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Messages - mirrizin

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316
DF Suggestions / Re: Easy way to set timescale of each mode
« on: March 07, 2016, 10:44:58 pm »
I guess how easy it would be to change depends if it's a magic number or some sort of global constant. If the former, Toady just lose some of my respect.

Anyway, what's the DFHack plugin/command to change timescale? And if it's not covered by LNP, where can I download it? As I've said, I'd be perfectly happy if it is just DFHack/mod, though would like it as built-in feature eventually.

Quote from: jwoodward48df
It's not realistic, and it by no means furthers the simulation.
.

The current timescale isn't realistic and it's too fast in fortress mode, especially for a newcomer. I mean, a month takes what, an hour? How am I supposed to prepare myself for a first winter while making cool fortress? Meanwhile some DF god could want some extra challenge in the form of shorter timescale, and thus having to think on his/her feet in order to quickly prepare defenses and food sources.
How does a newcomer prepare themself?

Pause very frequently and, while paused, designate multiple tasks. As a somewhat seasoned player, it's what I do anyway. And at that point, making the game seem to go faster seems superfluous.

I think learning how to use pause and multitask effectively is a normal part of the learning curve.

317
DF Adventure Mode Discussion / Re: How violent is df adventure mode?
« on: March 07, 2016, 08:46:58 pm »
Just ask them about themselves before stabbing if they say they are a lieutenant, they are bandits, if they say they are a soldier they are not bandits, especially if your character asks them not to cause trouble when you introduce yourself.  I believe., toady needs to make it easier to tell the difference.
Trouble is they don't wake up when I talk to them, or at least that's what I observed when I tried it before.

318
DF Adventure Mode Discussion / Re: How violent is df adventure mode?
« on: March 07, 2016, 07:57:02 pm »
I have never seen sleeping bandits in adventure mode when its not night time, was it night time?
Practically every time I walk by a wandering bandit camp,* day or night, they're all inside the tent sleeping.

* Meaning the little *'s that appear on the map screen, that if you walk up close you see a campfire and 1-3 squarish white "tents," usually containing 0-5 random individuals and 1 "leader." I at least assume these are bandits or invaders of some sort since they tend to appear surrounding a hamlet.

[Yeah, just realized I'm probably creating confusion between bandit camps and invader camps]
considering some 'invader' camps might be refugees from ruin towns escaping to better land which could happen if you have an invading party that seems to like wrecking sites than claiming them.
The ones you see sleeping in tents, with lots of civilians among them, and no camp symbol on the map are positively not bandits. They may be invaders or refugees. That bug has been around a long time.
Ach.  Any way to tell the difference?

319
DF Adventure Mode Discussion / Re: How violent is df adventure mode?
« on: March 07, 2016, 05:03:03 pm »
I have never seen sleeping bandits in adventure mode when its not night time, was it night time?
Practically every time I walk by a wandering bandit camp,* day or night, they're all inside the tent sleeping.

* Meaning the little *'s that appear on the map screen, that if you walk up close you see a campfire and 1-3 squarish white "tents," usually containing 0-5 random individuals and 1 "leader." I at least assume these are bandits or invaders of some sort since they tend to appear surrounding a hamlet.

[Yeah, just realized I'm probably creating confusion between bandit camps and invader camps]

320
DF Dwarf Mode Discussion / Re: How Effective are Curtain Walls?
« on: March 07, 2016, 03:25:57 pm »
It seems like its much easier to climb up than down.  Can anyone confirm this?
I've noticed the same. Dwarves will happily climb out of holes (say while channeling out a garbage chute) but will refuse to climb back down.

321
DF Dwarf Mode Discussion / Re: How Effective are Curtain Walls?
« on: March 07, 2016, 02:39:50 pm »
Oh, I have yet to have any goblins make it inside in the past few versions of the game with this sort of wall. 2 levels of wall topped with hoardings work very well. One or two goblins do try, but usually they manage to get to the level of the hoardings and then get promptly stuck like a pincushion by the defending dwarves in that particular tower/wall position.

So, to answer your question, I find them very effective.
Hoardings?

https://en.wikipedia.org/wiki/Hoarding_(castle)

Oh! Hoardings!

322
DF Suggestions / Re: Cursed Lands.
« on: March 07, 2016, 01:37:11 pm »

323
You can assign particular types of stone to masonry jobs using the [d]etails submenu.

And if you figure it out, you can customize statues (for instance, make a statue of a particular dwarvish deity) instead of having them picked at random.

324
DF Suggestions / Re: Cursed Lands.
« on: March 07, 2016, 01:20:53 pm »
The current axis of Good-to-Evil lands will be replaced the a system based on Spheres... one of which is Death.  Sounds like an interesting start to what a Death-aligned land might be like.  If unit actions can affect Sphere alignments, the necromancer towers should definitely do something like this by way of making the land Death-aligned.
Would these spheres compete with each other like civilizations do, or would they be fixed like the current good/evil system?
They might eventually be moved out into the raws, but at the time of the transition they would be the same fixed set of Spheres that govern DF mythology now.
Clearly, I should more closely investigate this.

325
DF Suggestions / Re: Cursed Lands.
« on: March 07, 2016, 01:16:07 pm »
The current axis of Good-to-Evil lands will be replaced the a system based on Spheres... one of which is Death.  Sounds like an interesting start to what a Death-aligned land might be like.  If unit actions can affect Sphere alignments, the necromancer towers should definitely do something like this by way of making the land Death-aligned.
Would these spheres compete with each other like civilizations do, or would they be fixed like the current good/evil system?

326
DF Dwarf Mode Discussion / How Effective are Curtain Walls?
« on: March 07, 2016, 12:53:09 pm »
I like to build castles. It's a thing. And I stopped, or at least modified my designs when it came about that the goblins allegedly learned to climb.

But then, I've also noticed that they're not particularly enthusiastic climbers. Last fort had an exposed trade depot for a while, elevated on a dais that was later enclosed. And during one siege I noticed a few trolls had made it up? But in spite of this most of the goblins seemed content to stay at ground level. And it seems like weapon-bearing goblins don't bother to climb, presumably because they like to keep their hands free to slice, slash, and bash.

Has anyone noticed if goblin climbing has been a serious game changer for fort defense?

327
I tried your save on my mac (no mods or utilities) and confirmed the same thing.

I wonder if this is related to the visiting human warrior that randomly started attacking everyone in sight as soon as a siege started in my fort? Some sort of bug with visitors and sieges.
Can you see which civ the human visitor is from? Also what groups he's a member of? Then export into Legends Viewer to see what's going on.

There are various possible scenarios that come to mind. If goblins took over the human's town recently, then effectively he's now part of the goblin civ. When the siege started, you switched to being at war with the goblin civ. Thus, freaking out the human. Or he might just be a human visiting from the goblin civ in the first place, which would end up the same way.

It's kind of a feature not a bug (one which requires a lot more Science).
It is kind of obnoxious, especially since a tantrum spiral can render a fort unplayable due to FPS death (or at least that's what happened to my last fort.) I'd like to have some more control over the circumstances that can cause tantrum spirals than "human mercenary in a siege happened to be so and so's second cousin.)

328
DF Dwarf Mode Discussion / Re: What do you think of my fort?
« on: March 07, 2016, 10:27:43 am »
Looks kind of busy, visually and probably in practice, though it might be that I tend to build wider and bigger to accommodate crowds.

Also, put his on dfma (dwarf fortress map archive) so we can get a bigger picture of it. They could use some more activity. 

329
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 06, 2016, 10:27:34 pm »
Being a dragonslayer will generally be enough fame for a lot of hearthpeople.
I slew a few more beasts, then came back. The swordsman and I are getting along again.

Now I am itching to get my own hearth, but not some sad little ruined backwater like the one I'm in.

330
DF Adventure Mode Discussion / Re: How violent is df adventure mode?
« on: March 06, 2016, 09:05:26 pm »
Of course not every Dwarf Fortress player is a mass murderer  ;D !
It's kind of hard not to be on adventure mode, since most of the challenges are met by killing people.

But I always feel weird when it comes to those bandit camps...tents full of perpetually sleeping brigands, many civilians by trade, and the only reasonable thing to do is walk in and paint the walls with their blood. And they don't even wake up! I almost wish that they would so at least it'd be something vaguely resembling a fair fight.

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