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Messages - Witty

Pages: 1 [2] 3 4 ... 62
16
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 07, 2019, 01:17:50 pm »
Tragedy today. My newly minted bard left their starting village, off to the city to play some tunes for the locals. Along the road however, he was accosted by, well, demons. It wasn't much of a fight.

I have literally no idea why there were demons just mingling along the road, but I suspect some bug occurred with transporting subterranean creatures to the surface.

17
DF General Discussion / Re: Breaking the boundaries of an Arena
« on: March 04, 2019, 05:20:02 pm »
Well, whatever this trans-planer area is beyond the white open space - it's quite a few Urists colder than whatever the game calls absolute zero, considering just how quickly freeze death sets in. Maybe it's the true zero degrees Urist.

18
DF General Discussion / Re: Future of the Fortress
« on: March 04, 2019, 12:56:54 am »
Will you ever make the myth generator you showed off at GDC in 2016 downloadable? I would quite enjoy playing with it and modding it and stuff. I am a game dev myself so it would be cool to just read through a few of the creation myths (without having to read only screenshots) just have a little text blurb that says, "THIS DOES NOT REPRESENT THE FINAL MYTH GENERATOR AT ALL!" In bold next to the link to stave off any untoured expectations or some such.


Quote from: KittyTac
Would you consider releasing a version of your standalone myth generator prototype, like you showed off at GDC? I imagine that people would appreciate something to check out during the Big Wait.

I'd prefer not to do this.  I think it both has the bar too high in some places (effect lists, at least for release one, probably) and too low in others (most everything else.)  It's not reflective enough of what I want to do, and I don't want expectations to coalesce around it overmuch.

19
Anyway to consistently get the instruments I need for my art forms?

Whenever I want to play a bard or instrument-using character, it feels like a total gamble as to wherever the instrument I spawn with actually matches the songs I actually know.

20
DF General Discussion / Re: Upcomming announcement....
« on: February 28, 2019, 10:15:05 am »
Could also just be gearing us up for an April ruse...

21
DF General Discussion / Re: Future of the Fortress
« on: January 31, 2019, 11:10:55 pm »
Just to confirm, will other entities like bandit groups or possibly even civilizations disband properly once enough of their members have died out, like with mercenary bands?

22
DF General Discussion / Re: How long will the Big Wait be? [Speculation]
« on: November 23, 2018, 04:09:48 pm »
My guess, assuming the coming release will be around February/March;

December 10th, 2022.


23
DF Announcements / Re: Tales Foretold: Queens and Kings, A Threetoe Story
« on: November 21, 2018, 11:24:35 pm »
Always happy to see these, thank you Threetoe.

24
The issue with this I feel is that this sort of stereotypical human social structure don't really apply to DF dwarves. Nearly all dwarves for example love and have a great deal of respect for craftsmanship. There's no real reason for the highest strata of dwarven society to do no physical labor, because it's a generally loved and respected practice.

I feel that you should combine your third and fourth caste, making a select number of your craftsdwarves into nobles. They'll certainly have time for both jobs, as most noble obligations aren't very taxing. Depending on how happy you want your military, they could be siphoned from the upper class as well severing part time shifts, or you could make them full timers. Note though that full time military dwarves will invariably grow very upset and depressed for a lack of time to do anything else but train. 

25
DF General Discussion / Re: Future of the Fortress
« on: July 22, 2018, 05:55:46 pm »
Would you consider releasing a version of your standalone myth generator prototype, like you showed off at GDC? I imagine that people would appreciate something to check out during the Big Wait.
Id also like to know about this, Id love any chance to mess around with it before its finished.

Third'd. Not sure how much of a pain compatibility and such would be, but I think most people would be happy and figure out work arounds if it was just thrown out there as-is.

As a followup to my previous question on underground cave rivers, will the terrain rewrite hypothetically allow for subterranean civilizations? The current iteration of subterranean animal people don't work too well as of the latest version, but they were pretty bare bones to begin with. Could this allow for them to be a little closer to normal civs if only in terms of being able to build sites underground?

26
DF Suggestions / "Feels jubilation for overcoming the threat"
« on: July 21, 2018, 04:45:26 pm »
So now, many dwarves will receive an unhappy thought upon seeing the corpse of a dead invader. While it's been balanced enough now to be mostly manageable in a happy fortress, there's really no in-game recognition for crushing a siege expect for, well, still being allowed to exist.

So I suggest that all the citizens of the fort receive a hefty happy thought (subject to change based on their personality) for having a siege lifted. Not only would it be nice to see your dwarves acknowledge your successful defense, but the happy thought would likely offset marginally the string of unhappiness they'll receive once it comes time to collect the goblinite. On the other end, if a siege extends for some period of time, dwarves could receive an unhappy thought for having to endure the assault.

It'd be nice if any of the militia dwarves that assisted directly in the defense received a special thought as well, but I'm not sure of the game could connect the dots at the moment for something like that.

Ambushes would be trickier, since it's technically not a siege to the game. Maybe a small thought for repelling the ambush once all the invaders have been neutralized?

27
DF Gameplay Questions / Re: Getting Hillocks
« on: July 21, 2018, 10:27:30 am »
The latest, and my exports are well above 100k.

The hills/grasslands requirement is news to me though. Yeah, most of my fort is surrounded by swamps and forests. I thought forests were acceptable, but evidently not. That being said, I still have like 7 worldtiles of hills surrounding my fort.

What's more annoying - when I retire the fort in a copied save and set it to run through a few days of postgen history, a hillock pops up right next to my fort. But if I play through the exact same time period in fortress mode - nothing happens. So hopefully it just takes time for the fortress 'c' screen to update, or something might be borked.

update: Yeah, something's borked. The hillock will not spawn at all unless I run the game through the pseudo-worldgen that occurs whenever you select a new game mode. Not sure what's wrong. Next time I'll just embark closer to some hills and grasslands.

28
DF Gameplay Questions / Getting Hillocks
« on: July 21, 2018, 09:24:14 am »
In my past three long term forts, none of them have gotten a single hillock to spawn near my fort.

I'm not sure what I'm doing wrong. I specifically chose dwarf civs that had ample populations, no wars, embarked decently close to the home mountain. But it just never happens. All I got was a bunch of economically linked elven and goblin sites in the first two years of the fort - and now it's gone all quiet.

I'm a duke without proper holdings.

I'm just wondering if there's some hardcap on sites? I tend to run small worlds, so I'm not sure if that influences anything.

29
DF Dwarf Mode Discussion / Re: Guests to library or inn?
« on: July 21, 2018, 09:15:09 am »
You could just disable the library to outsiders. That'd prevent any unwanted scholars (which I always do, since they're all bugged thieves for your books and codices).

Not sure what drives the logic, though. Is your tavern much smaller/less 'valuable' than your library?

30
DF General Discussion / Re: Future of the Fortress
« on: July 18, 2018, 12:29:16 pm »
Hi!

In fort mode, I've noticed that the legendary blue of a peasant and legendary magenta of a noble aren't used as non-legendary "base" colors for any other civilian profession (though they are used for high level sword- and hammerdwarves).  Do you have plans for these colors for new or improved civilian classes in the future?

If not, I'm off to the suggestion forum.

- Dame de la Licorne

Magenta is the default color for the monarch, and the light blue is the default color for the monarch's consort - in theory at least. That being said, I think the consort color coding hasn't actually been the in the game for a long while but it's still in one of the questionmark menus.

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