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Messages - orodoth

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1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 10, 2013, 10:29:22 pm »
Disaster just happened.

We're down to 58 dwarves, and more than half tantruming like crazy and far from enough coffin for that heavy loss of a hundred of dwarves



Migrants do not like coming after such violent occurrences. Lost about 60 dorfs from a massive draft to stem an undead hoard. Been 4 years and migrant waves have been smaller than 10.


note to self: let genocide happen to reduce migrant waves

2
dear fortress underlings

It has come to my attention that despite having 6 farmers, and 12 types of seeds, and 12 farm plots, the only thing we can manage to grow for booze is plump helmets.
Please un-@#!% yourselves.

signed,
The only thing between you and a command to open the draw bridge when the goblins come.

ps, really sick of hearing everyone else's belly aching about drinking nothing but dwarven wine.. grab some strawberries or something in the outside plots!!!

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 10, 2013, 10:19:49 pm »
Preparations for fun. I embarked on a site with 7 z-levels full of magnetite, and 20 z-levels below that is the motherload of all marble. My military has only 2 dwarves in full iron clad gear, 1 with sword, the other 2 with maces. I've survived 3 all out assaults from langurs of all things, and successfully traded with dwarves and elves, no humans yet.

Things are going entirely too smooth...

Spoiler (click to show/hide)

4
DF Dwarf Mode Discussion / Re: MsPaint Scenes: I draw your descriptions!
« on: November 10, 2013, 10:10:54 pm »
A dragon attacked my fortress recently and burned everything it found. All my military were cooked and my normal dwarves were roasted as they ran. Then it turned one of my corners and met a cat whose owner had just been melted. The cat killed the dragon with its first attack (the dragon had already taken hits from my military but that's not as cool). I like to think that this was revenge for the death of its owner.


I laughed so friggin hard. Mind if I download this and use it as a reference to show friends when they ask "so, whats Dwarf Fortress like?"

5
I like the idea. My pc finds sites decent enough,  but my laptop nearly has an aneurism.  Its led me to conduct most of my "beat the odds" campaigns on the laptop (novice skilled only dwarves embarking in terrifying biomes and such. Quite dwarfy)

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DF Suggestions / Re: New Noble "Counselor"
« on: June 25, 2013, 09:20:36 am »
Equally though the philosopher should be able to become a nihilist and tell the sad dwarf his life is meaningless.

Time to get to work on refurbishin' the ol' suicide booth

Good idea. It looks like a screaming metal death trap inside that thing.
[/
quote]

That's because it is my good man. Saw blades and spears. Lava is simply too clechè and is sooo last quarter. 

7
DF Suggestions / Re: New Noble "Counselor"
« on: June 23, 2013, 01:17:25 pm »
Equally though the philosopher should be able to become a nihilist and tell the sad dwarf his life is meaningless.

Time to get to work on refurbishin' the ol' suicide booth

8
DF Suggestions / Re: New Noble "Counselor"
« on: June 21, 2013, 08:53:12 am »
I find myself fond of the ideas that call for the preservation of dwarven lives. Having to manage and cope with that darker side of dwarven society is all part of the fun.

And it would kinda be cool to see 5 berserkers chained up, "accidentally" be set loose in the fort once that 3rd wave of goblin lashers crashes through the front door ^_^ sure they'd die, but my experiences tell me at least 1 or 2 gobs would lose a head

9
DF Suggestions / Re: Megabeasts and Dwarf Fortress Loot
« on: June 20, 2013, 01:30:05 pm »
the spelling of Smaug as "Smog"

Haha, I knew I should have checked my book : )
funny thing is, that sort of thing normally doesn't make me look twice... for whatever reason, I guess I hold dear ol' JRR's pristine works on a pedestal.

10
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 18, 2013, 08:26:51 pm »
When my entire fortress ground to a halt because of one undead ox ear hair. ONE FREAKING HAIR!
Spoiler (click to show/hide)
Sorry, but i have only dabbling skills.

Spoiler (click to show/hide)
This is possible? Not the part of getting skills (and becoming a swordhair).

Man that made my day :D (and believe me, it was a bad one. coming back from vacation only to walk into a s4!t storm at work...yeesh) Thanks

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DF Suggestions / Re: Megabeasts and Dwarf Fortress Loot
« on: June 18, 2013, 08:20:24 pm »
I like the idea, a lot actually. The only part of this whole thing that made my eye twitch, (and I'm gonna feel like a d*** for getting hung up on this, please don't take it personal) is the spelling of Smaug as "Smog"

I would love to see that giant flesh melting beast I accidentally released from the bowels of the cavern layer more or less kill off anything weak enough to get in it's way, but be on a mission to forgo wenches and acquire currency, instead of systematically going room to room and slaughtering anything and everything in the fort. No where in the beast description did it say "x-ray vision and heat seeking AVP style tracking", but that usually seems to be the case when one shows up.

12
An option in the army commands to 'subdue' a target would be nice then assign them to either a cage or chain. I'd rather for the challenge arrest a berzerk dwarf and have him rot in a jail cell for all of time. I could see a squad of 10 dwarves tackling another dwarf, pinning him down while they tie him up and throw him in a cell. With the non-lethal arc in development this would be a nice option. Then we could hold those filthy elven merchants as hostages )

I know right? Aside from some decent booze, sand, and a few knick knacks, who honestly armors their Dwarven military in birch helms and palm breast plates? Stats and all that aside, it just ain't dwarfy. Unless its an oaken shield... but it better look like a log xO

13
DF Suggestions / Re: Furnace type workshop changes (to add realism)
« on: June 18, 2013, 08:07:14 pm »
For FPS concerns, maybe use pipe sections connected to furnaces as said previously. Game would check if the pipe is connected to the furnace and to   |Outside Light Above Ground| tile and possibly an air pump to move smoke. If everything is correct, then there will be absolutely no smoke and when not, smoke would start appearing around the furnace. You could also connect pipes to create one "de-smoking" line. This way there would be no need of calculations on smoke spread. What do you think?

It would make sense, although would disappoint the people who wanted the view of smokestacks belching ash into the sky and polluting the once-beautiful natural world around the fortress.
So there should be an option like "show smoke: yes/no". This way people who have good computers could see the smoke.

that would simplify things, but at the same time, if the shop wasn't hooked up, how would you know smoke is enveloping the surrounding areas? Its a slippery slope either way.

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DF Suggestions / Re: Furnace type workshop changes (to add realism)
« on: June 09, 2013, 08:22:24 am »
What if your fortress is built into an established volcano and vents near the pipe?
that...that would be bad lol
Why?

My biggest concern with this suggestion is FPS. IMHO, it should be added with other kinds of industrial waste--cohesive, and all industries get hit at once.
Perhaps it could wait until smoke does more than bad thoughts, too.

As far as FPS is concerned, I would assume it would do no further bogging down of the system than waterfall mist would, while miasma is going on about it's way. I do understand though, that DF is highly deceiving in terms of system resources. When I first downloaded the game, I perused the forums for a bit. Saw several people talking about FPS problems. My initial impression was that of shock.. were these people having FPS issues using windows 98 on a 333mhz rig or what? Then I downloaded it to my old as bawls laptop as well, and found out quickly. DF loves your CPU. DF loves your RAM. On my laptop, which is around a circa 2002 "gaming" laptop (a Cadillac of its time, a dinosaur on jalopy wheels these days),I managed to crash the game about 8 times from graphics freezes before I finally managed my resources well enough to get past an embark. (my current PC, actually uses a 2008 cream of the crop CPU(3.0x2) and 4ghz of ram at 64bit. I STILL, even with this, on a 5X5 embark area (I hate 4x4) I'll have graphical stutters. Nothing major, but enough to make me scratch my head in disbelief at just how much this game has going on behind the scenes.

So, with alllll that said, I do share you're concerns with adding even more particles and this and thats, and what effects it will take on frame rate. I wouldn't imagine that a 3x3 area of smoke would add enough to make a noticeable difference, unless you're setting up and simultaneously running 18 furnaces side by side - if you have that sort of an industry, well then power to you. I would imagine the amount of smoke produced from something comparable to a decent camp fire, wouldn't be more than 2x2, if not a single tile wide within rising 4 to 5 Z-levels due to dissipation, unless of course it has nowhere to go)

All in all, at the end of the day, to even view this thread much less think on it, would be Toady's call. The idea came to me, so I figured I'd suggest. How better a way to have legitimate holes poked in it, so that it can be refined and fleshed out (or even scrap completely, as not all ideas are good ones, ESPECIALLY in my case, so I've found out over the years)



and to answer your question of "why", on the volcano thing, my first thought was the fortress being flooded with magma down the vent shaft. I'm a glass half empty kinda guy most days ;D

15
DF Suggestions / Re: Furnace type workshop changes (to add realism)
« on: June 08, 2013, 01:46:22 pm »
How it'd probably work would be that forges, smelters, wood burners, kilns, glass works, and whatever other shop that burns stuff would essentially create a rising white "miasma" when in operation. If it couldn't rise up then it'd spread out and cause creatures that breath to suffocate, or in smaller amounts become poisoned.  On the flip side would also be the deadly gasses released from metals which are heaver than air, such as arsenic. So, we'd also need ventilation fans to ensure most of the deadly gasses rises up, instead of poisoning are valuable smithies, which will kinda also need air currents. I'm not sure if those exist yet.

It's definitely coming, eventually. But, it's on those list of extra so it's going to be a while.

Thats a bit more in depth than I had thought about... but I likes it. Tis' Dwarfy. You hit the nail on the head with describing the smoke as a white-miasma-like substance. I'd like it to spread a bit slower than miasma does though, that mess is like a grenade when it forms. BOOM! pissed off dwarves. It would be even more dwarfy if those coal burning dwarves could develop things like black lung. The smoke clearing itself up the vent shaft wouldn't be a problem, as the heat of the forge alone should be enough to keep the smoke moving up, as with most of the nefarious gases.

Heck... what about forges getting covered in crud over time, which would affect their functionality (in terms of a clean forge runs smooth, a dirty, sooty, crap covered hole in the wall yields its product a bit slowed. Could be covered in the "cleaning" section of the dwarves job abilities. 

There is an option for this in "Masterwork" mod, it is only for looks, but still looks great IMHO.

I might just have to check that out!

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