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Messages - Untelligent

Pages: [1] 2 3 ... 290
1
DF General Discussion / Re: Future of the Fortress
« on: August 22, 2021, 09:57:21 am »
My biggest concern with the new labour system is that it addresses the opposite of my own concerns. The new labour system allows you to easily prevent e.g. non-stonecrafters from doing stonecrafting jobs; I don't mind if low-skill stonecrafters do stonecrafting, but what I really want is for miners to only mine and not do any other jobs.


With the new labour system, is there an easier way to prevent e.g. miners from doing non-mining jobs, than from making every work detail selected-dwarfs-only, and then assigning every dwarf that isn't a miner to every not-mining work detail?

2
DF Announcements / Re: Tales Foretold: Queens and Kings, A Threetoe Story
« on: November 21, 2018, 07:34:47 pm »
Daaaaayum

3
Toady blocks the wayback machine from accessing the website due to excessive bandwidth usage, unfortunately.

4
DF General Discussion / Re: Show us your entrance
« on: February 26, 2017, 12:56:47 pm »
This is a real old one.



5
Mod Releases / [43.05] The Nuckelavee
« on: January 24, 2017, 01:16:44 am »
The other day, a friend of mine showed me this fun little critter, and ruminated on the possibilities of modding it into DF. I read the article and immediately said YES.

http://dffd.bay12games.com/file.php?id=12676


Then I did a forum search and realized that a few people already made their own nuckelavees, but I spent two whole days on this bugger and damned if I'm gonna let that stop me.

This mod adds a single creature to the game: the dreaded Nuckelavee. It's self-contained and will work with most other mods. Add the included files to your raws folder and create a new world.

"An enormous two-headed sea demon whose form is that of the upper body of a man merged with a horse; it spreads misfortune wherever fell lands meet cold seas. Its skinless flesh pulsates with black blood and powerful muscles. The manlike half causes calamities with dark powers; the equine half spreads a deadly plague with its breath, and bears a single eye that burns with unholy light."


Bonus clip: The Mortasheen Plague it causes is contagious as hell, and your dwarves will spread it by hacking up clouds of phlegm all over each other.


http://mkv25.net/dfma/movie-2797-sneezyandpals

6
DF General Discussion / Re: Future of the Fortress
« on: January 10, 2017, 11:58:39 pm »
With the new identities system, could an adventurer conceivably gain a criminal reputation in a town as one identity, get a hand chopped off by something somewhere else, then go to another town and raise the hand up and claim that you had killed your secret alter ego?

7
DF Dwarf Mode Discussion / Re: Remove construction too slow
« on: January 08, 2017, 11:58:47 pm »
Yes, and it used to be even slower.

8
BAG_ITEM-producing items is for processable-to-bag plants, like Quarry Bushes.


Murdered items is either used for fell/macabre moods or for vampires, probably the latter (so when a dwarf finds a corpse with the Murdered tag it starts an investigation).


Non-economic stones are stones that have no special purpose, and are therefore useable for making things that can be made with any stone type, like furniture (toggleable on your z->Stone menu).


Non-pressed is for pressable items that haven't been pressed yet.






EDIT: Found some more. A lot of the weirder traits are used for tools, many of which don't actually have any purpose yet (like the mortars and pestles). Small Object Storage is for pouches, which I think adventurers can have? Track Cart is minecarts, there's no difference except that one's an item type and one's a trait (all tool item types must have their own trait, it seems). Folded sheet protectors are book bindings. I would've thought glass-making items would be one of these, but it's not.

9
Nope! Can't view it with Enter.


EDIT: I just went back to it to double-check and now it's gone. Weird.

10





Sneaky bastards.

11
DF Gameplay Questions / Re: Dwarf Fortress without Dwarf Therapist
« on: January 06, 2017, 03:55:19 pm »
I don't play with Dwarf Therapist because it just does too much *stuff*, a lot of it being stuff I don't want to be tempted to do.


A long, long time ago, there was another tool called Dwarf Foreman, and all it was was a big ol' spreadsheet for toggling labors, and I loved it. Then Dwarf Foreman stopped updating, and there was a successor called Dwarf Manager, and it was a bit better at what Dwarf Foreman did, but it also had some cheating functionality, and I was a bit sketchy about it, but I kept using it. Then that stopped updating too, and when DF 2010 finally rolled out, everyone was using this newfangled thing called Dwarf Therapist, and it did a lot of things I didn't want to use, and I decided not to use it and never looked back.


Nowadays I just twiddle with each dwarf's labors when they migrate based on their current needs and leave them alone after that.

12
DF General Discussion / Re: Future of the Fortress
« on: January 05, 2017, 02:25:58 pm »
Is the army arc, as a design/timeline conceit, well and truly dead? If so, can we get some sort of post-mortem? In particular, the basic gameplay elements that could make fort mode a bit more strategy-oriented, with players taking a more active governance role and sending out armies (partly composed of hill dwarves) to conquer and stuff. I'm asking now because artifact retrieval seems mechanically related. Will a lot of army arc stuff tie into that? I imagine some will come up in embark scenarios too, and some bits are probably in the no timeline category.


All those concepts are still on the table. The DF dev cycle tends to involve Toady realizing he bit off more than he could chew, or that some other dev goal ought to be done first, or just getting bored of working on the same thing for a few months, and things get shelved on the backburner. The backburner with all these shelves is built into table, though. Toady's kitchen setup is weird. Anyway, all of this eventually comes back around (lest one end of the table get too hot and catch fire); as Pat said, being able to send out parties to get your stuff back after some jerk takes them is the first step toward influencing the wider world around your fort, which was one of the goals of the Army Arc years ago.




As far as the Age system changing, it's changed in the past and I don't see any reason to assume it'll never change again in the future. The Creation Myth Generator alone will likely shake things up enough to have to rework it a bit.

13
DF General Discussion / Re: Elves can cross the ocean?
« on: December 26, 2016, 07:37:37 pm »
I recommend imgur.com for hosting images.

14
I've always used the default ASCII tiles, graphcs sets always looked too cluttered to me. On top of that, when a lot of objects share a tile with other objects, I'd rather have more abstract tiles than more detailed ones.

15
I see Bram the Barbarian makes another appearance.

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