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Messages - Talith

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31
i am intrigued why someone would feel the need to white out a custom name of a dwarf.

32
Figured it was only a matter of time before people started bitching about things being too common.  First too hard to find, and now too easy.  This is why I propose adding a parameter to world gen to be able to control how common ores and minerals are found.

33
DF Gameplay Questions / Re: Soap, anyone? Or Powder for casts?
« on: April 01, 2010, 10:35:16 pm »
Looking at the raws, it appears you need gypsum and a kiln to make plaster powder.

34
DF Dwarf Mode Discussion / Re: Plaster powder
« on: April 01, 2010, 10:27:20 pm »
Spoiler (click to show/hide)

Although it appears to be a stone aswell, the hardens with water tag is interesting.  Possible to make plaster walls?

35
While I don't think this is necessarily a bad thing, I think it would be better to have a parameter in the world gen to define how common/rare ores and minerals appear.  That way people who like having to search for ore can have those types of worlds, while those who like to swim in it can have theirs.

36
Has anyone noticed the existence of a substance called Plaster?  Apparently it can be made at a kiln with gypsum, and it can "harden with water". 

37
Quote
wall of text

That's all well and good, but:
1. I'm past the point of just playing. Now I need to set goals and if I accomplish them, I win. If I don't, I lose. If you think spending dozens of hours on a megaproject that will fail in the most boring way possible, then we play rather differently. And no, requeuing the dye silk cloth assignment is not what I call fun either.
2. I only have a limited amount of DF spunk in me. It's capped at about 3 weeks' worth and refills fully every 6 months. I'd rather conserve my spunk for the hotter version.

Couldn't have said it better myself.

38
DF Dwarf Mode Discussion / Re: I am so excited for the next version!
« on: January 24, 2010, 05:15:45 pm »
I sure hope there is no end game timer like in the old 2d version, or atleast have it be able to be toggled in the ini file.  Otherwise i feel this version will be disappointing, even with all the new stuff.

That idea was discarted a long time ago, and will probably never show up again.



There are now "code generated" positions, such as priests who are named after the god they worship (Priest of Ciramore, etc.)
There is a lot of nasty stuff underneath, seemingly related to the old "end of the world" timers
It should be a bit different, a bit the same, and always a threat rather than a one-time problem


Hrm.  I suddenly imagine playing on a site with a new-style HFS zone, and suddenly the screen pops up with this message -

Urist, priest of Ciramore, has been been granted a vision!

The demons have begun construction upon a doomsday plague.  Ciramore warns that within only fourteen years, the demons will be ready to unleash their weapon, consuming all life within scores of miles - perhaps the entire world.  Flee now to make room for a true champion to come, or rise up and destroy this menace before you and all else are destroyed!


It would be on a random (looong) timer, and (usually?) grant ample warning to prepare.  You'd have to get down to the HFS and clear it/kill enough of the demons/deconstruct a specific building down there to end the threat.  Fail, and the game ends for that fortress when the deadline is passed.  Succeed, and you have another long random timer before the next threat is presented.


This sort of timer i would have no problem with, because it won't be out of your control.  But if it is something like in the 2d version where it was basically "BANG, You're dead" with no warning, then that is just lame.

39
DF Dwarf Mode Discussion / Re: I am so excited for the next version!
« on: January 23, 2010, 09:02:54 pm »
I sure hope there is no end game timer like in the old 2d version, or atleast have it be able to be toggled in the ini file.  Otherwise i feel this version will be disappointing, even with all the new stuff.

40
DF Dwarf Mode Discussion / Re: Magma-safe fortifications. How?
« on: December 05, 2009, 08:34:49 pm »
you said your magma delivery system was basically just a channel leading from the magma pipe, if i understood correctly.  Without seeing a screenshot of your design, i would think the chances of the magma ever going over a single z level is low.  Also, I am fairly certain, that without the use of pumps, magma has no pressure at all.  I would like to see a screenshot of your fort at this point just to see for my own curiosity.

41
i guess the short answer to the OPs question is there are none?

42
DF Dwarf Mode Discussion / Re: Cliffs and Magma embark?
« on: December 04, 2009, 05:54:22 am »
sounds like lag heaven lol

43
DF Dwarf Mode Discussion / Re: What do you look for in a new location?
« on: December 04, 2009, 05:53:04 am »
a flat area, with a magma pipe, and usually a water source, and HFS so i have something to do later down the road.  I actually prefer to have no obsidian layers, as when i have those i have no motivation to make an obsidian farm, which i like to build.

44
DF Dwarf Mode Discussion / Re: Embark site database.
« on: December 03, 2009, 04:08:51 am »
I honestly don't think it needs to be as complex as some of you want to make it.  A simple webpage listing the gen data, feature list, and screenshots of embarking location would be all you need.  Like i have said before, the trouble is to get people to actually use the damn thing.

45
DF Dwarf Mode Discussion / Re: A surprisingly elusive embark location
« on: December 03, 2009, 04:06:58 am »
Out of curiosity, just what do you plan to do with such a site?

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