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Messages - John Johnston

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331
DF Dwarf Mode Discussion / Re: Songs that sum up dwarf fortress for you
« on: August 18, 2008, 05:49:03 pm »
Tom Paxton:  "There Goes The Mountain"

The title says it all, really.

332
(I think it's reasonable to have the discussion as many times as people are interested in talking about it - the forum population changes all the time, new people may want to talk about it and older members may want to say something different.)

Anyway... I like the way DF is heading and don't think that it was more fun before, except for one thing:  critters don't respawn.  Dealing with attacks from the chasm and magma was fun, as was dealing with rampaging hordes of angry wildlife.  Without these ongoing challenges it's very easy to "subdue" a map into tedium.

333
DF Dwarf Mode Discussion / Re: Mining Tips?
« on: August 18, 2008, 04:55:28 pm »
dfs - you could temporarily draft all your other miners and tell them to patrol until the digging is done - still a pain, but less of a pain than having them drop their picks all over the shop.  :)

334
DF Gameplay Questions / Re: Importing steel from the mountainhome
« on: August 18, 2008, 04:14:30 pm »
Thinking about it, even if they don't bring steel items to trade, they might still arrive carrying steel items.  And there's an infinite supply of Hammerers out there.  :)

335
DF General Discussion / Re: Things DF Has Made You Look at Differently
« on: August 18, 2008, 03:42:50 pm »
Quote
I'd never heard the word "Bauxite" before DF.

Bauxite was actually one of the only strange stones that I new about before DF. Maybe it has something to do with the fact that I had to do a science project on aluminum in chemistry last year.

I knew what bauxite was 'cause I'd been taken to the castle at Les Baux as a child.  It's a very imposing place, the castle is perched right on top of a big hill.  Very dwarfy, come to think of it.

But as to microcline and orthoclase and all that shit, I've been playing DF with Wikipedia open in the background and just bought a geology textbook...   8)

336
DF Dwarf Mode Discussion / Re: Dobbins are forever.
« on: August 18, 2008, 03:25:27 pm »
Hehe, I was wary of putting it straight into bug reports having just put one in that wasn't a bug, thought I should check first.  :)  If there's any kind moderator passing by, please move the thread!

337
DF Gameplay Questions / Re: Importing steel from the mountainhome
« on: August 18, 2008, 03:23:16 pm »
I believe that's the case, unfortunately.  Unless they bring steel trinkets, weapons or armour you could melt down.

338
DF Dwarf Mode Discussion / Re: Do you keep a professional standing army?
« on: August 18, 2008, 09:30:28 am »
My current fort has two military squads.  The first is composed of "named" Champions with very high skill levels, armed and armoured.  The second squad is composed of trainees and as someone mentioned above, they are training with armour but with no weapons.  When they get good they'll be given weapons to play with.  Anyone who develops a spinal injury is retired out of the trainee squad and replaced with a random Engraver or Planter.

The main squad is set to patrol from the Trade Depot to the fortress entrance.  Whenever a caravan arrives, I activate the squad and they bimble backwards and forwards, killing thieves and snatchers as they appear and dealing with any ambushes.

In the event that a vile force of darkness arrives, I have three choices with this fort:
a)  Raise the drawbridges.  Done if I just can't be bothered.
b)  Leave the drawbridges open, and let the goblins wander into cage traps.  Done if I don't want to deal with huge amounts of goblin clothing and armour as goblins can be hurled into the chasm fully clothed.
c)  Leave the drawbridges open and activate the main squad.  Cue carnage.  Done if I want to watch goblins being chopped into tiny pieces and/or hurled across the map in a spray of gore.  The only serious threats are bowgoblins and they're not a match for ten steely champions.

339
DF Dwarf Mode Discussion / Dobbins are forever.
« on: August 18, 2008, 08:45:05 am »
Horses don't seem to have a MAXAGE tag in the raws and hence don't appear to die of old age.  Is this a bug, or am I again being dim?

340
DF Bug Reports / Re: [39f]PopCap Ignored + Savefile
« on: August 17, 2008, 05:53:26 pm »
Yah, my mistake.  Sorry.

341
DF Gameplay Questions / Re: Am I being really dim? (Babies)
« on: August 17, 2008, 05:48:26 pm »
Hmm.  Thanks.  It makes more sense now.  I guess that if the child cap is at anything other than zero, the population cap is essentially totally meaningless for a long running, safe fort.  :(

342
DF Gameplay Questions / Am I being really dim? (Babies)
« on: August 17, 2008, 03:27:46 pm »
I had thought that the population cap was the absolute number of dwarfs (all ages) in your fortress, and that the child cap was the number of children among those dwarfs.

Is it instead the case that the population cap is the number of adult dwarfs, so the total population of your fortress is (population cap)+(child cap)?  That seems a strange way for it to be as babies and children are dwarfs just like the others.

Is that how it is though?

343
DF Bug Reports / Re: [39f]PopCap Ignored + Savefile
« on: August 17, 2008, 10:22:30 am »
I am finding the population cap to be working erratically too.  My current fortress population is capped at 160 and has now reached 179.

What appears to be happening with mine is that every time a child grows up and becomes a peasant, an additional "child" slot opens up and sure enough some dwarf has a baby, the total number of dwarves increasing by one each time.

http://dffd.wimbli.com/file.php?id=440

344
DF Gameplay Questions / Re: Caravans
« on: August 17, 2008, 10:15:05 am »
Same here, think it's bugged this release.  Don't think it's deliberate, certainly.

345
DF Dwarf Mode Discussion / Re: unstopable Immigration and wealth
« on: August 16, 2008, 03:21:31 pm »
All you need is a decent sized barracks (say 30-40 beds) and a small farm (say 2 * 5*5) and they won't cause too much trouble.  My personal preference is to leave all immigrants as their chosen profession except for a handful of professions - lye makers etc., and in my case anything fish-related (too much hassle keeping fish cleaned) and animal/hunting-related (overhunting = nothing to hunt, ever, sadly) gets drafted.  Peasants get a random skill or skills from engraving, mechanics, siege operating, pump operating, farming (fields) and soon cease to be peasants.

In short, if it's dark blue or dark green, draft it, if it's a peasant, give it a skill which will train easily.  Don't bother about giving them a room until you're ready, let 'em use the barracks.

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