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Messages - xzzy

Pages: [1] 2 3 ... 7
1
DF Gameplay Questions / Re: No first year caravan?
« on: May 23, 2010, 10:39:30 pm »
I'm having the same issue.. not on an island, I'm getting elven traders, but I have never seen a dwarf caravan. I have a dwarf civ listed on the civilizations page, and there are no messages about 'no trade' on the embark screen.

I also stopped getting migrants, sitting on 19 dwarfs and nothing for 3 years.

2
DF Dwarf Mode Discussion / Re: random productivity tip
« on: October 06, 2008, 06:36:56 pm »
Could I zone a meeting area over the dining hall if I want my dwarves to still hang out there?
Yes, and I think this is what most people do. It's a pretty efficient use of space, and if you put artifacts and/or cages in the room, it'll be a huge source of happy thoughts.


3
DF Dwarf Mode Discussion / Re: dogs are scary
« on: July 28, 2008, 11:02:19 pm »
What I've done for some defenses is maximise war dog production.. to the tune of 50 or more wardogs.

I'd lock them all up in a cage near my fortress entrance, rigged to a lever. Goblins show up.. yank the lever, it's like a tornado touching down.

Sure a lot of dogs die, but so do a lot of goblins. And when you got 50+ dogs, they reinforce fast. ;)

4
DF General Discussion / Re: Dwarf Fortress Programming Questions
« on: July 18, 2008, 05:42:41 pm »
The main thing about games is the backbone; graphics and gimmicks come later. You need to focus on the logic and maths of the game before the rest comes in.
And for that, I think something like Python is a much better tool. It lets you focus on the program, instead of the programming.

Yeah you'll lose some performance by not using a compiled language, but it's not something you'll notice as a beginner. Seeing results is much more important early on, from a motivation standpoint, which is what a scripting language can provide.

5
DF Dwarf Mode Discussion / Re: Twenty minutes into my new fortress and..
« on: February 24, 2008, 12:45:00 am »
quote:
Originally posted by Tayrin:
<STRONG>Be careful! Once you break into the chamber of doom, there's no turning back. </STRONG>

What do you mean by this?

I was under the impression that if you seal off the glowing pit and wall off the pit area, you could prevent further demon attacks. This seems to be the case in my experience, I cleared out the pits about 2 in-game years ago with my current region and sealed it off, no demon attacks since.


6
DF Dwarf Mode Discussion / Re: Just Too Slow
« on: February 24, 2008, 12:06:00 pm »
Holy cow the new version kicks the game in the rear.. running 176.38b over the previous version gave me an extra 30-40 fps with no init file changes (temp/weather disabled).

7
DF Dwarf Mode Discussion / Re: Just Too Slow
« on: February 24, 2008, 01:17:00 am »
What version are we talking about?

Since the latest two versions (with the religion stuff added in) I've had to shut off temperature and weather as well.. the game just gets too damn slow for some reason.

Prior to that I could play a 6x6 region fairly well, once I set GFPS to 10. Could handle magma, water, and 100 dwarves no sweat.

Now? With 100 dwarves any kind of siege or waterfall or merchant will drop me to 5 fps.


Point being, if you aren't dead set on playing the latest and greatest, you could try one of the older versions. I think the one where sieges were first fixed was one of the better ones.


8
DF Dwarf Mode Discussion / Re: Child goes legendary
« on: March 14, 2008, 01:37:00 pm »
What you should really fear is when they do this:

Listen brat, if you're gonna use up some of my adamantite, at least make something useful out of it.


9
DF Dwarf Mode Discussion / Re: Bad replaning. (poor dwarf)
« on: March 14, 2008, 08:38:00 am »
I tried doing this once, but kept running into complications when it came time to channel out floors.. kept digging out walls on the floor below on accident.

So I got the bright idea to build everything out of stone blocks. Which fixed the channeling problem, but I eventually got tired of designating every wall section and gave up.

I await the day we can designate walls/floors in the same way we designate bridges.  ;)


10
DF Dwarf Mode Discussion / Re: Your Criteria for the Perfect Location
« on: November 26, 2007, 01:51:00 am »
I have one with a magma vent, a magma pool, lots of cliffs, and a brook. Massive amounts of chalk.. but what it lacks is a good quantity of material for making coke. It has some trees, but not enough to fuel serious steel production for very long. Only one small vein of lignite, so far.

I think my perfect region would have unlimited trees, sand, and a river. Magma is important but not critical, other than the fact magma regions will have a lot of minerals to mine for. Well, and it's fun to play with.


11
DF Dwarf Mode Discussion / Re: This is getting recockulous
« on: February 19, 2008, 04:25:00 pm »
When sieges were broken, I'd get at least one mega beast per year on one of my maps.

Never saw three at once though.


12
DF Dwarf Mode Discussion / Re: Invincible defence?
« on: February 19, 2008, 04:23:00 pm »
I think allowing enemies to tear down dwarf-built walls would be interesting. It's  a time-honored tactic to speed up a siege by destroying the castle around the guy you're sieging.

Tunneling into the ground, while a perfectly plausible tactic, would be game ruining I think.


13
DF Dwarf Mode Discussion / Re: Invincible defence?
« on: February 19, 2008, 01:36:00 am »
He's saying building walls would be better, because nothing in the game will tear down a wall.

14
DF Dwarf Mode Discussion / Re: Ambush!
« on: February 18, 2008, 07:49:00 pm »
You have to be a little careful with traps now, I've lost several liasons and traders to weapon traps since the version released last week.

For that reason I've fallen back on the "marksdwarves stand behind a moat and shoot goblins" strategy.


15
DF Dwarf Mode Discussion / Re: Garbage disposal, the final sollution?
« on: April 21, 2008, 09:00:00 am »
quote:
Originally posted by RickiusMaximus:
<STRONG>Can you not just sell it all to merchants?

Purposefully let them get close to your enterance, kill them all there, have stockpiles closeby, then sell everything in the trade depot.</STRONG>


You can, but it won't improve your "exported" money value.


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