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Messages - Some Internet Guy

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16
DF Dwarf Mode Discussion / Re: A bit of water research.
« on: May 05, 2010, 09:39:02 am »
Yeah any moving water works fine in any recent version. Doesn't matter what it moves through, doesn't have to be a "flowing" source, even, just a source of water that isn't going to run out (aquifers work great, they're also good for disposing of the water at the other end).

Flooded caves should work (never tried, sounds like a recipe for a fort full of giant olms and cave crocs), I'm not 100% whether their water is 'moving' by default and can be harnessed directly or not.

17
DF Dwarf Mode Discussion / Re: Freezing Oceans
« on: May 05, 2010, 08:57:33 am »
I was playing adventure mode once and was ambushed on a frozen ocean. The damn thing started melting under me. The weird part is, temperature was off  ???

The one fort I played next to a frozen ocean in dwarf mode, it never thawed.

Maybe there's a seasonal control for it as well? In Adventure mode I've had the ramps on arctic ocean and glacier maps gradually turn to water but never anything else, it happened pretty much randomly according to the weather and slowed everything down to about one turn every ten minutes. Never had the whole thing thaw though.

18
DF Dwarf Mode Discussion / Re: Weapon research
« on: May 05, 2010, 05:42:03 am »
Couldn't you have left it at 'because making common weapons useless against armor nearly everyone wears would suck and break the game'

Why did you have to bring katanas into it

What's the deal with hammers not sending stuff flying anymore, is there still room for that in the current system and the physics is just nerfed or is it gone for good? This is an important queston.

19
DF Dwarf Mode Discussion / Re: A few simple questions
« on: May 05, 2010, 12:14:03 am »
1. Anything that leaves mud can be used for irrigation.
2. Nope.
3. ^^^What he said
4. Because there's a jillion kinds of rock and having them all be gray would look really boring.

20
DF Dwarf Mode Discussion / Re: Strange Combat
« on: May 04, 2010, 06:18:22 am »
  I love the cooky combat, I recently had a dwarf die by strangulation of the ear.
http://lodestones.files.wordpress.com/2010/05/battle14.jpg

Ear-strangled by someone's thighs, no less. Sounds kinky.

21
DF Dwarf Mode Discussion / Re: Dwarves too easily interrupted?
« on: May 04, 2010, 06:16:37 am »
They've always panicked over dumb things; their vision seems to be much better this go-round, which I don't know is all that bad a thing.

Did have a bunch freaking out and suspending everything for a while because one hallway overlooked a fortification two Z-levels down and twenty-ish squares away, a fair distance beyond which an elk bird could sometimes be seen. If it's a pit you can plan it, have some space for the monsters to go where they can't be seen and bait them over or something, otherwise you're probably fucked 'cause the dwarves don't seem to do any work at all before noticing the monsters and running away, can't even seal them in with a floor.


Given how dwarves are scared of caged critters, I would recommend weapon traps instead.
I have yet to see a dwarf scared of a severed deer head.

Deathworks

What? No they're not, I have great big stacks of caged goblins the dwarves give no crap about.

Though why build traps when you can just draft a wrestler to tear its legs off I dunno.

22
DF Dwarf Mode Discussion / Re: Wood Vs. Stone (Oh yes I did)
« on: May 03, 2010, 06:21:52 pm »
Trolled

That said, I expect a "wood only" challenge to erupt from this

It's quite doable if you embark on a human town!

23
Sieges are pretty much the only serious FPS hit I've seen in fort mode, even at forts with 150+ dwarves and a hojillion animals. And most of the hit occurs when they're actually fighting. Seal up the fort good, build a defensive plan that's going to work (i.e. not relying on your military), kill all the gobs. Skirmishing with a superior force is usually a losing proposition anyway, even when it doesn't bring everything to a grinding halt.

24
DF Dwarf Mode Discussion / Re: Beasts are awesome. I hate beasts.
« on: May 02, 2010, 02:11:22 pm »
Pretty sure you can't mod them. I savescummed and rolled back to right after the blob got in the fort to try it since when it originally occurred to me it was already way too late, walling 'em in while your military keeps 'em distracted and stuck in place with a kamikaze attack works pretty good under certain conditions. You've pretty much gotta have the only access to the fort be behind lockable doors, otherwise the activity around wall construction and dwarves being dwarves just means they're baiting the monster right past your construction site. Helps if the monster's attacks kinda suck too of course.

Urist McSwordsdwarf: There is nothing I cannot cleave!

One Steel Sword and a water blob later...

Urist McSwordsdwarf has been struck down.

And that is why I'm sticking to 40d until the bug fixes for 2010 are out.

I dunno man, when was the last version that didn't have stuff you really didn't want your dwarves going out and fighting? Unkillable, building-destroying, trap-avoiding, AND flying is pretty brutal and seriously limits how much you can explore the new underground without everyone dying (never mind intangible like the fog monsters oh god I didn't even know there were fog monsters before reading it here), but it doesn't make things any worse than the older version where you didn't have anything to explore in the first place. Until you get a Titan like that, I guess, then you're fucked.

One thing that's pretty annoying I gotta admit, is how if there's any entry point to your fort at all they start at the edge of your map and make a beeline right for it. Goblins and stuff are pretty fun because they have to wander around exploring and go where they can see to go, you can play around with them and do all kinds of stuff, some giant frog thing that effortlessly navigates your elaborate trap maze or whatever and kicks down your front door pretty much just sucks.

25
DF Dwarf Mode Discussion / Re: Beasts are awesome. I hate beasts.
« on: May 02, 2010, 04:49:00 am »
Okay, that's not nearly so bad. Awesome.

Actually survivable random disasters in Dwarf Fortress, why I never...

26
DF Dwarf Mode Discussion / Re: Beasts are awesome. I hate beasts.
« on: May 02, 2010, 04:38:58 am »
Which ones are unkillable, anyway. Is it just blobs or anything composed of [stuff]?

27
DF Dwarf Mode Discussion / Re: Beasts are awesome. I hate beasts.
« on: May 02, 2010, 03:49:20 am »
When an immortal vomit-blob showed up and wiped out an entire cavern of nasty undead critters, I was feeling pretty smug, because I'd just finished completely sealing off my fortress area from the larger cavern by two-story walls.

Fucker jumped two stories and ate everything. I still don't know what happened, one minute it was halfway across the map sitting on some dead swallowmen and the next someone spots it wandering out of a passageway leading to an unclimbable garbage chute and a steep drop. Can they all fly?

28
DF Dwarf Mode Discussion / Re: wooden walls
« on: April 11, 2010, 10:44:31 pm »
Try building a door, then lock and unlock it. That should make the game recalculate pathfinding, and atleast temporarily fix the issue - repeat later as necessary, which door or where doesn't matter in the least.

If it is the pathfinding bug, that is.

This works maybe half the time. I've had plenty of occasions where I could trace out an arbitrary 3x3 or 4x4 square of hallway that just couldn't be built on or walked through, identical in every other way to every other square of the hallway. Often as not restarting the game clears it up but its all pretty hit-or-miss.

Maybe where the door is makes a difference, I don't know. It's worth taking into consideration that shit just breaks when designing spaces, though, and keep backup saves - I made clearances in a constructed building too tight this afternoon and got a tantrum spiral when six dwarves and most of the local dog population decided to huddle in a random corner, refuse to leave for over a month, and die of dehydration. Once a couple of 'em were dead the rest suddenly felt inspired to get up and go get a beer.

29
DF Dwarf Mode Discussion / Re: wooden walls
« on: April 11, 2010, 07:14:23 pm »
I hate bursting long winded answers, but I'm almost certain this is a new feature. I don't remember what thread I read it in, but if you, say, build a 9 tile long wall and only have 5 oak logs those logs won't show up on the build screen.

Naw, I've built plenty of wall sections using one log of this and two of that and a couple of wooden blocks by accident etc.

Never mind that your "new feature" would completely break the nice bulk construction order feature that lets people make buildings without going insane. When do you ever have 21+ of the same kind of wood?

It's a pathfinding bug, the dwarves can't connect the place where the logs are to the place where the work order is - they're pretty much consistent in all the games I've played - sometimes they go away on their own when you go do something else for a while, sometimes a zone is inaccessible pretty much permanently and even saving/reloading doesn't reliably fix it.

30
DF Dwarf Mode Discussion / Re: Your first death (likely spoilers)
« on: April 11, 2010, 04:17:09 pm »
Man everyone else made it to cool apocalypses. I started a fort on an aquifer map, things went fine until I constructed my first wall - drowned my primary miner when he got swept into a water-filled channel at the bore site and couldn't figure out how to path to the stairs one tile next to him or use the ramp he was standing on... which was just as well, because at that point all the other dwarves had forgotten how to use stairs too, and alternate between being unable to get down to finish the dig or wandering down, digging one square, and then getting stuck there for a month. Have since been mostly save/reloading and cooling down the dwarves' starvation-related tantrum spiral (the food stockpile was underground, and guarded by the Many-Stepped Menace).

Carp massacres were one thing, zombie groundhogs okay, but I think I gotta draw the line at dwarves being terrorized by inanimate objects. That's silly.

Second, one-story fort a squad of goblin ambushers camped out on my front lawn chasing my broker back and forth, when I eventually tried to sneak someone out via the back door a bastard kitten got out as well and led the whole gang into the fortress where they merrily slaughtered everybody, starting with my unarmed military. Was sorta satisfying, actually, at least the cats are as horrible and malicious as they should be.

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