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Messages - John Johnston

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1
I'd like to see not just clothes, but *all* items - except perhaps the most durable - rot away (and rapidly) if left outside of storage.

I'd like to see dwarves eventually give up their claim to inaccessible items - though possibly it could be linked to their personality, and the most fanatically possessive ones would never give up trying to reclaim their XXsockXX from the middle of nowhere (and then see above, the damn thing would eventually wither away.)

2
At this point the entirety of your fortress will display the most amazing trait in all of dwardom... the inate ability to sense when someone, somewhere has died and left valuables unclaimed.

 ;D

4
DF General Discussion / Oh my, that's dwarfy...
« on: December 27, 2008, 05:29:13 pm »
850 pounds?  Eat your heart out, Thorin Oakenshield.  Although to be sure, it could do with a bit of polish.

5
Other Games / Re: Fallout 3, stupider than I imagined.
« on: December 04, 2008, 04:27:55 am »
I like FO3 so far.  I breezed through the first time, pretty much following the main quest, and thought it was a bit small.  Second time round I've ignored the main quest and am hiking around the hills, and there's tons of stuff out there.  Now if I can just work out how to get that SatCom working...   ;D

6
DF Dwarf Mode Discussion / Re: MEGA PROJECT (Now with more mega)
« on: November 24, 2008, 10:31:09 am »
I've been buying and breeding every species of animal I can get my hands on for maybe half a century, so far having a total of 2190 animals; and I'm going to drop them all at once from a platform on the second-highest z-level of my map, which is 20 levels above the ground.

Does that sort of count as a kind of twisted megaproject?
Yes.  Well done!  Just think of all that decoration with bone you'll be able to do.  :)

7
DF Gameplay Questions / Re: Gothic Buildings
« on: November 24, 2008, 09:41:05 am »
I wonder do any of you think about the looks of your fortresses? Do you just dig corridors and rooms in the most utilitarian way and leave them like that? Or did you think about building tall entry halls (several z levels) with balconies along the edges, supports, some statues around? How about throne halls with some special features as a high throne? Or tall winding towers and menacing walls around your fort?

I know that none of this have any helpful impact on the game (are we sure about that? how about a suggestion discussion for things like this?)

Oh, I don't know about that, there's purely functional arguments to be made for different architectural styles.  Statues and thrones might impress passing dwarfs, and you might prefer them to take one route instead of another.  High halls also allow more line of sight, which could help your military dwarfs in responding to enemies.  I doubt there's a single architectural style that doesn't have at least one sneaky advantage to its name!

But, er, yeah, I like Gothic style, certainly.

8
DF Gameplay Questions / Re: No important leaders
« on: November 24, 2008, 07:59:26 am »
on a related note, if you kill off all of the local goblin rulers do you still get seiges?

I'm fairly sure that once they start, they never stop, and that their start condition is not related to whether or not the goblins have rulers.  So, mmm, yeah.

They certainly keep coming if you slaughter their leaders in fortress mode - I'm not sure what the situation would be for (say) killing them all in adventure mode and then starting a fortress.  I suspect they'd keep a-comin'.

9
DF Dwarf Mode Discussion / Re: MEGA PROJECT (Now with more mega)
« on: November 24, 2008, 04:27:23 am »
I had a fairly-megaproject, but I ran into difficulties.  The outline was simple - I have constructed a large wall (several z-levels, which is needed to prevent goblins flying over... I'm getting ahead of myself) around the outside of the map (at the very limit of where walls can be built) and planned to install raising clear-glass bridges around the entire outside of the map.  The idea was that goblin sieges would arrive, walk onto the lowered bridges, one lever would instantaneously raise the bridges flinging the goblins into the air briefly (but not over the high walls), and then lower the bridges to crush them, and the siege would be over in five seconds, with no mess to clean up.  As a bonus, if the bridges were raised the entire map boundary would be impenetrable, and the dwarfs would have free rein over the whole of the map.
However  :(  I had only done one side of the map when I started running into a problem.  Most of the bridges worked fine, but some simply couldn't be built, even though the terrain was exactly the same.  No hidden items, no forbidden items... the bridges would just suspend construction and I couldn't work out why.  A bit disappointing.  Those bridges that were installed do work as planned, though.

...due to the failure of that project my next one is to construct a large tower (from ground to sky) each level of which is built of a different pair of materials (floor one thing, walls the other), and the inside of which is filled with shops and "museum displays" of gem windows, unusual rocks, all that sort of thing.  That's going ok, and it's interesting to see how different combinations of colours work.

10
DF Dwarf Mode Discussion / Re: What's in store?
« on: November 24, 2008, 03:15:52 am »
Oh I like that idea.  Get sand -> turn sand into glass -> pave sand with glass.  Stylish, and has a slightly nooklear-apocalypse feel to it.

11
DF Gameplay Questions / Re: Dwarves in tantrums trigger cage traps?
« on: November 23, 2008, 01:29:24 pm »
Post a update on if he did starve in the cage or not when he has been there a while...

Yes I'd be interested to hear the result of that too.  I know that ordinary dwarfs starve if they have the misfortune to be trapped, dwarfs who arrive with goblins don't starve though.  My guess is that the poor berserk guy will starve... betcha 10 dwarfbux.  :)

12
DF Gameplay Questions / Re: Seeds under my floodgates
« on: November 22, 2008, 06:23:49 pm »
Can a closing floodgate crush someone?  If not, then a drawbridge is probably slightly more dangerous, as there's a chance of flattening some hapless dorf if it closes on them.  If floodgates can crush someone though, then a drawbridge is probably preferable in all situations (well, that I can think of, which may not be very categorical  ;) ).

13
DF Gameplay Questions / Re: Mining HFS.
« on: November 22, 2008, 01:32:49 pm »
Not 100% sure how the 'doom timer' worked.

It was pretty much "have you mined any adamantine? righty-ho I'll check my RNG... um, yep, you've lost"; at some point after mining adamantine the game ended Balrog style, no appeals.

14
DF General Discussion / Re: Holy Shit GODDAM
« on: November 21, 2008, 03:09:45 pm »
If you want even more epic FPS, turn off cave-ins.  Do it.  Now.  Fuck weather and temperature.  Cave-ins is where the magic happens.

Partial print raised my FPS dramatically, but disabling cave-ins lets my >200 dwarf fort run at 40-60 FPS.

It hasn't helped mine by a single FPS.  Perhaps your fort had some particularly adventurous architecture?

15
DF General Discussion / Re: Music That Just Says, 'Dwarf Fortress'
« on: November 21, 2008, 03:06:01 pm »
Does anyone by any chance have the words to In the Hall of the Mountain King?  T'version I've got has a chant in the background, not sung to the main tune but to the rough tune of "dah dada dah dah  dah dada dah dah  dah dada dah dah dada dada" but I've never been able to find the words.  I expect they're in Norwegian.

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