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Messages - mensrea

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16
Well, if no one else signs up for overseer I will take it. Again, I would prefer to not recycle overseers though, so please, if you can sign up do so.

17
I'm thinking the fungiwood seeds got eaten then. However, magma! Hallelujah!

18
Your English is better than the English of most English speaking people I know. Murica'

19
Great job, jimboo. I think you have restored some semblance of order to our madness. Now that food is covered we can begin to think about perhaps growing some tree plots for fuel. I'm pretty sure I embarked with lots of fungiwood seeds so the next overseer can get some of those planted for our renewable energy.

I also don't consider digv to be a cheat: it does the same thing a player could do but without all the tedious micro. I also don't consider having kids do certain labors to be cheating; throughout history and all across the world there are jobs that kids as young as 4 or 5 do. Honestly I think its fucking ridiculous that they are just allowed to lounge around and suck up resources until 12 in vanilla (I think masterwork changed it to a much more reasonable eight). I mean what the hell is this? Some kind of progressive, liberal society or something? We don't need no stinkin' values!

Pi_age, your turn is up. Will you take SILVERGOOSE into its golden age of prosperity and rampant violence? Whatever happens just don't let the vampire out; he is our insurance. As long as he's trapped in his cell secluded bunker the fortress will persist.

On another note: I believe the Human historian Monty Python once documented the horror that is the WERE-RABBIT.
http://www.youtube.com/watch?v=XcxKIJTb3Hg

20
You cant undo mental damage in DF. Once babbling, babbing till die of thirst. Vampire will babble forever. Keep him as a mascot. :)

Off topic but I have to ask: is there anyway, modding wise, that mental damage can be reversed?

21
Skipping ahead a bit to mid-Winter, our Vampire Apostle is now running around and babbling.  He refuses all labors.  And clothes, apparently.
Spoiler (click to show/hide)

Wiki says vampire insanity comes from outliving relationships but ours has only relations that did not come to the fortress with him.  He is not cursed.  He hasn’t eaten or slept in a year but isn’t listed as even thirsty.  The only things he likes we could possible provide are fishing supplies.

What can be done for him?

I'm afraid that once you go batshit crazy there is no coming back...just leave him where he is and maybe he'll snap out of it someday?

22
Pi_age, I am signing you up as overseer and you will go after jimboo is done. Good luck!

Also, in regards to the diseases, yes, I did disable them. However, they are likely culprit to the same reversal that everything else suffered, on account of the launcher malfunction. Happy days! At the least though it sounds like that dwarf has either high blood pressure or rosacea(?). Given the reversal malfunction, I suspect the cult of the carp god and other terrible monstrosities could be lurking in our midst as well. At least if we get the cult you can shut the cult leader outside. He should be able to take on some invaders.

Also, sorry about the 16 stairways. I typically design my forts with a very large central staircase in the center of the map. Minimizes pathfinding lag because dwarves don't have to negotiate with each other to go up or down. I guess in this situation pathfinding lag is probably the very least of the forts woes.

23
Find the two miserable dwarves and send them to the apothecary to be lobotomized. Same with the kids. I'll be damned if a couple useless, walking stomachs are the end of the fortress. Use dwarf therapist to assign them the labor needed to jam a sharp object so far up their nose that they can smell red, and hopefully their interactions afterwards will be composed of mumbling "hodor" and shuffling about aimlessly.

Are those giants immune to fire or something? Shouldn't they have killed themselves when they lit everything on fire? Maybe at this point we should be considering lobbing rocks at the invaders with a catapult rather than risking more marksdwarves lives. If you can find some way to light the outside of the fort on fire even better. Maybe use some of that burning/exploding catapult ammo to do so.

Either way, its starting to look like the vampire may be the only dwarf who gets through this. If that's the case, if it gets down to a couple dwarves and him, just let him out. He can feed off the dwarves and hopefully stave off insanity long enough for another immigration wave. Though at this point we may be forced to use the town portal to attract more migrants.

If jimboo manages to keep the fort alive we do need another overseer. I will volunteer for the task if no one else is willing, but I would rather have someone new then start cycling through previous overseers. So if your reading this and interested, let me know. Yes, I understand this is akin to asking someone to preside over a nation experiencing its judgment day, but there is something to be said for grim determination.

On another note:

What if this was his plan all along? Holed up in his safe little bunker, keeping stock of the forts wares by peaking out through cracks in the walls....watching...waiting..until he was the only dwarf left. Then it will be just him. Reigning over a kingdom of corpses and fabulous golden mugs. Who is this mysterious vampire anyway? Can we get some screenshots or something?


24
Because its awesome.

Agreed.

How many epic succession games and amazing stories are the result of careful planning, perfect tactics and strategies, and flawless, uneventful turns where skillful players adeptly counter whatever fate throws at them with confidence and gusto?

I, for one, embrace the chaos, madness, panic, desperation and starvation that is SILVERGOOSE. In fact, I wouldn't have it any other way. There is beauty in insanity, and SILVERGOOSE is a sexy babbling lunatic.

25
Haha oh wow...why the giants would even attack is beyond me. I doubt we have reached the wealth requirement. I have a feeling that vampire may end up being the sole sane and unmaimed member of our fortress. Too bad there's no way to make everyone forget all their relations. That way you could just dump most of the population outside and basically start over with just fishermen and farmers. We may be fucked but this sure is fun!

26
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: December 26, 2013, 12:44:59 pm »
Playing masterwork recently I had an idea to reimagine the farming system.

I recall the reason being that we don't have huge sprawling farms as depicted in adventure mode is due to computational restraints. Too much work for dwarves to do leads to ridiculous calculations, so having a 100x100 farm plot would kill FPS with dwarves constantly checking which tile needs ferts/planted/harvested.

However, huge farms are cool looking. And the idea of space as a resource in the agriculture industries is really neglected in DF.

Possible solution: make gigantic workshops that represent farms. Huge footprints, possibly bigger than the garrison or fishpond. Make them need tons of logs to be built (in order to cultivate mushrooms off the logs) and have them use the farming labor. The farmer would go to the workshop and a reaction that consumes spores and produces mushrooms would take place. The reaction would take quite a while and result in relatively large outputs. This way, you could have huge farms with a fraction of the lag that farm plots produce. You could even have multiple reactions to cover things like irrigation (water buckets get used), fertilizing (sawdust gets used to feed the shrooms) and other crops.

Obviously, theres nothing wrong with the current farm system. I am just a big fan of expansive farms, and so this is my idea for a way to have them without running a supercomputer.




27
Ranged units without a valid path to their target will not shoot if set to "kill" order. But if you just station them there, they should shoot at everything that comes in sight.

And I like how people completely freak out, just because farms are slower. Why not order a trade licence, buy food for hard cash in form of coins, or build 10 fishfarms underground, or go hunting in the caverns with your military? ;) I also saw a lot of pets in one screenshot. Better to eat them, than to starve.

PS: The Herbalists Lab can cultivate plants instantly, if you have the ingredients.

We are freaking out not because farming takes longer, but because we didn't know it would take longer and thus did not prepare adequately. Honestly, harder farming is really cool and actually feels appropriate, you just have to plan a little more and have way more farms and farmers in general which usually is not a problem. If pets were eaten dwarves would probably tantrum.

Question about fish farms: are nets and poles used up when farming? In the raws it looked like they were but I could have sworn I had used it before and they persisted. Admittedly, I kinda always forget about those things, but now would be a good time to build about ten or so. I am also curious if the ponds on the inside of the wall are being fished out.

28
Ok - Question time:  Do marksdwarves just not work in Masterwork?  On this fort, and a few others, even when I have ammo, quivers, and crossbows, when I station marksdwarves across fortifications from something, then give a kill order, they do nothing.  So damn annoying.

In other news, Summer and Autumn will be one update.  We've been staying mildly ahead of starvation for 4 months now.  I am curious, what happened with farms?  Are they still on hard mode?  Did no one plant anything?  I started the save with just some steeloak planted, and a few empty farms and about 300 food.  Haven't been able to actually get a caravan yet, and none of the crops planted in spring have come up yet, which is odd if hard mode was turned off.

From my experience military dwarves in general tend to do whatever the hell they please. Just try to station them somewhere appropriate and hope they do their job. Or enlist 4 times as many dwarves in the hopes that a fraction of them will do their job. I find that making 2x2 rooms with doors along the fortification wall will force them to station right next to the firing ports.

In regards to the food and having looked over the 4f changelog it seems that many launcher GUI things didn't work right in 4e...so harder farming may be on along with many other things that were not intended. It also seems as if disabling vampires did nothing because "fear the night" vampires are still spawning. So basically, we have a game with vampires, hard modes and 900 times the normal amount of necromancers.

From the screenshots it looks like farms had been destroyed since the turn I played - maybe from tantruming? Come to think of it that might just be the source of the food woes. Either way, an entire level will probably have to be devoted to agriculture and the number of farm plots will have to be quadrupled. The problem with this fort was that its population grew way faster than its number of farms/farm workers did. It just seems like the damn migrants keep coming...even despite the danger...and often in large numbers.

At this point locking further migrant waves out may be preferable to letting them into the fortress to socialize, starve and cause more tantrums. Or maybe just turn migrants into impromptu militia, have them wrestle the stranglers and various wildlife to death, and then keep them from getting into the fortress proper.

On the plus side this is the most desperate fortress I have ever witnessed/played. It makes everything more fun to be at least a day or so away from starvation at all times. After all is said and done, and if we can make it, we will be blessed with a fortress full of traumatized dwarves who no longer care about anything anymore.


29
Sign me up to be orced and overseered warbossed if you don't mind. I do have a question about orcs though: do they have tantruming disabled or something? They don't seem to be as sensitive as dwarves.

If that's your way of claiming Tulbuk then done. She's pretty much our warboss/war chief.

And orcs as far as I know will pitch a fit eventually, but they may be a bit more resistant to it. But I expect a lot of orcs to die in the near future.

Oh no, sorry, what I meant was to sign me up for a turn playing. Although I don't mind being orced as the warboss, as long as shes a derelict and a drunkard.

30
Sign me up to be orced and overseered warbossed if you don't mind. I do have a question about orcs though: do they have tantruming disabled or something? They don't seem to be as sensitive as dwarves.

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