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Messages - Alidus

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1
First fort, I ignored the advice to not embark on an aquifer because I didn't think it would be a "big deal". LOL. I couldn't dig more than 2 layers deep. Every other room in my fort was a staircase because I was desperately looking for a spot where there wasn't an aquifer.

On that same fort, the fortress failed because I didn't think to designate seeds to be planted on farm plots... all my dwarfs starved to death.

I guess these are just "noob mistakes" and not true facepalm moments, but looking back on it with what I know now I do cringe a little  :)

I like embarking on the edge of an aquifer. You can make it so it's only on one edge of the map and you can dig down everywhere else. Then you can tap into the side of the aquifer and make a cistern.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 06, 2019, 09:03:47 am »
Well. It's fortunate the elf died because it let me discover some things.
1. I didn't have a corpse pile yet.
2. Because I didn't have a corpse pile, I was able to find some holes in my fort due to the miasma leaking out.

I probably wouldn't have noticed if that didn't happen.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 06, 2019, 07:22:56 am »
So I just started playing again and this "friendly" named elf came by, with an announcement and everything (thought I was being invaded at first)
She wanders around my fort for a while but then gets punched to death by a gang of dwarf children. Is this something I should be concerned about? I have pretty much zero defense at this time.

4
Curses / Re: Great RNG Names You've Gotten
« on: December 19, 2013, 08:23:26 pm »
Jasmine Hopper.

Well, why is this great? She was a dancer who got her leg shot off when I mistakenly had her kick a door while people were watching and an Army Veteran caught her on the way out.

Turned out to be an awesome character. Gone now though due to leader doing disobedience and getting harassed, trying to escape, and very unluckily being shot to death and nobody would take over.

5
DF General Discussion / Re: How much FUN is fun?
« on: May 01, 2012, 08:50:48 pm »
There is a difference between setting restrictions on yourself and not trying. If you do not allow yourself to use danger rooms because you think they make the game too easy, it doesn't mean you're not trying.

Deliberately choosing an impossible set of restrictions is not even proper Fun. If you chose to lose, you did not lose.

You can't lose then once experienced.  :P

It's like the damn Rice Changers in Shiren. They can turn any of your items into a riceball, including that pot full of expensive loot. After a while though you learn and they never get a chance to do this again, and if they do, it was surely your mistake. The actual challenge of Rice Changers is effectively gone forever once learned since if they get you after you know how to deal with them, it's your own fault.

6
DF General Discussion / Re: How much FUN is fun?
« on: May 01, 2012, 08:20:18 pm »
On the other hand, if you really wanted to 'try' to avoid failure, you would just avoid running dwarf fortress to begin with.

That too.

7
DF General Discussion / Re: How much FUN is fun?
« on: May 01, 2012, 08:15:56 pm »
Desperately trying not to lose is fun!

Seconded. If it's too easy, or too hard, you're not really trying. Effort is fun.

An intentional sub optimal effort isn't really effort though, is it?

For example, I can get a self sustaining and impervious fort by the end of year 1. This means an airlock and underground forest and pasture, and maybe even catching a GCS for silk if I feel like it. I can comfortably ignore sieges until they go away, if I want to. Nothing gets in unless I say it does.

On the other hand though, I don't usually feel like doing this. I choose to have a way in and guard it.  If something gets in and wrecks my fort, it definitely wasn't because I tried to keep them out. If I actually tried it would be successful.

So essentially if failure happens, it's because I allow it to.

8
DF General Discussion / Re: How much FUN is fun?
« on: May 01, 2012, 06:10:22 pm »
Except there is "try", in this context. The whole game is trying not to lose and failing.

See, that's the catch though. There's surely ways to not lose, at least presently. If you fail it, you either didn't actually try, or weren't experienced enough and it was rather inevitable.

Or preventing a loss itself isn't necessarily the goal to begin with. It's more preventing loss in ways that you find appealing.

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DF General Discussion / Re: Limestone Question
« on: May 01, 2012, 05:43:08 pm »
Not much difference at all with walls.

Blocks are worth slightly more, weigh less, and are stackable in stockpiles. They also supposedly cut build time.

They are useful when you forbid certain types of stones, blocks made from that stone will still be usable (for things that blocks are usable for)

As far as the wall itself, probably no real difference.

10
DF General Discussion / Re: How much FUN is fun?
« on: May 01, 2012, 05:27:27 pm »
Yeah, uncertainty is definitely fun. Which is why (just personally) I try not to use stuff like reveal. My magma piston I'm working on went through all three cavern layers - two layers in the middle of a lake - because I didn't survey it, I just dug down. It was fun to plan out especially on the second and third cavern when I started seeing giant olms and crap running around, thinking "I want this done in a timely manner without scaring off my dwarfs. How many ways can I breach this, and which ones are the best?"

As for trying not to lose... I have to say "Do, or do not. There is no try."

11
DF General Discussion / How much FUN is fun?
« on: May 01, 2012, 12:08:06 am »
Is there a limit to FUN?

Losing is obviously fun. How fun is it though? At what point do you say "Ok, that's enough of that." and try to mitigate a certain type of FUN?

Being careful of cave ins and floods is obviously attempting to mitigate FUN. So is having a military, and booze, and well, building anything at all (unless you are building it for the purpose of watching it be destroyed by FUN)

If FUN is fun, in an absolute sense wouldn't the most fun be
Spoiler (click to show/hide)

12
DF Gameplay Questions / Re: Marksdwarves and fortifications
« on: April 30, 2012, 07:39:47 pm »
Not sure what would cause your marksdwarves to not shoot at viable targets outside of the fortifications. I've had plenty of success stationing archers on top of parapets that are 5x5 internal. Once gobbos show up, the marksdwarves all crowd to the outer edge, up against the fortifications, and begin to shoot.

Same for me. I like to make 8x8 pillboxes with stockpiles for food, drink, and ammo and stick a whole squad of 10 in there. They will absolutely SPEW bolts at anything that comes near it. Never seen them do otherwise...

Honestly, the military seems hopelessly screwed up. I wouldn't mind it being so ridiculously complicated if it actually worked. Well, I wouldn't mind so much, anyway. But I wish Toady would stop adding stuff to the game and fix some of this stuff we really need.
I agree the military is painful and should be improved, but you can't blame Toady... the community voted for improving hauling and adding mine carts. And so it's what he's doing.  Toady is above average quality when compared to other developers.

Once Toady provides goblins with actual sieging weapons which destroys the walls, traps and gates... then the community will start caring more about the military working better.  Until this day many gamers hide behind their fortress gates to shoot enemies attacking AND/OR use cages AND/OR use danger rooms to obtain legendary soldiers thus removing any real threat from sieges... thus there's no concern for improving the military. 

The good news is Toady plans to provide improved sieging for the goblins eventually... so we just need to be patient OR play other games until it arrives.

I'm sure someone will find a way to make a fort with nothing easily breakable. Or fight stuff off with military strength.

A fort is meant to keep stuff out. If stuff can get in, there's no point in having a fort.

Things will probably shift to immediate military rather than fort design. If it stops working then you may as well stop building it. Traps and walls mostly stop the peons from being an annoyance, and a military that can stop stuff from breaching will stop the stuff that traps are for too, making them pretty useless. May as well just make a village instead, it will be quicker without building stuff that will just get destroyed which means you can devote that much time to getting military up faster.

Just notice how nobody builds castles anymore in real life, and the secure structures we do have are few and far between. Now we depend on keeping enemies from ever getting there in the first place.

13
DF Gameplay Questions / Re: What can cause dwarves to IGNORE a job?
« on: April 30, 2012, 05:23:54 pm »
Yeah I think the problem was that previously I channeled down a similar bump which stranded the miner on it (it's several z levels high) and made them just keep channeling until they reach the floor to escape.

I thought I could repeat this but perhaps the stranding is breaking the paths somehow and I was just lucky the first time.

14
DF Gameplay Questions / Re: What can cause dwarves to IGNORE a job?
« on: April 30, 2012, 05:03:24 pm »
I just now reverted to an autosave that happened just before this problem occurred and they are doing the stuff properly now.

I have no clue why this happened, it wasn't burrows.

15
DF Gameplay Questions / What can cause dwarves to IGNORE a job?
« on: April 30, 2012, 04:50:31 pm »
I've never had this trouble before until now. Miners stopped channeling down some bumps I need to get rid of to seal up a magma piston. They were obviously able to get to it because they started, then they quit.

I thought maybe they couldn't reach it because of some ramp position that I didn't notice, so I set up a floor to be built for access. Nobody came to build the floor either. THERE IS DEFINITELY A PATH TO IT. I designated a different floor three walkable tiles away from the one they are refusing to build and they came and built it immediately, and refused to make this other floor. The jobs aren't cancelled, they just refuse to take them.

I know for sure this is accessible because it's been being worked on forever with no problems until now. This also happened earlier with a wall which I had to delete, place, delete, and place again to make them finally accept the job.

Is this some kind of corruption issue or something?

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