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Messages - Rominus

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1
Other Games / Legacy of the Last Refuge
« on: July 21, 2012, 01:43:31 pm »
I think this game would be right up the DF community's alley.  It's a old-school turn-based party RPG with perma-death, crunchy stats, and best of all, continual Alpha releases :D  Be still my heart!

I've been surprised how much I'm enjoying the early Alpha builds; it's a perma-death RPG where pushing your luck and losing some characters is actually the best strategy.  It's feature-poor at the moment, but I'm loving the concept and mechanics.

It's running on Kickstarter right now, and the Alpha's downloadable there.

http://kck.st/NhKUh1

2
Hmm, that's odd, the save I imported is only from 34.05, and the only mod I'm using a Phoebus' graphics set.  That could explain Dungeon Master, but Tax Collector still seems odd.  Oh well.

Is the Champion very effective?  I know normal demonstrations and training aren't. 

3
Even with 550 years of history, the dragons that have come were pushovers.  The upside? Dragon Soap.  I like to imagine my dwarves on top of the battlements, scrubbing their armpits mockingly as the next dragon comes over the hill.

On the other hand, they're much more deadly when reanimated.  Zombie dragons don't bother with breath weapons, they just bite dwarf limbs off.  I lost three dwarves to one of those, in contrast to the 0 I've lost to three live dragons.

4
DF Gameplay Questions / What do the new (old) appointable nobles do?
« on: March 30, 2012, 10:10:44 am »
In 34.06, I see I can now appoint a Champion, a Dungeon Master, and a Tax Collector.  Unless I just missed them, I couldn't in 34.05 and earlier DF 2012.  What do they do? 

I'm most interested in the Champion, and I haven't found anything about his purpose except for an old reference on the wiki that he 'trains your military', which is quite vague and probably out of date.

The Dungeon Master seems redundant with the new animal training system, and I'm reluctant to appoint one on the chance it might bork up the new system.

I can't think of anything the Tax Collector would do given that the economy is still turned off.

Anyone know what these folks are for now, if anything?

5
DF Dwarf Mode Discussion / Re: Question about the (u)nit screen.
« on: March 29, 2012, 12:28:56 pm »
Yep, you can do the same thing in (j)obs.  That's how I got my beekeepers unstuck when they were standing around dying of thirst and hunger because they couldn't find their bees.  I hope beekeeping gets fixed soon; it's neat, but between the low value of the products, the long production chain, and the potentially dwarf-slaying bugs, I ended up taking down all my hives.  No more mead  :'(

6
DF General Discussion / Re: Coolest dwarven titles (no name modding)
« on: March 28, 2012, 11:39:28 am »
Squad:  The Gilded Princesses

That is all.

7
DF Gameplay Questions / Can you run a Tower out of necromancers?
« on: March 27, 2012, 03:58:40 pm »
My fort has a neighboring Tower, and I've been getting regular zombie sieges.  I was finally able to kill one of the necromancers when a dwarven child bumped into the sneaking bastard on my workshop level.  The jerk punched the kid, right before my militia commander cut his skull in half with his recently manufactured -steel short sword-. 

Anyway, the question is, if I kill enough of the necromancers, does the Tower run out of them?  That is, are new necromancers generated on top of those existing at the end of world gen?  Mine seem to clearly be historical, what with their having names and mundane professions (the guy I killed was a Hunter.)

8
DF Gameplay Questions / Re: Is leather armor worth bothering with?
« on: March 23, 2012, 02:06:50 pm »
Quote
But if you have goblins then they'll happily supply you with plenty of metal breastplates.

I'm apparently in a low-goblin environment.  Only one goblin siege (single squad) so far, along with 2 titans and a undead siege.  And half the goblins died in the river where I can't get their stuff.

I even have a high fortress value, due to ridiculous amounts of kaolinite.  I've been porcelaining all the things.  Porcelain trade goods?  Check.  Porcelain brick workshops?  Check.  Porcelain statues?  Check.  Porcelain bridges?  Check!  Next up is porcelain flooring.  I've never struck the stuff before, apparently because I was destined to get all of it in this fortress!

9
DF Dwarf Mode Discussion / Re: My Nobles' Private Wine Cellars
« on: March 23, 2012, 11:34:15 am »
One non-burrow thing that might work is to designate a very small restricted traffic area around the booze.  Say you do it like this:

O = Barrel o'wine
R = Restricted square

RRR
ROR
RRR

To my knowledge, dwarves path to the 'nearest' drink when thirsty, and traffic zones affect that pathing.  So with the default restricted value of 25, any dwarf who senses a drink which is closer than (distance to wine cellar +23) will go drink that instead.  Of course, if your noble gets thirsty very far from his room, he won't drink from it either, but since he'll be eating and sleeping nearby, he would often be thirsty while in range of the cellar.  This would work best with his room placed a long way from meeting areas and other beverages.  If you're ok with assigning the noble himself to a burrow, you could control how far away from his cellar he would get.

In total, far more complicated that it's worth, but that's !!SCIENCE!! for you.

10
DF Gameplay Questions / Re: Is leather armor worth bothering with?
« on: March 23, 2012, 11:23:55 am »
Quote
Keep in mind that armor does more than only deflect.  It also reduces the amount of damage done.  So when the combat log says the bone was chipped through the armor, without armor the bone may have been shattered.

I had no idea that was the case!  Thanks! 

Time to get all by dwarves into leather robes...it's kinky druid fortress!  :-X  They do live in a rainforest, so hey, why not.

11
DF Gameplay Questions / Is leather armor worth bothering with?
« on: March 23, 2012, 10:06:28 am »
In the various combat logs for my dwarves who wear leather, I've yet to see a deflect message.  It's always something like 'the [weapon] chips the bone through the leather [armor item]', or worse.  I've taken to equipping my marksdwarves with metal armor when available, but if I don't have enough metal, am I just as well off leaving them unarmored as giving them leather?

12
DF Dwarf Mode Discussion / Re: Sounds stupid, but how to stop a dwarf?
« on: March 20, 2012, 10:12:55 am »
In my experience, a Station order does not stop a Pickup Equipment job.  I had three soldiers in a row, while on an active Station order (already at the station, no less) decide it was time to run up the stairs to get equipment and meet the goblins.  Forbidding the item(s) seems like the way to go.

13
DF General Discussion / Re: Dwarven Supremacy
« on: March 19, 2012, 10:39:31 am »
You laugh and laugh at our boats.  So slippery, you said.  Look closer, for our boats are slick with the BLOOD OF YOUR KIN!

14
DF Dwarf Mode Discussion / Re: Best/worst artifacts
« on: March 10, 2012, 12:10:43 pm »
Quote
Dragonbone Crossbow. This was given to my baron who like hunting alot.

This is an Alot bone scepter.  All craftdwarfship is of the highest quality.  On the scepter is an image in oak of Urist McBaron and an Alot.  The Alot is cowering.  This object menaces with spikes of llama wool and is adorned with hanging rings of steel.

15
Unfortunately, the two weregoats are walled in in separate rooms, so a breeding experiment would involve exposing my other dwarves to significant danger in the relocation process. 

As for the baby, apparently it was infected as it died.  It came back as a ghostly were-goat dwarf baby.

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