Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - pamelrabo

Pages: 1 [2] 3 4 ... 7
16
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: August 14, 2019, 07:51:31 am »
Annoying as it might look from an overviewer / almighty / omniscient player, just think of a small villagr of 200-200something people.

There's always somebody angry, somebody depressed, somebody who is a troublemaker, someone cheerful...

Of course, stress needs balancing and all that, but you must accept you can't have everybody happy.

Some time ago I read the story of the first Spanish attempts to settlements in America, early 1500. Hunger, scarcity, disease, rain, fights, murders, executions... Many of them just went insane.

So thinking about it, melancholy and insanity and depression are not out of place when you live in a hellhole in the jungle with constant rains.

(But yeah, it needs tweaking)

17
The addition of pedestals some versions ago allowed at last to create a museum of Forgotten Beasts totemized skulls.

Other than that, I'm absolutely copying the idea of crafting propagandistic FB bone decorative figurines representing the Beast's own killing by the brave dwarves.

18
DF Dwarf Mode Discussion / Re: Help old me to keep up with modern times
« on: August 01, 2019, 05:38:29 pm »
I've had few issues with bugs, and lots of fun with the new aspects of the game.

Sending raids with heavy war animals against necromancers, creating the Best Tavern in the Continent and watching the dances, or, ¡At last! constructing pedestal and display furniture for artifacts, coins or dragon skull totems.

Can't speak too much about engineering megaprojects, but stocking a library with books about mineral remedies or romantic literature or animal breeding is just great.

19
DF Dwarf Mode Discussion / Re: The Spires of Pain: Untimely demise
« on: July 18, 2019, 03:10:18 am »
After werebeast attacks, your hospital is a quarantine zone. Lock everybody in, and let Armok sort'em out when they transform.

If you're lucky and the injuries are minor, you can lock the cursed in individual rooms usi g burrows. Sometimes the werebeast just kicked or bashed them and the curse was not transmitted to the defender.

But if you play the micromanagement game, just be sure of tagging every potentially cursed injured. A stray cursed kid can become your fortress' demise.

20
Mote and bailey, I'm afraid, for none of my fortresses can keep focus on long term defense once the tantrums and noble demands and werebeasts attacks and sieges get traction.

I've tried to make a panopticum 8 point star shaped fortress but that was a bite much larger than I could chew

21
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: July 18, 2019, 03:01:41 am »
I'm far from being an expert but I've been playing with this landscape creation software:

https://quadspinner.com/m/Gaea

It's... Well, not streamlined or easy to understand, the ui is not helpful at all and it's far from completed. But Hey, ee're DF players, we're somewhat used to that, ¿aren't we?

Thing is, the free edition exports nice .png heightmaps for using in Perfectworld. Oversized, but usable.

I'm sure this particular thread can appreciate a worldbuilding toy.

22
Oh, I've thought about that, and the kitchen needing fuel, too. Right now the cooks are doing 'roasts' without any heat at all.

That would surely tune down the excess of prepared food I always have (one busy kitchen feeds more than a hundred villagers, I think).

But my curiosity was about fire, in general

23
DF Dwarf Mode Discussion / Re: Which animals SHOULD be war trainable?
« on: June 18, 2019, 04:25:42 am »

Changes to the game involve Toady making changes to the game. Fixing bugs involves Toady making changes to the game. Is it so inconceivable that he might manage both at once?

And even if this were solely a modding discussion, people will attack you with war animals, war animas can be used on raids, war animals are used in worldgen battles. War animals could also be part of the new adventurer pets system.

There's plenty of scope even if you can't use them yourself in a fortress.

I captured and war trained some rhinos in an old embark. While quite useless in when they were at home (they behave more like pet than war beasts), the raid reports against a necromancer tower showed furious rhinocerose charges clashing with dozens of zombies and Morul, the commander's pet war rhino, saving the day when the situation became desperate, stomping over the necromancer and turning the battle.

Yeah, war trained animals are awesome in raids, specially if big and stompy and several of them.

24
Just like other players, I've had villagers dying of thirst because the river froze and they couldn't think of using the fires from the kitchen or the smelter to melt some ice and drink.

Also, a fire originated by a forgotten beast burned the whole cavern in another embark, with the citizens just ignoring it or being caught in the flames by accident. So basically dwarves avoid fire or ignore it.

This doesn't happen in adventure mode, where you can set a campfire (and melt ice) and interact with it, just in fortress mode, so I'm curious about the reason. ¿Is it a design decision, like in "we'll get to that later", or "it's just how it's intended to be"? ¿Or a technical reason, like in "Implementing and fixing this would be a hell/timesink so great it's better to leave it for later"?

Other games (Prison architect, rimworld) deal with fire management, you can set fires and you can try to extinguish them if they become too dangerous, and it's not out of character for a medieval city simulation like this game is.

So: curious about it. ¿Is there a devlog or a forum post where I can read about this matter? or ¿Can someone give me a brief explanation?

25
DF Dwarf Mode Discussion / Re: Which animals SHOULD be war trainable?
« on: June 16, 2019, 04:52:44 am »
I've always thought many more animals should be war trainable, just because I would enjoy the game more. Crocodiles, gorillas, other monsters... Not from a historic perspective of course, but we're in a world where cooks can do ant brain cookies, so...

Maybe it's time to get into raw editing

26
DF Dwarf Mode Discussion / Re: Trivial findings
« on: June 01, 2019, 09:00:07 am »
Hunters will shoot bolts at carps in a river. They won't recover the dead fish, though.

27
DF Dwarf Mode Discussion / Re: Trivial findings
« on: May 15, 2019, 01:47:39 am »
I sent a raid with a lot of war hounds. Their puppies follow them to the edge of the map, but come back (I guess yelping and moaning) to the fortress when their mothers goes away to war.

kind of touching.

28
DF Dwarf Mode Discussion / Re: Trivial findings
« on: May 09, 2019, 05:18:58 am »

Yes, it gets very confusing when you're trying to make a statue of a god and all you end up with is statues of dwarves writing rude poems (in order to worship said god).

That said, it makes sense, historical and religious art makes that a lot (saints visiting another people, or receiving divine presences, or nobles paying homage to a liege...). But the name changing of the statue makes it confusing.

Also, I recommend making a statue of every weremonster you slain, sometimes you learn really interesting stories about them because for some reason your sculptor knows everything about that entity.

29
DF Dwarf Mode Discussion / Re: Trivial findings
« on: May 09, 2019, 04:30:59 am »
I ordered a marble statue for a fallen warrior, looking for him as historical fig. The statue was named after another person, and I was puzzled for a while, until I read the description. Turns out it was about the wife of the warrior AND the warrior, embracing, relating to their marriage day. So touching.


So, sculptors sometimes use the historical figs as secondary characters for their works, ¡keep an eye on that!

30
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 25, 2019, 04:43:16 am »
Oh, wow, you people are right, maybe they came inside other animals, not birds. That would explain why no more chickens or turkeys gave me platinum.

Or maybe the whole platinum stones thing it's just a bug, and [pun] that's why the birds ate it [/pun] bdm - tsssss.

Hope I can edit this pist later when I regret the terrible joke.

Pages: 1 [2] 3 4 ... 7