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Messages - John Johnston

Pages: 1 ... 20 21 [22] 23 24 ... 34
316
DF Dwarf Mode Discussion / Re: Need some expensive roads
« on: August 21, 2008, 07:03:46 am »
I believe it's 140 dorfs, not sure about the rest.  The bit in the init where it says "you need at least 100 dwarfs to obtain current game features" may be a little misleading.

317
DF Gameplay Questions / Re: Dwarf stuck in cage
« on: August 21, 2008, 06:55:27 am »
I have the reverse problem.  My Hammerer is trapped in a cage and I want to keep him there.  *Forever*.  Dwarves seem to be a bit slow bringing him food and water (although they do sometimes), much slower than they would take food and water to an injured dwarf in a bed.

Any suggestions on how to keep him alive?

318
DF General Discussion / Re: I still have that wep problem..
« on: August 20, 2008, 08:32:03 pm »
Why is that a problem?  Care to elaborate?  What's wrong with only getting weapons made from the best material?

319
DF General Discussion / Re: Is Dwarf Fortress in YOUR top ten?
« on: August 20, 2008, 08:30:34 pm »
Huh, I have difficulty arranging any kind of full ten, as most of the things I like are in series.
With the exception of the first two, these aren't in any particular order.

1.  DF
2.  Elite

3.  City Life
4.  Alpha Centauri + Alien Crossfire (still better than any previous or subsequent version of Civ. IMO)
5.  UFO: Enemy Unknown (with options on TFTD, UFO: Afterlight and Silent Storm, but the original still wins in terms of being able to total city blocks)
6.  Vampire: Bloodlines (very replayable for a linear game)
7.  System Shock 2 (with options on the various Thiefs, Bioshock and Deus Ex; it looks very dated now in comparison to Bioshock, but... Shodan is unholy cool.)
8.  Lemmings (and Lemmings 2)
9.  Medieval: Total War (with options on the others)
10.  Daggerfall (procedural generation of dungeons and quests means it's > Morrowind, bugs or no; and Morrowind is of course > Oblivion as any fule kno; plus who couldn't love the sound of a million voices crying "Halt!"?  ;) )

I'm pointedly not including EVE and WoW.  The day a MMORPG comes along that doesn't have a nonsensical setting and economy (looks at DF *ahem*) well setting anyway, it'll probably make the list.  See Sluggy.  :)

320
DF Dwarf Mode Discussion / Re: Need some expensive roads
« on: August 20, 2008, 07:41:13 pm »
Quantity is a lovely thing, neh?

"It has a quality all of its own". 

321
DF Gameplay Questions / Re: Importing steel from the mountainhome
« on: August 20, 2008, 07:37:38 pm »
Huh.  I ordered up a bunch of steel trinkets, maximum priority... the traders brought four.  Okay... sent them to their own special store-room, jolly good, I'll save 'em up till I get a lot.
Huh.  By the time I checked on the store room, my kleptomaniac dwarves had pinched the lot.   ::)

322
DF Dwarf Mode Discussion / Re: Need some expensive roads
« on: August 20, 2008, 04:52:11 pm »
Well... I 'spose I could have used a platinum block instead of a phyllite one?   ;D

323
DF Dwarf Mode Discussion / Re: Need some expensive roads
« on: August 20, 2008, 01:18:31 pm »
Ah.  I seem to have stumbled upon a ludicrously easy way of doing this.

You don't need a grand road made out of dragon soap or platinum blocks.
You just need one tiny rock bridge, and a handful of very valuable mechanisms.

Build a lever out of valuable mechanisms, connect the lever to the bridge using valuable mechanisms, and bingo... road value in spades.

I noticed it when I constructed a bridge as part of an experimental rubbish dumper device.  The bridge was connected to the trade depot, but only by stairs, certainly not by a three tile wide road, so it doesn't seem as if the bridge needs to be built anywhere in particular.  I connected the bridge to an artifact lever and used masterpiece mechanisms.
I noticed that my road value had shot up, so I built another tiny bridge to test, and again connected it to the artifact lever using even more valuable masterpiece mechanisms (encrusted with various gems, which everyone should have plenty of.)
Building the second bridge caused the road value to jump by nearly 10,000 dwarfbucks.  ^^

This seems a bit.. ah... unintended.  :)  I'm quite peeved as I very definitely do not want the King and his Royal Guards - once they turn up I'll be forced to kill them somehow as the "criminal" list encompasses nearly every adult dwarf; noone has been punished for not making a trifle pewter toothpick for thirty years.  :(   ;D


(edit - or possibly not have to kill them, it depends whether Royal Guards do Dwarven Justice or not.  Fingers crossed!)

(edit again - tried with another small bridge connected to a non-artifact lever.  Lever value : 4530 dwarfbucks, mechanism value: 4110 in road, 7890 at lever; total road gain: 16440.  These don't add up so not sure what is going on, regardless, it's silly money.)

Would someone else mind trying this out to test it?  It may even be bugged somehow as the value gain seems disproportionate to the value invested.

324
DF General Discussion / Re: Programmers
« on: August 20, 2008, 11:26:01 am »
Used to program all the time in Arm BASIC (which was, as BASIC goes, very nice), had to learn C++ at uni but hated it.  Haven't really programmed recently at all, too much like hard work.

325
DF Gameplay Questions / Re: Artifact Trade Goods
« on: August 20, 2008, 09:41:01 am »
I like to build artefact furniture where every dwarf can see it - usually in corridors, sculpture gardens or meeting halls or anywhere else highly populated.  That way every dwarf gets a chance to "admire a completely sublime Trap" or whatever, instead of just one dwarf who has it in their room.  Artefact mechanisms are great for this.

326
DF Gameplay Questions / Re: One item for an artifact??
« on: August 20, 2008, 09:28:06 am »
I've noticed that the first couple of artifacts created tend to use fewer materials, and that after that artifacts that use just one or two materials are quite rare.  Or I could just be imagining it.

327
DF Gameplay Questions / Re: Sorry excuse for "Healthcare"
« on: August 20, 2008, 09:23:19 am »
You could try setting an active water source zone, and toggling the "prefer zone drinking" on and off?  Might kick 'em into action.  I've found healthcare very good with these recent releases, haven't had anyone starve or die of thirst.

328
DF Dwarf Mode Discussion / Re: Hammerer and the Millitary
« on: August 19, 2008, 08:32:23 pm »
Hmm, there's an idea for making nobles earn their keep.  Make their quarters part of the fortress defenses!  It is the nobles' responsibility to defend their people after all, so put them up there with the military.  Lets your royal guards see some action too.

For practical purposes, probably you would build the rooms and use them for stockpiles until nobles arrived.

Genius.  I now know where to put the King's Quarters.  :D

329
DF Dwarf Mode Discussion / Re: Mmmm...Dead people
« on: August 19, 2008, 08:15:15 pm »
At present, a bunch of low quality rock coffins in individual niches.  Dwarf dies, dwarf goes into the coffin; pet dies, pet's rotten corpse is hurled down the chasm when it starts to stink and gets noticed.
The nobles can claim they need a fancy tomb as much as they like, but it won't make it true.

330
DF Gameplay Questions / Re: Importing steel from the mountainhome
« on: August 19, 2008, 07:46:22 am »
I remember melting down steel trinkets en masse before but never really looked into how much I was getting back from it, sorry.  I'll order a bunch of steel trinkets from the next caravan and see what happens.

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