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Messages - Dorftrottel

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1
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: March 01, 2013, 03:30:11 am »
Urist McTrader: "No, seriously, I won't buy any more stone mugs. We already got plenty of those, and nobody uses them anyway. Wait a minute, is this dwarf over there carrying a stinking, totally worn out sock to the trade depot? Why by Amork would he do that? What am I supposed to do with it, trade it for my excellent goods?"

2
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: February 27, 2013, 03:52:22 pm »
Urist McMayor: "Forget about the toy forges , my brat of a daughter scribbled that one on the mandate with her wax crayons. But i heard we are running low on pig tail cloth dresses, please have some of these made before someone gets upset about it."

3
DF Dwarf Mode Discussion / Re: Could someone please help me?
« on: February 25, 2013, 03:07:00 pm »
Have you tried the video-tutorials from captn duck? They have helped many a players get into dwarf mode.
If you use the lazy noob pack, you can even start with a very similar embark profile to the tutorials.
They start at absolute newcomer level and even show you the keyboard commands.
http://www.youtube.com/playlist?list=PL06686270DA5FF439
 

4
DF General Discussion / Re: What Would Urist Do?
« on: February 25, 2013, 08:18:31 am »
Assume the name of Urist Mopps, invent it himself and become a legend.

WWUD if he wanted to cross the stream with a wolf,sheep and cabbage in a boat fit for only himself and one of these, without the risk of the wolf eating the sheep or the sheep eating the cabbage?

5
Life Advice / Re: Odd taste after hitting of the head
« on: February 25, 2013, 02:39:11 am »
First of all: Go see a doctor.

I had a similar phenomenon in my youth, but without the head-hitting bit. I got a bitter taste in my mouth in moments of axiety or contentration. Turned out this was caused in a hairline crack in a tooth, which was rotting away from the inside without me noticing it. Ew. The crack spread apart a bit whenever i clenched my teeth, which i did frequently when stressed or frightened.
The chance that your problems have the same causre are minimal, but if your family doctor can't help you, you might want to check when you last saw a dentist.

6
Just wanted to say that I enjoy these very greatly. Your audio quality is much higher than in most LPs I ever watched, and your commentaries and narration are very appropriate and entertaining. Two thumbs up, I look forward to further episodes!

7
Life Advice / Re: Where to begin with programming this?
« on: February 24, 2013, 09:14:11 am »
Working with strings? Easy? Perl!
Okay,okay,python and lua will do the trick less messy, but I still can't resist recommending perl here.

I know you want to do it yourself, which is excellent, but just to demonstrate the power of perl, here's a part of your program in a one line of code:
printf "I am a %s %s \n", qw(male female)[rand 2], qw (human goblin lumberjack)[rand 3];

a more generic approach would be:

@race = ('human','goblin','lumberjack');
@gender = ('male','female');
printf "I am a %s %s \n", $gender[rand int(@gender)], $race[rand int(@race)];

If you are interested in learning programming beyond your project, i recommend reading through some of the programming threads in the forum, like the recent beginners programming question: http://www.bay12forums.com/smf/index.php?topic=122911.0


8
DF General Discussion / Re: What Would Urist Do?
« on: February 22, 2013, 03:02:55 pm »
Live a very happy live in an underground sietch mined into rock. He'd be fine with no water as long the mushrooms grow and he can make booze. He'd also build a window to the outside to see humans, elves and goblins get gobbled by sandworms, which he would also worship as deities.

WWUD if he accidentally divided by zero?

9
Forum Games and Roleplaying / Re: You are a Citrus Pirate!
« on: February 22, 2013, 08:28:22 am »
Name: Grey
Fruit: Bergamot orange
Gender: male
Country: Bitta
Bio: A small and quite bitter green citrus fruit, with a tendency to facepalm in the face of utter stupidity.

10
DF Dwarf Mode Discussion / Re: Panic room design
« on: February 22, 2013, 03:23:32 am »
First of all, thanks for your suggestions!
My initial idea was to avoid a sub-fortress, mainly by maximizing the chances that dwarves still unconcerned by the tantrum spiral get there before the refuse hits the windmill. My vision was a room in the middle of the fortress, reachable from the main workshop & sleeping areas and the barracks by isolated paths, to avoid the centrail stairways and overall busy hallways.
But i think a staffed sub-fortress with a skeleton crew of 5 that can be expanded to 15 in case of emergencies might by the most pragmatic way to acchieve fortress endurance without walled-in vampires.

I'm also thinking about going all-out with the concept and design my next fortress as a sealed bio-dome, with the added quirk that unhappyness is punishable by instant and hygienic death.
I would like to run this either as a community or succession game.
The story would revolve about a religios cult that's lead by a maniac cult leader into "heaven", a place without tears and loneliness. While this might be a really boring premise as the whole idea of the fortress would be to be as safe from invaders and tantrums as possible, i think there is a potential for fun when you add the delusions of grandeur of the leader and his ways to deal with unhappiness and rebellous thoughts. The main focus of the game would be megaconstructions and creative ways to make dwarfs disappear, but i would love to see it derail catastrophically.

I'm currently a bit demotivated because I absent-mindedly hit "abandon fortress" instead of "save game" on a really nice fortress, but if anybody would like to either join this game or read about it and adopt dwarves, i might give it go soon.

11
DF Dwarf Mode Discussion / Panic room design
« on: February 21, 2013, 11:37:29 am »
While losing is fun, I like to wrestle with defeat for prolonged times until succumbing to it.
This is especially true for really good embarking locations, e.g. a location that provides iron, bituminous coal, flux, sand and clay all at once. Depending on the ultimate demise of a fortress, I often found it near to impossible to reclaim a once prosperous fortress.
They main reasons for this are stray insane former inhabitants, settled uninvited guests or violent ghosts that strangle your stone crafter before he even has a chance to memorialize them.

So i'm currently thinking about a design for a safe/panic room that aims to provide the following goals:
-provide safety for up to,say, 10 dwarves from tantrum spirals (together with all other possible dangers)
-keep them alive and happy for prolonged periods of time
-provide them with the means necesarry to memorialize those poor souls outside of the fortress
-help them deal with remaining invaders or berserk dwarves once the slaughter is over

secondary goals:
-double as a forward base for a reclaim in case of defeat in spite of the saferoom
-maybe provide the means to clean up the main fortress prior to leaving the shelter (with magma, if possible)
-if purging the outer fortress should be impossible, psychologically prepare them for the mess outside

I would like if anyone of you ever tried this approach to tantrum-spiral-countermeasure before and can give me some hints to come up with an efficient design. I don't want a secondary fortress, I want a saferoom with restricted dimensions. (say 15*15)
My current thoughts about the contents of the room include:

-A stockpile with enough high quality food and drink to feed 10 dwarves for 5 years.
-a stockpile of clothing
-minimalist legendary dining and bedrooms (maybe out of platinum, if available
-a good amount of slabs for memorializing and a craftdwarf's workshop
-a small dangerroom and some sets of steel armor and weapons
-a back entrance sealed by a wall for easy access after a reclaim
-maybe a dwarf-powered waterfall
-a long corridor to a room full of workshops. A wall of the corridor is a raiser drawbridige to atom smash moody dwarves on the way to their doomed workshop claim

I also would like to hear your estimations of the success chances of the concept. The crucial moments will be the moment a tantrum spiral is about to form, and the moment the dwarves leave the shelter and see the carnage outside. Is there a realistic chance to lock a score of dwarves in the underground Ark before the spiral of madness reaches them?

12
DF General Discussion / Re: What if DF came out in 1987?
« on: February 20, 2013, 01:20:49 pm »
Even when the 1987 computers were able to run the game, there's still something that might have killed df before it was even halfway born: The lack of internet.
No internet means no wiki, no forum, no beta-testing, no feedback, no bug reports. All these are, in my opinion, absolutely crucial for the success of dwarf fortress. Even the programming alone would have been much more difficult, when all you have is a printed book about c++ and hardly any access to code libraries.
Combine this factors with commercial interest and df might have suffered a fate much similar to Battlecruiser 3000 AD, a game that was, in its original vision, groundbreaking for the time of its initial development.
I don't want to compare the genius of toady with the questionable skills of Derek Smart, but i like to ask myself how Battlecruiser might have been if it had been developed under similar circumstances as df.

13
DF Dwarf Mode Discussion / Re: Weird Forgotten Beasts?
« on: February 20, 2013, 04:59:06 am »
It would have made an awesome 50's horror film monster though:
"A digestive won't help you when encountering this nauseating creature: There's no escaping The Bile of the Barf Beast! (Parental guidance is adviced.)"

14
DF General Discussion / Re: Dungeons & Dwarf Fortress
« on: February 18, 2013, 03:23:23 pm »
If you are playing 4th edition, you might think about playing an artificer. (if not already someone else does so, given that artificers are often regared as overpowered jacks of all trades)
I can see plenty of DF-related potential in artificers, from going into strange moods while designing or improving equipment to dwarfen health care ("your toenail has been split by a goblin? Now more booze for you, lad! Now,where did i leave my inflatable traction bench...") to telling storys about great historical events including magma cannons and railguns.

15
DF General Discussion / Re: What Would Urist Do?
« on: February 17, 2013, 09:23:18 am »
Train social skills with smalltalk and hope to gain juristic immunity after being elected as mayor.

WWUD if he didn't expect the Spanish Inquisition?

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