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Messages - Codyo

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196
DF Dwarf Mode Discussion / Re: My first time playing
« on: July 14, 2014, 01:40:52 pm »
My first time? There wasn't much of one, my experience has mostly been testing things on dozens of embarks and trying to figure out how to make farms work for the longest time. Then I was told I could use clay\peat for free muddy soil. I have mainly used only the mayday texture pack when I was getting better at the game, found the DF therapist awhile after and it was OK.

I think my first semi-successful fortress was after I got a food industry going and managed to keep everyone happy for awhile. I breached some caverns and eventually had 3 forgotten beasts attacking at once. I failed boarding up some entrances so the beasts crawled up the stairwells into my fort, at the time I had about 60 dwarves.

I decided to put them all in the military (I am slow with a metal industry so they were only wrestlers). It ended up being a blood bath in my meeting hall and the forgotten beasts were killed and I only had a few survivors. All but one ended up tantruming to death. The last one had a willpower made of steel. So she was left to clean up the corpses and make the place look liveable again. She went through the corpses of her friends and family and didn't bat an eye. I eventually had other migrants come in, but as soon as they saw the carnage and all the miasma, they lost their minds. So again and again after migrant waves she became the only one, only to die due to some dangerous savage animal or maybe it was thirst. That fortress was v28

197
DF Gameplay Questions / Re: No Dwarf Civilization
« on: July 14, 2014, 11:50:42 am »
If you do embark on a dead civilization you will get a king in your fort, then somewhere else a baron. So then the civilization should be alive again.

198
DF Gameplay Questions / Embarking early or late
« on: July 14, 2014, 10:48:07 am »
Would I see a big difference if I embarked early in the game, such as 15 years in, or later 250?
Mainly it looks like civilizations get bigger, so that would mean they have more population to send to their death if they war with me right?
Also it's in the age of legends, so would I see even less megabeasts than usual?

199

What the heck am I doing wrong? With 40.02 I've started 6 fortresses each in a different random-gen world with very high savagery and 100+ years of history, ran them each for two years, and then restarted because I'm bored to tears. No-one, and I mean no-one attacks me. Migrants show up, trade caravans roll through, and then nothing. No Forgotten Beasts (and I only play Age of Myth worlds!) no bandits, no necromancers, no goblins, not even a baby-snatcher! It's driving me nuts. I don't use any mods or tilesets or anything. I've started in Terrifying and Sinister biomes, I've started next to goblin fortresses, and nothing happens (well clouds and rains still happen). The only things I change in the init files are to turn off the music, turn on the FPS, and turn on the water level display. Am I just terribly unlucky?

So here's a checklist for a siege
1. Before you embark, are you near a goblin civilization or necro tower? (use tab before embark). Do not embark inside mountain ranges.
2. Do you have 80 dwarves or more?
3. Have you exported enough wealth?
4. Is it autumn?

200
Ssweeeeeeeeeeeeet my favorite tileset is staying up to date.

201
DF General Discussion / Re: TES Dwemer/Dwarf Theory
« on: July 13, 2014, 10:46:03 pm »
The Dwemer were cool elves, though, not actual dwarves.

Well in TES it seems that an "elf" race can vary quite a bit from other elves. If an orc can be called an elf in TES I wouldn't be surprised if short, stout, bearded folk could be too.

202
DF General Discussion / Re: When did kobolds become such badasses?
« on: July 13, 2014, 10:39:08 pm »
Well not only kobolds devour other sentient things. In one of my worlds the only dwarven civilization was beaten badly after a few megabeast attacks; then the last dwarf king was killed and devoured by an elf of all things. I wanted to start as a dwarf adventurer to avenge my king but since the civilization was destroyed I couldn't do it :(.

203
Yes they can actually (at least in v34) but it seems to depend on chance whether they care to use it or not.

You have to make sure when you assign weapons to your dwarves to have your shield and melee weapon at the top first. Then a crossbow after those two. So your marksdwarves would be able to still shoot from afar and luck willing they will use a sword or whatever in close quarters.

204
DF Dwarf Mode Discussion / Re: PTSDwarves
« on: July 13, 2014, 10:14:03 pm »
Yes, the new version added a morale and discipline system that includes fear. If your Dwarves see corpses, they will recoil in horror if they're not already hardened enough.

It also means undertrained dwarves are likely to bolt instead of fight. This just makes training even more critical for your armies.

Oh my god... spartan programs will make sense now. Sooooooo coool

205
Yes, TONS OF WOOD. A big bonus for your coal industry and may make elves happier since you would have to cut less trees.

With combat being changed a bit, you'll see things being smashed into gore more often. This should make those 15 z-level death pits actually lethal now.

Your dwarves and other creatures can climb. So I think one z level walls won't be useful anymore. This also helps save dwarves from drowning and whatever else while mining if they're lucky. Some people have found their dwarves hurting themselves from climbing trees though. They would fall 5 feet and their foot will explode into gore. Hasn't happened to me yet.

As for the thought system, I think Toady said it is half-finished so we're stuck with old thoughts for now mixed with new.

Your dwarves are also big babies now when it comes to death and corpses laying about. They can run away in terror if they're not trained in Discipline. So desensitize them with public executions of criminals and invaders. Beware too many bad thoughts though, make sure your execution chamber is lovely when your dwarves come to watch. Ex: "Death... the horror... Oh that's a lovely statue! Look at that engraving! What a nice spear trap."

206
DF Dwarf Mode Discussion / Re: Everybody hates Zaneg.
« on: July 13, 2014, 09:31:07 pm »
Make him the Mayor.

I can't imagine anything better than this.

207
DF Dwarf Mode Discussion / Re: 2014: Equal rights
« on: July 12, 2014, 11:14:56 pm »
I'd like my really awesome dwarves to be able to have descendants, other than that I don't have a problem with this.

208
DF General Discussion / Re: DF Development Time by Version
« on: July 12, 2014, 02:18:30 am »
I think tendency to have longer and longer periods between major releases is visible. If I was to bet, next major release will be longer than 323, but shorter than 763 days - but ANOTHER release after that will beat 763 days. Nice definition of "outlier" designed to downplay and deny this tendency noted.

I hope I am mistaken and my prediction will not happen.

Yeah I totally agree with you, this graph doesn't show whatever OP is trying to suggest. I see times between majors releases becoming longer and longer. I would say it looks like it's between 500 and 763 days for the next big release at this rate.

For this new graph, I don't really like the line since it implies something. We're not getting these versions handed to us every day over the timespan, we have to wait for them.

209
DF Modding / Custom Metal frequency
« on: July 11, 2014, 07:58:11 pm »
So I made a material that's supposed to be similar to adamantine and is worse than it, but better than steel. How can I make it so that the material is rarer in the world so civilizations aren't decking themselves out in uber armor.

Also what should I put the color as if I want it to be a dark blue?

210
DF Dwarf Mode Discussion / Re: Dwarveswon't engrave memorial slabs
« on: July 11, 2014, 07:05:32 pm »
I would suggest having the right labors on then, stone detailing, masonry, or stonecrafting. One of them would have to work.

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