plans for preventing cave adaptation with the dining room did not work unfortunately, as I have a good number of barfy dorfs.  So I'll probably have to set up a small sculpture garden on the surface or something.  The military squads will have some outside patrols too.  The main upside to that is that digging out the dining hall from the surface then flooring it over was pretty time consuming, so I can skip that.

Children start playing with toys now, so I guess that gives me a use for all that lead I keep digging up on my maps.   :P

Dorfs bling themselves out with jewelry now, I guess I can put some of that stuff with the clothes and the instruments get used in the tavern too.

Job materials can be specified, so I don't need to use DF Hack for that, and there's been some improvements to work orders, so that might remove some of the job suspension kludges I've been relying on, but I'll have to see how things really work out in game.

132
DF Dwarf Mode Discussion / Re: Giant holding 11 different artifacts
« on: December 01, 2020, 05:43:11 pm »
I managed to trap it in my (thankfully disconnected-from-my-base) depot by putting a turkey in it as bait

'Ol Goldfillers is a few days late for Thanksgiving.   :D

133
DF Dwarf Mode Discussion / Re: Giant holding 11 different artifacts
« on: December 01, 2020, 05:20:25 pm »
That's amusing given the necromancers infesting the world.

134
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2020, 06:32:12 pm »
I got this annoying thing down in the first cavern:

Quote
The Forgotten Beast Ipan Ronikngethac has come!  A great beakless warbler.  It has a pair of long antennae and it appears to be emaciated.  Beware its poisonous vapors!

Damn thing's flying around down there slaughtering elk birds and troglodytes.  It likes to breathe its poison at them and kick their heads in.  It got into a tussle with a giant cave spider earlier, and I was hoping the GCS's venom would weaken it or something, but doesn't look like it.  I'd carve some fortifications down there and send some marksdwarves down there to shoot the damn thing down, but I don't know what the vapors do, and I don't want it flying up and breathing it through the fortifications in case it's a really nasty syndrome.  I can't tell because it kills everything it attacks pretty quickly.

135
DF Dwarf Mode Discussion / Re: Returning to DF
« on: November 28, 2020, 02:43:10 pm »
Well, the trees at this fort seem to bear fruit around mid to late summer.  I've only used one dwarf to gather, but I'm not too impressed by it, especially since it's only once a year.  Still it's a new feature to me, so I want to experiment with it a bit.

And...gah!



Okay, I know you've just arrived at my fort by why the hell are you socializing with the elves?!?  What kind of self repecting dorf are you?  You don't even like elves for their grace!  Just because she's named Cacame doesn't mean she's worth anything, after all there is only ONE Immortal Onslaught.

Speaking of elves, I see they've lost their bins and bins of cloth from 40.x onwards.  That's not cool, I relied on that cloth for my clothing industry, and the bins came in handy afterwards.  You had one job, elf and now you're not even doing that.   Now your only use is whatever interesting animals you bring along that I might be able to breed.  They brought a python this year, and unfortunately it was male.  I bought it anyway since it was one of the only interesting things on the caravan, and maybe they'll bring a female I can breed in the future.  They can't be used for war, but python eggs and leather might be fun to produce.

I am feeling some urges to dunk the elves in the magma.

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