Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - mirrizin

Pages: 1 ... 18 19 [20] 21 22 ... 40
286
D&D
Nah. D&D depends on a hitpoint system, which, while convenient and extremely useful, is completely unrealistic.

287
DF Suggestions / Re: Titans are Immortal
« on: March 21, 2016, 09:43:18 am »
Is the problem that you're running out of titans?

288
DF Dwarf Mode Discussion / Re: Life after Therapist
« on: March 19, 2016, 03:35:42 pm »
I could probably make more efficient use of my  dorfs if I picked up therapist, but I find this game runs perfectly fine without maximizing efficiency.

I use dfhack mostly for stonesense, because I like being able to visualize the things I build in 3D.

289
DF Suggestions / Re: Condense the emotions and ingredients lists.
« on: March 18, 2016, 08:38:28 am »
I wouldn't mind if you had the OPTION of seeing a longer list
I like that. For fear of creating more details, you could even have all of the stats like this: A header that, with the push of a button, could be opened up to reveal the details. It'd be more button-pushing, but would also make the screen easier on the eyes.

290
I would guess that the goblins somehow became members of the dwarven civilization.

291
That's grand. I'm trying to imagine a role playing justification for it...

292
DF Suggestions / Re: Condense the emotions and ingredients lists.
« on: March 17, 2016, 01:30:14 pm »
Post  of agreement.

293
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 16, 2016, 11:09:36 am »
If you get enough dwarves and wealth somehow, then you'll get sieges regardless of what he population cap is set at.  That said, I'm pretty sure there's an init option for turning sieges off too if you're concerned about that.  I've never actually turned it off though, so I'm not positive if it works in the current version.
I was more worried about accidentally turning sieges off, or seeing how close I could get to the line. Thanks!

294
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 16, 2016, 11:01:02 am »
Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?

Far as I can recall, it just stops sending migrants after it realizes its over the population cap. You can and will potentially get a nudge over that limit.

Additionally, far as I know the "strict" population cap only adds births to the values considered, and stops any further conception in the same way that the baby/child cap would. It mostly seems to exist to the instance where being at your population cap without disabling babies/children entirely leads to a steady increase in population anyway.
So in that case, it's probably safer to keep the pop cap artificially low with the understanding that it will rise slowly due to reproduction.

If I set the cap to less than the min for sieges or whatnot, would natural reproduction by itself cause sieges and whatnot to begin to occur? Or would the hard number indicate to the game that they should never happen?

295
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 16, 2016, 10:27:13 am »
That works just fine.  You'll need to restart DF after making changes to the file, but it won't hurt running saves at all.
Great, thanks.

Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?

296
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 16, 2016, 09:21:40 am »
This feels like a really dumb question, but I don't know if I could find one on the wiki...

If I modify the d_init file in mid-game (Fortress mode) will that create problems?

Specifically, I want to lower the max population and max visitors. It's an early fort, so we're nowhere near capacity, but I'd rather not watch 300 units slough through a molasses sludge.

I imagine it shouldn't be a problem, but being fairly ignorant about such things, I felt I should ask...

297
DF Adventure Mode Discussion / Re: Who runs human civilizations?
« on: March 16, 2016, 09:00:42 am »
"I used to be an adventurer like you, until I took an arrow to the knee"
Until a beak dog destroyed the nerve function of my sword arm, and then a hyena ripped apart the other...

(True story, this guy is now lord of a mighty olivine castle in an isolated coastal marshland)

298
DF Dwarf Mode Discussion / Re: What's your Siege Music?
« on: March 16, 2016, 08:29:13 am »
I don't have one, but if I did, it'd probably be this:

https://www.youtube.com/watch?v=ZnHmskwqCCQ

299
Sent a  military squad after a citizen who'd turned lycanthrope. The ensuing loyalty cascade killed half the fort, including many children.

300
DF Gameplay Questions / Re: trade mechanisms
« on: March 15, 2016, 05:35:03 pm »
I'd tried to trade away junk statues once, and ended up painstakingly scrolling through the "All Items" category. Might be similar.

If so, maybe stockpile them very close to the trade depot?

Pages: 1 ... 18 19 [20] 21 22 ... 40