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Messages - Drunken

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196
DF Dwarf Mode Discussion / Re: My experience with a low-population fort
« on: September 12, 2008, 04:37:51 pm »
I totally agree, I just happen to be doing the exact same thing. I think the whole game is too easy tbh I think it needs difficulty settings.

I am playing the following rules to make things harder:
Popcap 7
No farming (I still have far too much food from trading I think I'll ban trading for food too from now on)
Max map danger (i got magma, chasm, pit, river, underground river, underground lake)

It is sort of working only one of the original 7 is left, the casualties have been high.
From a players perspective though I am building a massive and very wealthy fort and work is processing very quickly. It seems like you get less work done with 100 dwarves than 7.

I tried to start a hardcore succession game with this model but the noob straight after me gumped the popcap and now its up to like 50 dwarves

197
My mechanic spent his life dutifully building traps to defend my fort against invaders. He did a good job and soon I stopped having to worry about ambushes.

Till one fateful day...
He was reloading a cage trap when an ambush sprung right on top of him. A goblin hit him and he fell backwards, into one of his lovingly crafted stone fall traps.

He made very effective stone fall traps, poor fellow.

198
DF Bug Reports / Re: [40c] Weapon Handedness in Sparring
« on: September 12, 2008, 01:37:17 pm »
Just to add to this I am using 40d and I had a similar problem that may be related.

I had a marksman and 3 immigrants and I set them all to wrestling sparring with a buckler and leather armour. The three immigrants got up to champion very fast but the marksman never levelled at any combat skill and I never saw him spar.

Heres the region folder if it helps: http://dffd.wimbli.com/file.php?id=540

Further (possibly) useful information:
Marksman was the last (bottom) soldier on the m and u lists
Marksman was not holding crossbow
Of course I checked if he was on duty and he wasn't
Marksman spent most of his time in the meeting area with the job 'soldier'
Marksman already had some wrestling skill from before he became a marksman
My military contained a total of only these 4 dwarves
I only had one barracks made from a bed
I tried making a second barracks but I saw no effect from this

Given the upcoming military overhaul this bug may not be worth fixing as it may only be caused by stand in code anyway. I just made the marksman into a peasant so I am happy

199
DF Gameplay Questions / Re: Obsidian Castle
« on: September 07, 2008, 11:41:21 am »
Is there any chance reclaiming would redo the event at the start?

200
DF General Discussion / Re: 3Dwarf Visualizer - a tool to view maps in 3D
« on: September 05, 2008, 07:28:57 pm »
I am having trouble getting this to work. The map file is created without errors but when I try and load it it just crashes the 3d program. It is a very mountainous map does this sometimes cause problems? I can load the deafault maps that came with the visualiser without any problems

201
DF Dwarf Mode Discussion / Re: How to correctly start fortress mode.
« on: September 05, 2008, 05:14:01 pm »
I just wanted to add my take on the hunting thing:

I take a marksdwarf with a crossbow at the start and immeditately draught him and set him to harrass wild animals and do not chase opponents (m-v-c-a). I then station him to guard things that might be attacked by wild animals or something. When I have a few spare micro managment moments I send him out to where animals are (u-find animal-c). The advantage of this is that he doesn't get killed anywhere near as often by animals or terrain, with conventional farming I always lose my hunter eventually and often all his gear too. It is not quite as fast as conventional hunting at the start and requires some player management but when the hunter gets good (yes with this method you can train you hunter on a target range) you can actually take out entire groups of wolves, camels and even elephants and hippos because the hunter wont pick up the body he will just keep shooting. When the whole flock is down your peasants come and collect the kills while your hunter fetches more ammo.

202
I don't know if you already skipped me or not but I got a PM and I am just confirming here that I will NOT be taking my turn due to fps issues.

203
DF Dwarf Mode Discussion / Re: Most Decor
« on: August 30, 2008, 01:47:06 pm »
how much is it worth?

204
DF Dwarf Mode Discussion / Re: Rightsizing
« on: August 30, 2008, 01:43:57 pm »
But why do you want to kill them, anyway?

Man this is dwarf fortress, why would you not want to kill them.
Seriously though i often keep a low population for framerate, or the lack of water.

205
DF Community Games & Stories / Re: Succession game, hardcore mode?
« on: August 29, 2008, 01:09:13 pm »
Sorry if I was needed but I was away for the last week. I am going away again on monday so if I am needed pm this weekend. I don't imagine I am needed though and even if it were my turn the popcap is probably too high so skip me.

206
DF Dwarf Mode Discussion / Re: Crazy constructions
« on: August 20, 2008, 01:54:30 pm »
I also heartily endorse combat bunkers, although I find it is best to leave doors out entirely and simply have a square wall with only access from below.

On the same map as the bunkers I had a wall that ran from one side of the map to the other, with gaps right by my town walls and lots of cage traps in the gaps. This resulted in a huge army of war gorillas (they literally rip of your arms and beat you to death with them) and a small execution chamber/arena where a titan a dragon and many goblins met their end. The drainage holes in the floor for blood worked fine but the cistern underneath never got any reasonable amount in it I believe this is not implemented.

On another map I made a giant medeival style keep with white stone walls and hardwood floors. Also before the mass building patch this turned out to be a massive waste of time :-)

Normally I just plan massive underground complexes with perfect symmetry arrayed in a district system to minimise travel. This works for workshops and the like but hauling is still a b***h. You can have a lot of fun with designing the nobles and military districts.

Oh I almost forgot my last fun project was on a mountain peak that overhung a magma vent. I made my entrance hall in the peak and put floodgates on both ends of the hall. There was a lever to close the gates blocking all the attackers in the hall and another that opened the floor of the hall causing everything to fall into the magma vent. This solved a lot of goblin rubbish cleaning jobs. I even considered moving my trade depot inside to get rid of unwanted caravans.

207
DF Suggestions / Re: Making construction more interesting
« on: August 12, 2008, 08:42:14 am »
...and concrete for that added value (concrete was first invented by the Romans and was used in the construction of their temples and aqueducts. Making concrete involves sand, water and some sort of volcanic mineral...

I am prety sure lime works although I am not sure what the Romans used. It needs to be ground to a powder so that makes another use for grindstones and windmills.

208
DF Gameplay Questions / Re: Updating my game, but keeping tile set.
« on: August 10, 2008, 05:55:41 pm »
You need to save the whole graphics folder, everything else can be overwritten. You will however need to reconfigure the init file (you can't keep it because it changes often between versions) this is as simple as

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:font.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:font.bmp]
[GRAPHICS_BLACK_SPACE:YES]

I renamed my font file to font.bmp, everything else is default apart from the first YES

209
DF Gameplay Questions / Re: Outdoor barracks?
« on: August 10, 2008, 11:01:45 am »
I have also had some trouble with sparring not happening, it has nothing to do with indoors or outdoors but the fact that you got it working indoors suggests it's not a fortress wide thing and is in some way dependant on the position of the barracks or something like that

210
DF Community Games & Stories / Re: Succession game, hardcore mode?
« on: August 10, 2008, 08:34:05 am »
I don't care if you kill of migrants or not or how many. Does anyone have any more details on the pop cap thing though? What happens if we set it to 0?

This is definitely not my fort anymore and I am still dissapointed with how easy it is. I think glacier is the way to go for the next one.

Just to clarify why I built the fortress as I did (the complaints from RP were in character and valid but I thought I would mention anyway) I always build those masssive wide cross hallways and make everything in them because then I can design an endgame fortress and not have any of the early game necessities change the layout at all. I like to make districts with different purposes and I like to make everything symetrical and just using the hallways as temporary storage and rooms means you can make the most elaborate entrance hall traps and a 4-z level 80x80 dining room fit for a god right from the start without having to worry about making rooms for utilitarian purpposes. In a 7 dwarf fortress this is pointless but it still serves the RP of my character because he was just a miner looking for treasure.

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