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Messages - orius

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226
In my continuing failure to successfully mod, I decided to check out a mod pack.  I went with Masterwork, because it seems to have a lot of interesting features. 

So I finally get a fort up and running, and things are going smooth during the first spring.  Then I get this weird combat report about a dwarf finding some carp idol and smashing it under his foot.  WTF?  Weird, but it added a bit of flavor, and there were a few more strange messages like that.  I started to ignore them, as they were becoming a distraction.  The first year went by without much incident, the migration waves only added 3 dwarves each though, so the fort was somewhat short on labor.  Finally spring comes around again, and I've got most of the basics running smoothly when a very unpleasant event occurred.

One of my crafters spontaneously turned into some kind of fish creature and immediately turned on my other dorfs.  Oh crap.  I quickly drafted the dwarves into a makeshift militia, but unfortunately, I hadn't discovered the iron deposits DFHack said was on the map.  So this fish thing ended up being pretty hideously strong, and it made short work of the dwarves in the fort, ripping off arms and kicking in skulls.  I just sat there watching this fiasco unfold, gritting my teeth, and waiting for the fort to crumble.  I figured I'd get a reclaim going with some weapons and armor, and send a small party of dwarves armed with axes and spears and some armored war dogs against this thing.  But it didn't finish off the expedition leader, the final survivor of the 13 dwarves I had.  No, instead it spent about 40 pages or so of combat smacking the dorf in the head with a silk shoe.  And then I lucked out, the spring migration wave came.

Instead of examining their skills, I just quickly drafted every last one of them into my army and hurled 20 some dorfs at this thing hoping they could overcome it with sheer numbers.  I told three of them to pick up and use the axe and picks I had as weapons, because fists and feet weren't doing much.  Anyway, the dwarf who was told to use the axe grabbed it and ran down to the pantry where there was a big brawl going on with the fish shit.  Then she swung the axe at the fish and chopped its head off.  I don't know exactly how many of the migrants got killed because I haven't checked the unit list.  But of the starting 7, plus the first two waves, one got transformed, 11 were killed, and the expedition leader survived, though he or she lost a hand.  On the bright side, the leader has some medical skills.

Rigth now, I'm doing some emergency cleanup.  I wasn't going to examine these migrants in detail, and I needed new dwarves in every profession I had set up.  I checked them with splinterz DT clone and assigned two new miners, two new builders (masons/mechanics/engravers), and a pair of doctors to care for the injured.  I assigned a new farmer so the crops that were growing won't rot on me (I hope) and a carpenter to make the bucket, splints and crutches that I'm going to need.  I'm going to need to set up some basic industries and one the miner get the graves I need dug out, I'm going to look to see just where the hell that iron is hiding at.  There's several unhappy dwarves though, so we'll need to pull through the next few weeks without hitting a nasty tantrum spiral.  The husband of the dwarf that killed this thing got moody just as the crisis ended, but luckily he just made a rock earring with some wood stuck on it, so that should at least cheer him up.  And the elves have arrived to trade as well.  Worse, I think whatever caused this is still going to trouble me, so I'm going to have to hunt whatever it is down and exterminate it.

227
DF General Discussion / Re: What turns you off about DF?
« on: July 11, 2012, 09:10:15 pm »
-Package the game with a tileset, seriously I'd warrant to say 90% of your 90% you're turning away is solely the ASCII graphics. There's a difference between trying to maintain an image with the game and keep to its roots and denying players the choice without making them jump through hoops. Simply having Dwarf Fortress come in a graphical and non-graphical version would go MILES towards making it a more accessible game, I can seriously tell you straight up that 4/5 of my friends that don't play DF cite this as the reason.

You could steer new players towards the Lazy Newb Pack, it comes with some of the graphical sets and it can switch between sets easily.

Quote
-When I started originally my biggest issue was Stone, and its still an overhanging issue, I have too much of it and usually of colors I hate. Letting us designate at a workshop which TYPE of stone to use would go MILES towards making the game more accessible (IE: I only want Brown Tables, I set Mason Workshop to Mudstone, BAM!, I want to consume all of my Microcline, I just simply set my Crafts shop to it and bam!)

You can use DFHack to specify material types in jobs, particularly for stone.

228
DF General Discussion / Re: Future of the Fortress
« on: July 11, 2012, 09:03:05 pm »
Will this update re-introduce goblin/dwarven/elven sites to adventure mode?
Current signs point to no.
But it is one of the things Toady said that he wants to bump up, so it might be in subsequent releases. If we're lucky.

I'm hoping it will, at least for the goblins and dwarves.  The elves are supposed to have tree cities which will probably require more work, but I'm not sure the tree-huggers will actually have anything useful in their towns. 

229
DF Gameplay Questions / Re: Capturing and Taming Animals
« on: July 11, 2012, 08:52:42 pm »
Wood cages are lighter and it affects hauling time.  Metal cages are very heavy, and heavier still with a creature in it, so it will slow your dorf down.

230
On that note, someone needs to recover the Headshoots saves too. Headshoots was also on Something Awful, and then copied the material to the LP archive.

There appears to be a save for Headshoots on the introduction page:

http://lparchive.org/Dwarf-Fortress-Headshoots/

231
DF General Discussion / Re: how did you learn dwarf fortress
« on: July 09, 2012, 03:21:08 pm »
I followed some tutorials that were in the first post of the LNP thread, and dove headlong into building a fort.  Also made heavy use of the wiki.  The early attempts got abandoned as I learned to play better and felt the attempts were inefficient.

232
DF Dwarf Mode Discussion / Re: Weirdest biome combination ever...
« on: July 09, 2012, 03:12:44 pm »
I'll see your Joyous Wilds + Terrifying map and raise you an Untamed Wilds:

http://www.bay12forums.com/smf/index.php?topic=101280.msg3390884#msg3390884

There's a nice map with all three savage types, plus surface steel, fire clay, sand, and gypsum.  And I found it just randomly looking around a world and noticing a single evil forest biome on the region map with looked curious to me.  Then when I saw the potential for good,evil, and neutral on the same map and then ran a Prospector report, I was rather pleased to see such a good setup in one of my worldgens.

233
DF Dwarf Mode Discussion / Re: Pure, Clean, Uncut, Bordom
« on: July 08, 2012, 03:49:16 pm »
Above ground fortress is too simple.  Tell the elves to go f themselves by putting your entire fortress in a tree house.  It will be made of and shaped like tree, with fruits of workshops and living quarters.  If you run out of wood midway through, too bad, leave it alone until you can grow or trade some more.

If you're building it as a giant middle finger to all of elfdom, clearly the best approach to wood shortages is to steal more from the elves.

234
267: That reindeer herd that you started right next to is in fact, not a large source of free meat.  It is a source of gored lungs and kicked-in brains.

Spoiler (click to show/hide)

It will take you longer to read those combat logs than it took for the game to generate them.

235

In regards to this post: http://www.bay12forums.com/smf/index.php?topic=101280.msg3390884#msg3390884

I cant get a world like that to gen. At all. Could someone find some way to send that world to me? I’d really like to embark there, but I can’t get it to gen properly. It’s rejecting them based on the elevation or something and if I allow all rejects I end up with something completely different.
The worldgen parameters & seeds for that world are in that post.  If it doesn't work in 34.11 for you, I would recommend you PM orius, the author.

Since that world seems to be so popular, I placed it up on the file depot:

http://dffd.wimbli.com/file.php?id=6629




236
You think that's weird?




In this game, wagons have gods.

OK, now I just want to mod my wagons to have a maxage, so that way my wagon can die of old age and be buried.   :P

(Old guy in priest robes)

" He was a good, sturdy wagon, with polished wood and brass wheels. His death will be mourned within the comunity for years on end."

(Waves in the Carpenders to do there thing. Wagon Tables for everyone!)

You'd need butchers, actually. DF wagons are so important they're considering living creatures. They're not even made out of wood, instead they use some kind of weird skin that transforms into wood when you destroy the wagon for those three precious logs.



Clearly, DF wagons are made out of sapient pearwood.

237
You think that's weird?




In this game, wagons have gods.


238
I think the work of Tolkien, while certainly important to fantasy and worth checking out, has too much influence on certain types of fantasy.  I wouldn't encourage more of it, especially not the incredibly overused Elves Are The Master Race stuff which is okay because the narrator is in love with them and thinks that's as it should be.

Except that Tolkien's elves aren't exactly the pointy-eared Mary Sues their rip-offs are.  In the First Age, their pride eventually causes their downfall, and their desire for stagnation to preserve things in the Second Age gives Sauron the means to enslave all of Middle-earth.  By the end of the Third Age, they're a bunch of has-beens who've been in long decline, and they have little power to stop Sauron when he returns to power.  So they're just as capable of screwing up as the other races, except that when they do, they really manage to fuck things up.

239
You ran out of points.  Try decreasing, or not bringing, some of your equipment on the other tab.

In particular, I take 1 axe instead of 2, and I decrease food/booze (preferring to gather plants when I get there), and I don't bring any wooden items like crutches, splints, buckets, wheelbarrows -- I make those.  I bring leather instead of quivers, and make the quivers.  I sometimes bring a rope, though, because it takes a while for me to get a textile industry up.

Dropping all that stuff frees up a LOT of points, for animals and skills.  With leftover points, I bring metal ores.

Another thing to dump are the dimple cup spawn.  They're of little use when you first embark, dimple cups can only be used to make dye and cannot be eaten or brewed.  Also dump the plump helmets, they cost 4 points each, while a piece of common domestic meat costs 2, so you can replace each plump helmet with a piece of meat and have some points left over.  Swap out the pig tail fiber cloth, thread, and bags for wool too, the wool is cheaper and will also give you more points.

This is my general all-purpose embark profile:

Spoiler (click to show/hide)

240
DF Gameplay Questions / Re: Cancels Plant Seeds: Needs ________
« on: July 03, 2012, 03:15:07 pm »
I've been dealing with it by putting 1x1 seed stockpiles for each individual seed near my farm plots.  The stockpiles use barrels.  It generally works, perhaps because I use a lot of crop rotation, so once one crop has been harvested and processed, it's probably out of season and the farmers and haulers aren't trying to grab from the same barrels/bags.  And since each seed has its own pile, there are no barrels with a dozen different types of seeds in it for both to fight over.

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