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Messages - Findulidas

Pages: 1 [2] 3 4 ... 69
16
DF Dwarf Mode Discussion / Re: Do rooms share wall value now?
« on: December 27, 2022, 03:11:26 pm »
Seems to me that the value needed for nobles in order to reach the thresholds are ridiculously high if you overlap bedroom, office, dining room etc. However if you make them separate rooms its not so hard.

17
Hmmm, I wonder if it even matters if I kill her in some way. Wouldn't another Queen be appointed and the cycle of pain and misery would continue lol.

Just take note of her likes, demands and export bans. If they are simple its best to keep her lest risking to get someone else as queen that would demand annoying things or ban exports on things you would like to sell.

18
Do animals cause as much drain as dwarves from this then?

19
DF Dwarf Mode Discussion / Re: 150+ hours in the steam release - thoughts
« on: December 17, 2022, 04:20:35 am »
So far I personally think the worst issue by far is lack of keyboard support on many many actions.

20
DF Dwarf Mode Discussion / Re: new migrants dead on arrival?
« on: December 17, 2022, 04:04:48 am »
Yes.

I know for sure that this could happen in past versions, however its very rare. That is a historical dwarf would get a wound that shouldve been mortal in historical generation (completely wrecked neck, destroyed lungs or head) but they didnt die for some reason. However as they arrived to the fort as a migrant they just die instantly due to the missing vital functions.

21
DF Dwarf Mode Discussion / Re: Steam: Undead siegers and towers
« on: December 17, 2022, 02:46:17 am »
Could be that the cages werent loaded but its not very likely considering I had about 15 of them and the majority were made way ahead of the siege.
ah ok, so they DO appear. I wonder if the calculations were muddled with some of the updated world-data display changes. For instance, you can no longer see individual biomes present before embarking. big L

Also when I had retired the fort I searched manually for a tower close to it. Doesnt seem to be one. There is an evil area not far away but no visible tower present. Or maybe I just dont understand how to spot them yet in the steam version?

22
DF Dwarf Mode Discussion / Re: Help - Bodies on Fire - Steam
« on: December 16, 2022, 05:30:08 am »
I remember having problems like this that resolved themselves when I restarted the game. Otherwise maybe you can build a wall next to the fire and designate a pond (pit) over the corpses. Have dwarves pour buckets of water on them.

23
DF Dwarf Mode Discussion / Re: Steam: Undead siegers and towers
« on: December 16, 2022, 04:12:16 am »
Sure. What I actually think is a steam related bug? is that you cant see the tower as a threat on embark. Also when you use the word been around for ages you have to remember that some of us have been around since the game was flat. Relative to that improved undead siegers is very much a new thing. Infact relative to many features.

I suppose I was also somewhat suprised that a necromancer and eight undeads each with the eqivavelent power of an average titan would attack the fort when I had just barely 50 dwarves. Some tweaking needs to be done there. Its basically undead sieges when they were buffed and before pulping, only now they have trapavoid as well. Unless I was very unlucky and met Urist McNecrodwarfer and his legendary drinking companions.

24
DF Dwarf Mode Discussion / Steam: Undead siegers and towers
« on: December 15, 2022, 07:37:18 pm »
Havent played in a while but I thought I was pretty good at this game. Boy did the undead siegers prove me wrong. They not only seem to completely ignore all my traps, waltzing over them like they werent there, the two first that entered the fort also managed to kill everyone. Thats including 20 hammerdwarves with silver warhammers and full iron gear with several proficient. It was just like they were nothing.

To top it off I had no idea they would come since there was no indication that a tower was near when I chose the spot to embark. I thought goblins would be the worst since they were only 1 day away. This was also just after the fourth migration wave, but I dont think undead ever had a check for such things. I guess its back to the old raised bridges turtle strategy again just to prevent this from happening again.

25
DF Dwarf Mode Discussion / Re: Massive Floating Glacier and River Freezing
« on: November 30, 2019, 05:34:21 am »
Wouldnt it be easier to just dig out a large room, flood it and then have it as a reservoir for when the brook is frozen?

26
DF Dwarf Mode Discussion / Re: Magma in cages
« on: November 10, 2019, 02:47:57 pm »
Sometimes saving and reloading saves seem to fix things like this. I have had things burn forever until I reloaded saves, including corpses.

27
Masterwork DF / Re: Any plans to update the meph tileset in masterwork?
« on: August 12, 2019, 11:25:34 am »
Those you can't use at all, until Toady released the graphical steam version. It's currently not possible to use overrides like this on workshops.

Feels like everyone is just waiting for that steam release right now.

28
So which tileset do you guys recommend to use atm?

29
DF Dwarf Mode Discussion / Re: What is purpose of exploring caverns?
« on: August 14, 2018, 03:20:33 pm »
The underground caves offer much more interesting and fun wildlife. Honestly having openings into the fort from the caves and not having traps there is one of the main ways of keepin forts interesting.

30
Well honestly I think df would be improved by more then one material needed for more than just beds. Specially now when the game is much easier then what it used to be.

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