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Messages - orius

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271
For some reason, I haven't been getting a lot of young immigrants with kids, a lot of them are older couples that had kids that were all grown up, or never had kids at all.  Then they come to my fort and start breeding.  The annoying thing about this is that the kids aren't older kids that might grow up soon and become useful, but instead they're all infant brats who will take twelve years to mature.

If you tell me "buy a new computer" because mine isn't powerful, you'll be pitted in the scorpion pit.

I don't consider my comp "powerful" exactly, but don't worry, I never tell people to go buy a new one. Comps are expensive and powerful ones more so, and in my opinion telling someone "you are sucking because you don't spend more money" shows a complete lack of respect as well as not understanding exactly how hard is earning one's money.

That's one of those things that sets off a lot of triggers for me, because I don't like not having money in the first place and it's a huge source of frustration.  I'd add it might also be an immature comment from spoiled children who are used to daddy giving them everything they want.

272
Sup guys. I made another track for soundsense if it fits somewhere. It's a little jollier this time: http://soundcloud.com/simonswerwer/the-tankard-basher-1

Here are the lyrics:

ucat udir ucat umom
otin necàk otin nashon
ór deb avuz
råsh numol libash thol
råsh numol libash thol

otin necàk otin nashon
ucat udir ucat umom
ór deb avuz
råsh numol libash thol
råsh numol libash thol

ucat udir ucat umom (abod ber)
otin necàk otin nashon (abod ber)
ór deb avuz (abod ber)
råsh numol libash thol (abod ber)

råsh numol libash thol

As you know the language still needs some embellishments (i.e. verbs, conjunctions etc.), but I think this should make sense. I'm not gonna give my translation, though. Go brush up on the Dwarven tongue  :P

I couldn't find necàk in the language raws.

But here's what I got out of it:

Spoiler (click to show/hide)

273
The biggest problem is that before that third big wave, you don't have enough dwarves to support a huge fortress.  So you're not producing a lot of extra crap, since the dwarves you have are needed to provide the essentials.  Then you get a huge wave of migrants which doubles or even triples your population and you've got to put the infrastructure in place for them.  It takes a few months to get them all settled in, and then the next migrants arrive.  Eventually, it's not too bad because you absorb them into your fort and everything gets running, but that third one can hit you hard if you prepared poorly for it.

274
They're anorexics.

275
DF Gameplay Questions / Re: Plumbing and Reservoirs
« on: June 23, 2012, 05:19:35 pm »
I don't go with a very elaborate system, because they take a lot longer to set up.

My resevoirs tend to be several z-levels deep, usually 4 or 5, and usually aren't more than a 5x6 rectangle.  The resevoir's uppermost level is usually at the level right below the entrance level, and goes down to the bottom of the main habitat levels.  One of the side walls has a stairwell for access if the resevoir ever needs to be cleaned, the access to this comes out near the well and is hatched over.  The stairwell then extends below the bottom of the well and into a narrow passage that leads to the upper wall of a cavern that's been carved into a fortification, this is the drain for the resevoir.  The passage is usually blocked with a floodgate near the stairs, and it helps to pave it over so the mud that gets in there from draining doesn't start growing trees which will block water flow.  I usually fill it with a pump (to clean any possible stagnation) or directly from a river, I favor putting the resevoir near an aquifer, punching a small hole into the aquifer and pumping whatever I need out of it.

276
It always bothered me that you cant carve placed blocks that's one of the reasons I never made them....


You can't carve boulder contruction either, so it hardly matters.  Blocks weight less, and are easier to haul, plus they can be binned.  You can put up to 5 blocks in a bin now (used to be 10), which is still five times more than a single boulder, and make block stockpiles where you're constructing stuff. 

Yes and no.  You only get boulders/ore 25% of the time now, but each boulder gets turned into four blocks and each ore gets turned into four bars, more or less balancing things back out.
Unless you make a bunch of stone crafts -- or doors, or coffers, or cabinets, or tables, or thrones, or....

This hasn't been a big problem for me.  Once I get the dining room and bedrooms finished, I don't need more furniture unless I need to make doors.  And I eventually start choking on more stone crafts than my dorfs can possibly use.

277
usually about 4-5 tiles from the source ime.

Hmm, with the fort setup I mentioned it's probably doable, but there's also the fps concerns to take into account.

278
What's the effective range of a mist generator?  I have a fort design that might be able to accomodate one, but I'm not sure how far away dwarves can be before the mist stops affecting them.

279
DF General Discussion / Re: Which therapist do you use?
« on: June 21, 2012, 02:13:12 pm »
Maybe that's why the forts fall apart more rapidly.  The other day, I was testing out a new fort design and because I was trying to get things done ASAP, I didn't bother with Therapist and just handled stuff manually.  Not particularly difficult with only the original seven, but I didn't bother checking any of the immigrants and just let them haul stuff around.  Didn't get a dining room set up either, because I was building a big centralized 17x17 room that had been channeled out from the surface down 7 z-levels and then roofed over for some cave adaptation prevention.

Anyway, while I was digging it out I goofed up and a miner got killed in a cave-in.  Unfortunately, a young female immigrant who was starting to get friendly with him took it rather poorly.  She was very upset, and the expedition leader failed to console her.  She threw a tantrum and punched him in the brain.  She got her ass hauled off to a quick and dirty jail I set up for her.  But it sparked a mild tantrum spiral which got another dorf killed and crippled my mason who was responsible for engineering a good chunk of the project (it seems you can't get a good tantrum spiral going with only 15 dorfs who've only been around a few months).  Since I was being impatient about this whole thing I just abandoned and reclaimed, because I didn't feel like waiting for the mason to heal, and the expedition leader with the caved in skull was the one that was the initial doctor.

280
THIS is the most badass site I have ever genned:

Spoiler (click to show/hide)

Good, neutral, AND evil, ALL savage, all on the same 4x4 embark.  And if pitting fluffy wamblers against giant desert scorpions against whatever horrors that forest of doom will vomit up is not enough, well, just check out the prospector report:

Spoiler (click to show/hide)

That's right: 11k coal, 3 types of flux, magnetite and limonite.  Surface steel.  Oh, and toss on 3 types of sand, fire clay, and gypsum.  Lots of copper and gold, with a nice amount of silver from that tetra and galena.  If that wasn't awesome enough, there's a nice big candy cane poking up into cavern 3 that goes down pretty deep before it gets hollow.  Big aquifer under the evil and neutral parts, but there should be enough space to dig down to the northwest.  Only real flaw is there's no diamonds in that kimberlite.

Now, I found this in a world I genned up with 34.10 (actually the original was 34.05 but I like this seed).  I genned it again in 34.11 to make sure it genned the same.  It did (the ASCII embark was taken from 34.11).

And just to make things more !!FUN!!, the game spawned some undead ravens right as I embarked.

Oh yeah.  You guys want the seed.   :P

Spoiler (click to show/hide)

Or download a save from the DF File Depot:

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

Have fun with Armok's playground.

281
DF Gameplay Questions / Re: I am NOT running a Menagerie
« on: June 20, 2012, 01:06:12 pm »
Most pets seems to be things like dogs, cats, pigs, birds, and sheep.  Not too many pets are the big hungry grazers which is good, the biggest grazer pets I've ever seen are alpacas, and they're still pretty manageable.  These pets don't bother me, because while they can't be butchered, I simply use them as breeding stock.  It's the pet rabbits and cavies that irritate me, they breed fast and they give no meat, so they're a waste of space.  I atomsmash them before they can contribute too heavily to fps death.

283
DF Dwarf Mode Discussion / Re: Ding Dong The Wicked Witch Is Dead
« on: June 19, 2012, 03:29:28 pm »
Is it appropriate that I read the Title and the first thing I thought is that you built a house and dropped it on her?

Very much so..

In DF though the house would just fall apart though.

284
DF Dwarf Mode Discussion / Re: What do you name YOUR forts?
« on: June 19, 2012, 03:27:44 pm »
I let the RNG have fun when I'm futzing with something random.  But if I'm digging in for a while, I deliberately name it something badass, ridiculous, or ridiculously badass, making sure that there's something in every possible slot.

The dorfs themselves I just keep hitting random until I get a name I like unless I'm doing something very specific.

285
DF Gameplay Questions / Re: I am NOT running a Menagerie
« on: June 19, 2012, 03:15:56 pm »
If they're strays, butcher 'em.  Free meat!  If they're pets, atomsmash them.

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