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Messages - takaratiki

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16
This time I would like to give thanks to the Hunter who, after being trapped by a goblin ambush and riddled with arrows on the rim of a volcano, boldly decided to go where no dwarf had gone before and took a cannonball over the edge, discovering the forts first Admantine deposit 86-Z levels down in the magma sea. Thanks, fellow, we tip our Dwarven brew to you.

17
DF General Discussion / Dwarves as a Historical Civilization. Explain.
« on: October 25, 2010, 08:29:03 pm »
I was interested for the sake of blah-blah what human civilization you think our beloved (?) dorfs most resemble. I lean towards the Aztecs as they:
- Were aggro people setting out to a foreign land and laying waste to their neighbors.
- Created an improbable city in the middle of a lake and festooned it with mega-projects.
- Gave rise to craftsmen of legendary skill and interesting taste (flayed human skin suits, for instance).
- Embodied the Armokian spirit of spilling industrial quantities of blood.
- Inevitably overrun by an incursion of neighbors led by several uninvited guests with metal skin. Beware their pestilential breath.

18
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: October 15, 2010, 12:21:12 pm »
I have wanted to get back into sketching for some time and after lingering about the fanart forum I thought I would give it a go sketching the Dwarven glory of it all. I'm not particularly good and have few allusions that I'll improve much, I'm mostly doing this for the fun of it.

So, Luzatuzol (Rubbedoiled) is my subject. It's a pretty site in ascii, all three rock formations, obsidian and marble, a mammoth volcano, a stream, and nestled in between, an unexpected 11z spire. Sweet. I'll be sketching the site through time, trying out ways to represent the terrain as the Dwarves inevitably modify it to their (and my) whims. The sketch is just a 10-minute scribble which I hope to improve on by following it up with more in-depth sketches, crayons, and an oil treatment if I have the time. As the architecture grows, I also would like to sketch up some street/mine scenes. My figure drawing is pretty pitiful, again, this is mostly an exercise. Constructive technique criticism always welcome.
Spoiler (click to show/hide)

19
Dear Urist Mc*,

 When you find yourself outside the monstrously deep cheese-grater of death trap that you worked so diligently to create at the entrance of your fort and the goblins arrive, could you please maintain the self-control necessary to return to the fort via said cheese-grater of death trap instead of throwing your stubby wee arms into the air and running around outside of the forts protective walls in a thinly veiled attempt to schuck off this mortal coil? Suicide is maximally un-Dwarvenly, unless you have failed to build the hatch cover of your dreams or are pining for your recently murdered kitten, then it falls well within the limits of culturally acceptable practices. Thank you.

20
DF Dwarf Mode Discussion / Re: Songs that relate to dwarf fortress
« on: July 22, 2010, 08:54:35 pm »
Cannibal Corpses "Shatter Their Bones".  What could be better than,

"Shower them with fire, make them burn in the flames
Somehow they continue to march
Ravenous savages, they'll tear you apart
They'll eat your fuckin' guts and your brains"

If that isn't the end story of half my forts...
...the other half would obviously be better represented by Joy Division.

21
Again, Geology. Seems a common reaction to this game. I was fairly adept at geomorphology prior to playing (enough to be amused at building any kind of complex structure in Loam), but it fired me up about the hard-rock end of things. Can't help but look at all those formations and wonder at the geohistoric background of the region.
Beyond that the game hasn't made me worry too much about my sanity like Carmaggedon did ("Zoom-Zoom, run pedestrian scum!"). Though I do describe myself as falling into fey or fell moods and the boarding students at the school I work at are immensely confused by my constant references to the greasy bone-and-coagulated-flesh slop served at the kitchen as "Kittenhack". I also have an inexplicable desire to build something out of stone. Hmm...

22
Immediate masonry duty for every single one of them unless they get attached to a cat that has snuck through the kitty grindcore (I usually have a 7z high dive bridge over a lake for such occurrences). After they pound out a decent village, I selectively draft those with sufficient military background into the service, develop industries, and set out on a constant series of renovations ala the Autobahn. I'm a sucker for Keynesian economics when the downsides of the unregulated marketplace (drunk and disorderly dwarves, lethargy, madness, the buck-tarded pillar toppling emotional death festival of 3-ought-6, etc.) are so unfortunate.

23
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 05, 2010, 10:10:04 pm »
Awesome work from all involved, much stabler for me now. I know that sound in linux is not exactly the foremost issue, but I've had a failure on 31.05 to use the sound system on my rig. To make things complex, Kubuntu 10.04 64 bit. Terminal output looks like:

Sound devices available:
PulseAudio Software
ALSA Software
OSS Software
Picking PulseAudio Software. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
Initializing OpenAL failed, no sound will be played

I've created an .openalrc file and configured for alsa but the program fails to read the file resulting in the above message and no sound. Also tried writing an .alsoftrc file which DF seemed to read as it was upset at me because of a typo, but did not parse in regards to my audio choice. My .openalrc is simply:

(define devices '(alsa))

Not sure if this is a configuration issue or a missing 32-bit library thing, though all libs seem to be installed. Any help would be appreciated, thank you.

24
DF Dwarf Mode Discussion / Re: How long has your fort lasted
« on: June 01, 2010, 08:43:24 pm »
5 years in 31.03 right now, but I don't expect them to last much longer. I've been knocked down to single digit populations twice due to a skinless Pterosaur with impressive indigestion named Simo. Half the fortress is now coated in vomit and I literally cannot clean the entrance traps fast enough before the next Goblin wave attack charges over the corpses of their predecessors towards my doors. We're just waiting for the barbarians now.

25
DF Dwarf Mode Discussion / Re: Favorite Type of Stone?
« on: June 01, 2010, 08:35:48 pm »
Dolomite for no other reason than I spent a summer recording and hauling hundred pound slabs of the stuff out of Bronze Age graves in Jordan. It endeared itself to me and to my spine, which has never forgotten. I feel my Dwarves pain...

Extra bonus fun fact, when the Romans were knocking tar out of the area for copper, they'd cut the Achilles tendon on one of the legs of the slaves that they sent down into the mines in order to prevent them from running off, not that they'd get very far in a 130 degree desert but what the hell, you can't be too safe. I fully expect such details to make it into DF Version 1.0.

26
DF Dwarf Mode Discussion / Re: Above ground castles
« on: May 26, 2010, 09:07:29 pm »
More city than not, but I usually shoot for a cliff face, river, or lake to work off of. Drop a mine, start ripping out rock, and assign every immigrant to masonry. Cordon off an area from there with stone walls, build a snail entrance way and start working with whatever topography is available. Roads, apartment complexes, restaurants, zoos, museums, let the good times role. In between raids, expand the walls further and further or stay tight and build vertically. Skyscrapers baby, neo-Pittsburgh. Pittsburgh's mad dwarven.

27
DF Dwarf Mode Discussion / Re: Cave or Open Ground
« on: May 15, 2010, 01:24:01 pm »
I don't know anymore. I need inspiration or something to drive me into building something. I need something which I can not explain. With all that's new in the game, I have no idea what to take with me anymore. Might start hitting Play Now for a while until I can work out what I lack...

I hear you. After a major version boost I get into a listless phase, constantly starting and abandoning fortresses until I've come to understand the dynamics better. I had no clue about the utility and horror of the caverns until I breached one and watched as a string of Legendary Creatures sent my fortress into a catastrophic emo-death cycle straight out of Black Plague Europe. Shudder. At any rate, the caverns certainly guarantee that it's more difficult to look at the underground as nothing more than a quarry.

28
DF Dwarf Mode Discussion / Re: Cave or Open Ground
« on: May 14, 2010, 03:37:06 pm »
In transition. In 40D I would set up rolling above ground architectural festivals: starting with bare minimum hovels, building infrastructure, erecting rowhouses and pubs, then going bonkers and trying out other styles (japanese tea houses, Yemeni mudbrick apartments, favelas, Usonians, Catal Huyuk, etc.). 40D really sucked me in to the possibilities of architecture. Since DF2010, it seems that all of the fun is happening below ground in the cave network, changing the focus of development. I'm a little torn given my attachment to building, but hollowing out the bizarre spires that occur in cave networks presents an interesting challenge and returns the game more to its early version roots, just on the vertical plane. I'll likely be bouncing back and forth between styles for the forseeable future, they scratch different itches.

29
DF Bug Reports / [40d18] Sound goes kablooey in OpenGL Linux
« on: March 02, 2010, 11:40:00 pm »
Me again. Ubuntu 9.10 on a Dell E6500 laptop with 40d18, audio goes completely fritzy. Worked perfectly in 40d17, but now there is mostly garbled crackling followed by silence, though randomly the sound sometimes works. Log files show:

Mar  2 21:08:20 heathen-earth pulseaudio[2318]: ratelimit.c: 404 events suppressed

Anything else I can do to help, let me know.

30
DF Bug Reports / [40d17/18] Process Lockup after quiting in Linux
« on: March 02, 2010, 11:30:44 pm »
Howdy, I have an ongoing issue with the dwarf fortress process not quiting after I close the game on Ubuntu 9.10. This was a sporadic issue in OpeneGL 40d17 but is now constant in OpenGL 40d18. In d17, one processor of my dual core would run DF and more than half the time after shutdown the process would run at 100% on the core it had been running on, requiring me to close it by hand. In 40d18 (which seems to be using both cores concurrently), one core relinquishes after shutdown while the other always locks up with DF eating 100% of the processor until I stop it in System Monitor. I've never seen this issue in prior OpenGL 40d's. Any idea what's up? I will gladly provide any required info upon request.

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