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Messages - Chaosegg

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31
Your loved one is trying to commit suicide or is being stupidly harmful to themself? 
Who you gonna call?  Definitely not the cops.  Get good friends/neighbors instead.
Yeah. I had an old friend of my wife send the cops to our house because she couldnt get in touch with my wife...
Spoiler (click to show/hide)
Needless to say, I was rather upset with said 'old friend' and told her, among other things, that she was 'misguided' if she thought sending the police to help someone that she cared about was a good idea.
Anyone who has had to go through any bit of the "justice system" in the U.S. can tell you that... heck, even traffic violation court system is bad.

In all seriousness, your police have a problem. WHY nothing is being done about it is a mystery to me, given how widespread and how it seems an awful lot of people know about it. You'd think the politicians would realise it's generally a good idea to stop some policemen/women being lunatics.
Probably because those same politicians are making the laws that the police are the enforcers of? And let's not forget that government is just a puppet for the real powerblock; the ultra-rich via corps.

32
Best metal for making a [mostly-for-digging] pick?
A. Copper
B. Bronze
C. Iron

From what I've read, it seems Copper for cheap digging tool, and iron for combat option, but, well... see below.

Situation:
First year fort, 10 dwarves, I only have the weapons-grade-ores I brought with me upon embark right now, so limited options.
Spoiler (click to show/hide)

It will be mostly used for digging I guess.
I have ~6 diggers[, and one pick lover,] with 4 picks; 2 copper, 1 bronze, 1 iron pick currently.
Metal Bars left:
Iron 5/8 (made a few weapons, including one iron pick for my one pick-loving miner to fight with)
Bronze ~13/16 (thinking of making a set of helm, gauntlets & boots to equip at least one dwarf right away; seems good?)
Copper ~10/12 (making copper xbow & pick now, then maybe some bolts)
Silver 4-10/5-16 (1 silver war hammer from 1 galena smelt with 3 tetrahedrite & 1 more galena still unsmelted)

33
Other Games / Re: Gaming Pet Peeves; names breaking immersion rant
« on: February 09, 2016, 03:39:59 am »
Aside from the [previously covered in this thread] other obvious things everyone dislikes, such as;
stuff that does't make sense (bugs, enemies that level with you, cut-scenes, bad hitboxes, invisible walls etc), bad controls,
games made just good enough you won't know it is not till you've spent the money and put hours into it... etc,
TLDR: here's my 2 cents rant on immersion breaking names.

Enemies that can only be defeated through cheese or optimized strategies... in an RPG.[/b]  Okay devs, when I play an RPG it is to be immersed in the role I am playing, not to ram my head against enemies built in such a way that you have to abuse game mechanics or use one singular "best" strategy to beat... snip...  What I should not be doing is searching online to find out how to actually bring an enemy down, and find an entire community of players who have the same issue I do with a given enemy.  This is bad design, the meta should never overtake the gameplay.
Yes.
Immersion breaking; it is all over the place.
In multiplayer games, people naming themselves without regard for immersion is rampant,
and is the pet peeve which is a bigger deal to me than you might think.
I wish more devs would make a name filter of some kind, and/or some other way(s) to avoid this form of immersion-rape.

Example of a naming policy in the spirit of anti-immersion-breaking... for the most part, is in spoiler below.
Minor changes made by me for emphasis on the immersion-related bits; see original text at the quote link.
Spoiler (click to show/hide)

34
Other Games / Re: Everquest Project 1999
« on: February 05, 2016, 09:06:03 pm »
Anyone play p99?

35
Other Games / Everquest Project 1999
« on: February 04, 2016, 05:37:01 am »
I searched the forums, but didn't see mention of this great,
free, server/community incarnation of the best time period in Everquest's history.

Anyone else play on p99 blue? Yes there's also a red (PvP) server, though the population is usually more like 200 average versus the 900 of the blue server.

Give it a Google and come join the thousand or so people who are playing it all day every day.

Totally free, Everquest up to mid-Velious release now I guess... (no hybrid class exp penalty now!).
It's better than you remember since the community is generally more mature/homogeneous,
and the internets has lots of good info that's easily accessible (http://wiki.project1999.com/Main_Page for one) for those who like to do their reading, or have maps.
The server population is generally super nice and helpful, willing to answer all questions and give lot of free starter gear or good deals for new people.

On a personal note; I beg you to read the naming policy before naming things... I think a good 10-30% of players don't even know there is a naming policy  :'(
http://www.project1999.com/forums/showthread.php?t=17488
the policy is designed to avoid immersion breaking, and it's, sadly, not really enforced due to time/manpower issues I guess,
 but it's still important to those of us who are trying to play the "R" part of the 'MMORPG'. ;)

36
DF Gameplay Questions / Re: Argh.. Starting over again
« on: February 03, 2016, 09:30:17 pm »
3ish.
bridges will destroy most things with some notable exceptions including jabberers and elephants, who will not only survive unscathed but also destroy the bridge.

6. http://dwarffortresswiki.org/index.php/DF2014:Steel

11. If I have a lot of floors & walls I want smoothed rapidly, I sometimes enable engraving labor on a dozen non-specialist dwarves
(if I want to work on the particular attributes that labor improves, or just have no other real use for the dwarves).
I'm not sure if this is a wise strategy or not, but* when I start to get a fair bit of population... like 50+,
I seem to have more "raw recruits" and floor smoothing jobs than I can handle, so....

As a side note, I often leave (do not mine) valuable stuff like gems and/or metals that happen to be in my floors and/or walls (assuming I have enough of that resource elsewhere),
then smooth them over to make the creatures who see them happy.

P.S.
Thanks for all these good questions (& multiple threads!) Mathalor;
I've just started my first fort in probably over a year, so it's been a great refresher,
since I like to do a lot of reading, research, planning, and careful consideration- the more features, options, & details a game allows,
the more I obsessively try to get beginning turns 'just right'.

I'm trying to move towards the trial & error gameplay style, at least some of the time, for variety,
 but I really lean towards the slow, careful preparation when given the choice.

*
A wall can only be engraved once (for floors, there is a workaround). Using only skilled engravers will result in higher room and fortress values. One way to achieve this is to have a limited number of dwarves with the Stone Detailing labour active smooth large areas of the fortress until the dwarves are experienced. Then, have those same dwarves engrave. The result will be high-quality engravings.

37
DF Gameplay Questions / Re: When to begin working on defense in 42.04?
« on: February 02, 2016, 05:31:20 pm »
This is all just player preference and/or personal play style but....

Another thread you might want to check out http://www.bay12forums.com/smf/index.php?topic=155856.0

As people said, cage traps are good. Yeah, leave a 3x1 path through your traps/walls for caravan to get to depo.
I put my depo inside but in the entryway/airlock.

As far as things to bring to jumpstart your fort... I wrote a bunch about that and linked a bunch on page 2 of the thread above.
TLDR: the page below is useful
http://dwarffortresswiki.org/index.php/DF2014:Starting_build

38
DF Gameplay Questions / Re: Defense in the beginning game
« on: February 02, 2016, 05:24:45 pm »
Sorry about my TLDR post above; I'll summarize werecreature defense using military:
One or 2 dwarf with novice or better skills and as much armor as you can get on them,
 should be able to handle most werebeasts... at least this was the case in 40.19

39
DF Gameplay Questions / Re: Iron vs Bronze vs Steel (and a history lesson)
« on: February 02, 2016, 05:16:32 pm »
Someone should do this testing in .42.x
QFT
Very interesting about picks being the native lightsaber though... I wonder if they are still?

It doesn't really make sense if so, since i doubt, in reality, a tapering-pointed pick tool would really be that great,
(over an actual stabby or choppy weapon designed as a weapon; axe, spear hello i'm thinking about you and your weight/balance).
I've done my fair share of construction digging (6 + years, part time as a carpenter's assistant); using a pick-axe, various shovels, and picks,
I could surely do some damage with these things,
 but I can't help thinking something designed as a weapon would be better for combat against an opponent that might hit me back.

40
DF Gameplay Questions / Re: bolts vs armor: old research vs the wiki
« on: January 31, 2016, 01:49:17 am »
http://www.bay12forums.com/smf/index.php?topic=148719.msg6057279#msg6057279
Look at other posts in that thread, like the one 4 posts up from mine has a nice chart from Blastbeard,
and Ghostdwemer says smart things too (above that).

I usually just follow this sort of build even if it isn't totally optimal, at least it makes some sense,
and probably works out in the end due to the lower skilled users having heavier armor penalties to counteract less armor stacking or whatever?
Not sure.

41
DF Gameplay Questions / in the beginning there was infodump
« on: January 31, 2016, 12:49:01 am »
Here's my response to a similar question on dealing with werebeasts back in 40.19:
http://www.bay12forums.com/smf/index.php?topic=147848.msg5981674#msg5981674

Other posts related to starting info:
http://www.bay12forums.com/smf/index.php?topic=146662.msg5887031#msg5887031
http://www.bay12forums.com/smf/index.php?topic=146662.msg5887181#msg5887181

So, now for the huge infodump to the face bit of general advice (things I like to do in my games) from one new person to another,
which I hope is all still relevant and accurate  ;D
+You're starting in heavily wooded/forest area is also what I usually do.

+Starting setup can be used to get yourself a bit of a head start, time-wise or material-wise, depending on which you aim for.
Some examples include:
++ http://dwarffortresswiki.org/index.php/DF2014:Starting_build#Industry
Bring bituminous coal, or lignite, and maybe 1 unit of coke.
Bring some amount of metal ore, based on what types of metal/objects your "starting seven" prefer.

++Consider giving at least one starting dwarf (level 1-3) in a set of military skills.
http://dwarffortresswiki.org/index.php/DF2014:Combat_skill
In rough order of importance greatest first:
One weapon skill, dodge,, fighter, shield user, armor user, misc. object user (used for fighting with non-weapon objects; this includes shields)
Spoiler: shields blahblah (click to show/hide)
Maybe pick the one that likes teaching/social stuff and/or happens to like a specific weapon type in his personality.
Ability to handle some stress is a plus but not totally needed if he/she is going to be mostly be early emergency defense and a trainer.

++I personally like to look for a dwarf or 3 in my starting 7 who have preferences/attributes that lend themselves towards filling jobs related to metal use.

http://dwarffortresswiki.org/index.php/DF2014:Starting_build This whole page is good but as related to metal;
if you search that whole webpage (in Windows on Chrome CTRL+F) for the word "metal"
then as you read the whole page, the highlighted instances of "metal" are helpful I find in sifting through all the info.
http://dwarffortresswiki.org/index.php/DF2014:Starting_build#Breadth_vs._Depth
http://dwarffortresswiki.org/index.php/DF2014:Starting_build#Training_considerations
http://dwarffortresswiki.org/index.php/DF2014:Starting_build#Which_dwarf_should_have_which_skill.3F
http://dwarffortresswiki.org/index.php/DF2014:Starting_build#Industry
Aside from the links above, there's these bits as well:
Keeping in mind what it says about making your own stuff in this section:
http://dwarffortresswiki.org/index.php/DF2014:Starting_build#Finished_product_or_do_it_yourself
Time is key.

+Building things using [stone] blocks is usually best/fastest.
Some people prefer to go for a mechanic[shop] for mechanism/traps, some for military fighters/training/equipping,
but Good mason & good Carpenter are super useful early on no matter what.

42
Do I remember correctly that;
population in an area works somewhat as it would in real life?
- has a limited total number of each creature that can exist at one time there
- has a limited total number of each creature that will ever exist there
- could be generated with only one animal [so you'd have to find the other half of a breeding pair elsewhere (via trade etc)]

43
DF Announcements / Re: Dwarf Fortress 0.42.05 Released
« on: January 30, 2016, 01:01:48 pm »
I'd rather have ONE version of the game I can play rather than many I can contemplate.
I personally agree; I have been sort of waiting for the 'just right' version since about 40.19
but I understand, and accept the way things are being done the way they are now.

Minimal immersion breaking issue(s) is what I ask for in most of my games[, though I know it's a tall order really].

That said, I think I'm going to start my first fort [since 40.19] in this version or the next :)

44
DF Gameplay Questions / Re: Newer changes?
« on: January 29, 2016, 06:32:30 pm »
If you do decide to perform surface work (fruit trees, etc.) then you'll probably end up with a dwarf in a tree once a year or so, at first.  Once you find them and construct staircases for them to climb down, any future dwarves that get stuck in that same spot will be able to climb down the same staircase.  So, it's not a devastating issue, but it's one that will require an occasional moment of your time in the early years.
Ah; thanks for the clarification. I've not played much after 40.19
and I had seen "Stuck in tree" maybe one time myself in that version or previous versions...
but since it was mentioned in thread(s) related to more recent version(s) I was wondering if it had become worse (or even better).

42.05 seems like a reasonably good version to try a new fortress then, ya?

45
DF Gameplay Questions / Re: Newer changes?
« on: January 29, 2016, 07:13:42 am »
How big of a deal is the rumored "dwarfs get stuck in trees" problem,
and the "[INSERT_CREATURE] is distracted without any reasonable way to fix said issue" problem
?

I basically want to know if I should try playing this version, or wait a bit so as to minimize frustration :)

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