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Messages - XXSockXX

Pages: 1 ... 160 161 [162] 163 164 ... 177
2416
DF Dwarf Mode Discussion / Re: An easy one: migrants
« on: September 22, 2012, 11:33:44 am »
The reason that migrants are frowned upon here is that once you become good at the game, wealth can increase really quickly. And then it might become a with 5 beds, 10 dwarves, and enough food for maybe 20... suddenly brings it 40 more migrants. This leads to huge hassles of resources and dwarf management, and the building of the actual fort hits a backlog.

Exactly. That's why it is important to build wealth slowly. This gives you time to prepare for migrants, to the point where there is more than enough of everything for every wave.

I had about 400 dwarfs in one fort, and about 300 in many. Population is a drain on FPS but so are item count and poor design. With less items and a less convoluted design I find 300 still playable. 

2417
DF Adventure Mode Discussion / Re: Some Newbie Questions
« on: September 21, 2012, 10:02:42 pm »
1. Some vampires have lairs and you can kill those. If you get a quest to kill a dwarf vampire (often the king or queen) who lives in a mountainhome, you can't kill them because in the current version only human sites actually exist. This is going to change in the next version, but currently you will only see the *** symbol indicating that you are at a dwarven site, but nothing will be there. Still you can retire your adventurer there.

2. Anything that has not the $ symbol (that's the traders stuff) is free to take. Fortresses and keeps are great to get some free equipment, especially if you're human.

2418
DF Gameplay Questions / Re: About Save Games
« on: September 21, 2012, 09:26:52 pm »
You can't do that directly. If you want the world in a "blank" state you should make a copy before starting to play.
What you can do is open the world in legends mode, export the world gen data and then use the data to re-gen the same world you had.

2419
DF Dwarf Mode Discussion / Re: Solider wont pick up a weapon
« on: September 21, 2012, 06:01:32 pm »
If it's a reclaim, it could be that some weapons are still forbidden.

2420
DF Dwarf Mode Discussion / Re: Dwarven child migrants...
« on: September 21, 2012, 05:54:16 pm »
That's weird. Haven't seen children migrate without at least one parent. The first two waves are not bigger than 10 I think, but that would have left room for two more. Maybe they'll come with the second wave...

2421
DF Dwarf Mode Discussion / Re: Solider wont pick up a weapon
« on: September 21, 2012, 05:51:17 pm »
Are you sure you have enough weapons? Woodcutters may have claimed some axes.

Try to give the squad a station order, that sometimes helps with equipment issues.

2422
DF Dwarf Mode Discussion / Re: As DF grows, will it start to implode?
« on: September 21, 2012, 03:51:22 pm »
Actually I can see some of the new developments helping with that. If forts have some sort of founding mission (that seems to be something Toady thinks about for the future), new players could start with a small mining outpost and learn the basics before moving on to more difficult stuff with a military colony in enemy territory.

2423
DF Gameplay Questions / Re: Merchants won't leave??
« on: September 21, 2012, 03:40:10 pm »
Then it's probably ok. I often have dwarven caravans arriving in the last month of fall, then sitting there through winter to mid-spring, before the elfs come in late spring.

2424
DF Gameplay Questions / Re: Merchants won't leave??
« on: September 21, 2012, 03:36:47 pm »
Sometimes they leave very late, just a few days before the next caravan comes. Usually that's nothing to worry about. How long have they been there?

2425
DF Gameplay Questions / Re: Metalsmiths not workings.
« on: September 21, 2012, 03:05:30 pm »
Are the dwarfs with the blacksmithing labour idle/on break/otherwise busy?
Do you have blacksmiths? (furniture requires blacksmithing, except for chains, these require metalcrafting)
Are you getting any error messages?

2426
DF Dwarf Mode Discussion / Re: As DF grows, will it start to implode?
« on: September 21, 2012, 01:55:00 pm »
Right. I'm just confident it will be fine. Even now you can turn off a lot of features like artifacts and invaders if you want to. I'm sure world interaction will be realized in a way that works fine for the vast majority of players.

2427
DF Dwarf Mode Discussion / Re: As DF grows, will it start to implode?
« on: September 21, 2012, 01:40:11 pm »
The issue is in the fact that the more complicated the game gets, the steeper the learning curve becomes.

That also depends on what is optional. You don't need to learn how to make complicated magma traps to have a sucessful fort. The learning curve for basic survival is not that steep and everything else is in the players hands. I also think of the learning curve as something that makes the late game more enjoyable, there are always things to figure out and that makes the game more rewarding.

2428
DF Dwarf Mode Discussion / Re: As DF grows, will it start to implode?
« on: September 21, 2012, 01:19:46 pm »
I agree that once things are set up, there isn't a lot you have to do to keep it all going swell. What I'm imagining is the effect of new things like active and dynamic civilizations. The plans are to have caravans requesting items they really NEED, and if they need a ton of weapons that you aren't making, or refuse to make, then a nearby civ will be destroyed, turning a stronger army your way. Things like this seem like they will effect the way you HAVE to play the game, making your micromanaging more responsible for the things that are happening around your game. And does this necessitate having advisers who say, "The Mountainhomes need 35 axes and 35 sets of armor!" which give you an option to say, "Yes, tell the manager to do just that!"?? Or is it not that simple?

But that will just be a matter of balance, which I'm sure Toady will adress. I don't think there will be a situation where you will need to give the mountainhome 100 pieces of steel armor from your no-mining above-ground fort or the world will be overrun by goblins. The whole active world thing might make the game more complicated, but it will somehow work out.

2429
DF Dwarf Mode Discussion / Re: As DF grows, will it start to implode?
« on: September 21, 2012, 12:50:12 pm »
I don't see that happening at all. The way it is now most micromanagment is pretty optional and there a are many many features you don't have to use to have a great gaming experience. In the first few years of a fort a lot of micromanagment may be necessary to get everything set up, but after a while most of my forts can almost run themselves with a few orders every once in a while. If you don't care too much about value/quality/material of your items for example and instead focus on something else, you can do just that. If you choose to only have masterwork gold items that's fine too. That is what I like about this game, there are so many ways of playing it, you never really run out of things you can do. I have been playing a lot for quite a while and there are still many things I haven't tried yet. IMHO more features just means more options.

2430
DF Dwarf Mode Discussion / Re: barracks?
« on: September 21, 2012, 10:58:06 am »
I never have beds in my barracks and let soldiers sleep in individual bedrooms like everybody else. They never sleep all at the same time, so I never had any problems getting enough soldiers ready when I need them.

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