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Messages - Findulidas

Pages: 1 ... 67 68 [69]
1021
DF Announcements / Re: Dwarf Fortress 0.34.05 Released
« on: March 11, 2012, 07:02:10 am »
Been embarking on several terrifying zones and I have to say the new weather is awesome, elf blood rain and filthy filth amongst others. Havent seen a mist yet though, where can I find mists? Close to the sea, in the deserts or in the mountains? Is it random?

1022
DF Announcements / Re: Dwarf Fortress 0.34.05 Released
« on: March 10, 2012, 03:35:36 pm »
file changes.txt says
Code: [Select]
                added benign to
                        BIRD_FALCON_PEREGRINE,BIRD_CROW,BIRD_RAVEN,BIRD_OWL_SNOWY,
                        SPARROW,BIRD_OWL_BARN,BIRD_PARAKEET,BIRD_PARROT_GREY,
                        BIRD_LORIKEET,BIRD_WREN,BIRD_OSPREY,GIANT_COCKATIEL,
                        BIRD_MAGPIE,GIANT_KESTREL,BIRD_EAGLE,GIANT_HORNBILL,
                        BIRD_BUSHTIT,MOTH,GRASSHOPPER,THRIPS,SLUG,SNAIL,
                        DESERT TORTOISE,GIANT TORTOISE,SPONGE,HORSESHOE_CRAB,
                        POND_TURTLE,HAMSTER,HEDGEHOG,SQUIRREL_FLYING,
                        GREEN_TREE_FROG,CAPUCHIN,SLOTH,SPIDER_MONKEY,AYE-AYE,
                        LION_TAMARIN

So yeah, it looks like that includes SPONGE.

Thanks.

Also noticed that hamsters and grasshoppers were not benign according to that, wouldve been awesome to get sort of a grasshopper swarm or hamster swarm which were hostile. Infact swarms of grasshoppers is a real thing isnt it?

1023
DF Announcements / Re: Dwarf Fortress 0.34.05 Released
« on: March 10, 2012, 07:19:10 am »
0.34.02 through 0.34.05 are all save-compatible.  Only 0.34.01 (and of course anything before) is not.

Good.

Does anyone know about the sponges then?

1024
DF Suggestions / Re: Two newb-no-go-crazy suggestions
« on: March 09, 2012, 03:55:04 pm »
1- Auto mark immigrants... just an on/off toggle (maybe in the Orders menu- i'm not sure) so that, for instance, all new immigrants will be nicknamed "X" automatically once it's turned on
     (this will help things stay organized... i actually once quit the game for a few months after going from 45 to >120 immigrants in 2 waves)

You can order the dwarves by migrant wave number in dwarf therapist, until wave 9 or so I think. Atleast last time everyone that arrived after was in some other wave for me.

I usually stop the game and read info on the dwarves one by one of the new migrants looking for vampires as they arrive.

1025
DF Announcements / Re: Dwarf Fortress 0.34.05 Released
« on: March 09, 2012, 03:46:49 pm »
So is saves from 34.04 compatible with this version?

Also:  (*) made various animals non-threatening (new saves only -- BENIGN tag can be added to old save raws, see file_changes.txt)

Does this refer to those sponges?

Just think about that. Child Vampires, cursed to never age. You should not kill them. You should separate them from the rest, but let them still watch and see people every day. Then everyone they ever knew grows old and dies around them, while they remain confined. Trapped as a child, in a small, weak body that never changes. Forever.

Thats one of the main issues in interview with a vampire film from 90s. Though you are missing the whole sexual theme as well, not ever being looked upon as an adult can be pretty devestating after a while.

1026
DF Announcements / Re: Dwarf Fortress 0.34.04 Released
« on: March 04, 2012, 04:38:03 pm »
No, it's a totally new problem. In this case, I just gave my miners the 'metal armour' uniform, which should make them pick up whatever is available to use as a weapon, and attack. However, they simply won't target the critters, even if they are right next to them. In a previous fort in .02 I had this problem, the dwarves wouldn't attack a necromancer.

I thought I had a similar issue, then I realized they were throwing up because I had forgotten that dwarves get light sensitive after some time underground. Fort after I had grates on the roof of the area the military was training in, later replaced them with glass.

1027
DF Announcements / Re: Dwarf Fortress 0.34.02 Released
« on: February 25, 2012, 09:39:56 am »
Seems it only spreads through drinking vampire blood so there wont be a fort full of vampires unless you somehow get his blood out and feed it to the others. Thats a rather tricky thing to do I would think.

1028
DF Announcements / Re: Dwarf Fortress 0.34.02 Released
« on: February 25, 2012, 07:39:24 am »
You cant really decide which ones hell kill so he might end up killing your best warriors or some legendary worker, so while its cool most ppl would probably still kill any vampire given the chance.

I dont really know how vampirism spreads, maybe it can spread through surviving victims. If so that could be another problem.

1029
DF Announcements / Re: Dwarf Fortress 0.34.02 Released
« on: February 25, 2012, 06:39:05 am »
I have set 25 pop cap in the d_init but it seems I have gotten up to 36 dwarfs with waves coming above 25 dwarfs.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2922

1030
DF Announcements / Re: Dwarf Fortress 0.34.02 Released
« on: February 25, 2012, 05:00:27 am »
try to avoid depending on traps

How can you do that when the dwarves get military skills so extremely slow.

1031
DF Announcements / Re: Dwarf Fortress 0.34.02 Released
« on: February 24, 2012, 07:58:27 pm »
Cant you just drop the vampire king down in a pool of lava? I see vampirism as a disease that, while not lethal, might become troublesome if you let it fester.

Also have to say that, while the last fort had 10+ vamps in the end, this one has none. 150+ dwarves and no vampires at all. Mustve been a god that liked cursing dwarves with vampirism somewhere in the world in the last fort.

Also began to love cage traps. Have them all over and had two sieges plus one zombie invasion where no dwarf had to even raise a weapon against anything. Zombies worst enemy must be a fort riddled with cage traps.

1032
DF Announcements / Re: Dwarf Fortress 0.34.02 Released
« on: February 24, 2012, 04:22:01 am »
Selling an earring against mandate: Fatal beating.

Drinking all the blood out of someone until they die: 100 days in prison.

God damn nobles.

1033
DF Announcements / Re: Dwarf Fortress 0.34.02 Released
« on: February 23, 2012, 01:20:57 am »
Alright I will. To bad though, after surviving 4 sieges and 2 zombieattacks and two forgotten beasts I was beginning to like the place. If only it werent for the damn vampires killing my legendary workers.

Honestly though, they should kill the dwarves that has drained all blood out of another dwarf as punishment. It makes no sense in keeping the vampires around from a living dwarves perspective.

Sounds realistic to me: everyone I've talked to on the subject say that having kids made their lives infinitely better :)

Lets just say they make it out better then it is. It should be a positive thought but one that overrides everything else is just unrealistic. Romantic but unrealistic.

1034
DF Announcements / Re: Dwarf Fortress 0.34.02 Released
« on: February 22, 2012, 04:17:30 pm »
The new version is cool, I really enjoy this game and the work you do with it.

I do however think that one vampire each migration wave is a bit to much. Maybe Im just unlucky. Also because I havent caught any of them red-handed yet and most of them have really high conversation skills (think thats why they get reduced punishments atleast) none of them have been hammered yet. Just inprisoned for 200 days. Which means they will aggregate over time since none of them die in prison.

I am not running this version but the 31.01, however there arent any patch notes about the number of vampires per migration in the latest one so that shouldnt be a problem.

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