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Author Topic: First Impressions .40.01 AND BEYOND!  (Read 112727 times)

Henny

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Re: First Impressions .40.01 AND BEYOND!
« Reply #525 on: July 14, 2014, 12:11:07 pm »

I will treat my gay dwarves, should they ever do anything interesting enough to actually make me read their profiles and even notice they're gay in the first place, the same I treat all my other dwarves. As expendable workforce and military grunts.
The strong hand of the overseer is just. Brutal, but just.
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Moonshadow101

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Re: First Impressions .40.01 AND BEYOND!
« Reply #526 on: July 14, 2014, 01:09:49 pm »

So, two things about Dwarves sparring:

1. I've had two injuries so far that never would have happened in 34.whatever. It's kept my doctor a bit more busy than otherwise, so that's something.

2. Wrestlers. They're all wrestlers. Wrestling increases at a much faster pace than weapon skills, so all of my soldiers are listed as Wrestlers, even though they're holding and actively using weapons. Interesting behavior.
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Splint

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Re: First Impressions .40.01 AND BEYOND!
« Reply #527 on: July 14, 2014, 01:17:52 pm »

So, two things about Dwarves sparring:

1. I've had two injuries so far that never would have happened in 34.whatever. It's kept my doctor a bit more busy than otherwise, so that's something.

2. Wrestlers. They're all wrestlers. Wrestling increases at a much faster pace than weapon skills, so all of my soldiers are listed as Wrestlers, even though they're holding and actively using weapons. Interesting behavior.

1. The injuries would happen in .34x if they were the result of wrestling; throws can result in fatalities (without at least leather helmets) and broken bones (lack of armor everywhere else.) In .34x I lost three soldiers to head trauma caused by grunts just doing  the occasional throw and one guy wound up with broken ribs, wrist, and knee from three separate wrestling accidents. They didn't stop until I made sure everyone had at least leather armor. Strangely enough the ones who died were all responsible for his past injuries...

2. It's partly due to them actively doing grapples and throws, sometimes with thier weapons amazingly enough, and partly due to wrestling increasing whenever a dwarf trains combat skills in general. The learn rate is also higher in general which is great, and with pulping back in a squad of armored wrestlers is viable again! :D

martinuzz

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Re: First Impressions .40.01 AND BEYOND!
« Reply #528 on: July 14, 2014, 01:26:17 pm »

Yay! My first 2014 fortress is crumbling to it's tantrumy end!

An elf caravan arrived at the small piece of my embark site that is evil and got ripped by undead thrips men.
I forgot that trade goods do not drop forbidden :P
Six dead dwarves later, most remaining dwarves are tantruming, mortally afraid, dying up in a tree, or all of those.

In the middle of all of this, a rather large migrant wave arrives, right in the arms of some freshly risen undead otter man corpses.
I see dead and tantruming dwarves everywhere now.

GLORIOUS FUN TIMES
Migrants arriving as complete families means they can insta tantrum if they enter the map and their beloved gets killed !

EDIT: Holy crap a tantruming woodcrafter just killed 4 dwarves in a row, exploding their heads into gore with his bare hands o_0. He is 'very strong' , but doesn't even have any combat skills. Geez if this fort lives he'll be the new glorious leader.
« Last Edit: July 14, 2014, 01:36:20 pm by martinuzz »
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http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

wierd

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Re: First Impressions .40.01 AND BEYOND!
« Reply #529 on: July 14, 2014, 01:46:19 pm »

personally, I think the "Gay dwarves are a thing now!" thing is a bit overblown.

Why is this really so important? For the most part, you wont even notice a real difference except perhaps in the number of babies cranked out. Dont get me wrong, it's perfectly acceptable and in line with toady's aims of having as close to a realistic simulation as a tokenized abstraction can possibly be, but I look at it in terms of "OMG! Dwarves have EYE COLORS NOW! WOW!" or what have you.

But hey, if it gets you excited, I guess its OK.  Just I dont understand the hubub over it.

Other than that-- Unhappy; Lost several ours of play to random crash. :(
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Broseph Stalin

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Re: First Impressions .40.01 AND BEYOND!
« Reply #530 on: July 14, 2014, 01:54:49 pm »

personally, I think the "Gay dwarves are a thing now!" thing is a bit overblown.

Why is this really so important? For the most part, you wont even notice a real difference except perhaps in the number of babies cranked out. Dont get me wrong, it's perfectly acceptable and in line with toady's aims of having as close to a realistic simulation as a tokenized abstraction can possibly be, but I look at it in terms of "OMG! Dwarves have EYE COLORS NOW! WOW!" or what have you.

But hey, if it gets you excited, I guess its OK.  Just I dont understand the hubub over it.

Other than that-- Unhappy; Lost several ours of play to random crash. :(

Right now the argument is about the theoretical implementation of homophobia. And the idea of including it is being treated as an endorsement of it.

Akura

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Re: First Impressions .40.01 AND BEYOND!
« Reply #531 on: July 14, 2014, 02:02:26 pm »

personally, I think the "Gay dwarves are a thing now!" thing is a bit overblown.
Dwarves can be gay now? I was unaware. I don't really care, either.
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greycat

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Re: First Impressions .40.01 AND BEYOND!
« Reply #532 on: July 14, 2014, 02:20:53 pm »

personally, I think the "Gay dwarves are a thing now!" thing is a bit overblown.
Dwarves can be gay now? I was unaware. I don't really care, either.

It's new in v0.40 and we're just discovering how the basic mechanics work.  Toady confirmed some of the numbers.

The chance of a gay marriage is pretty small, so you probably won't see very many.  You might see a few same-sex pairings that stop at the Lover stage, never going on to marriage.

It's all moddable, so you can remove same-sex pairings altogether, or adjust the chances in either direction.  It could be quite nice for mods, too.
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Splint

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Re: First Impressions .40.01 AND BEYOND!
« Reply #533 on: July 14, 2014, 02:34:04 pm »

I also recall seeing a personality thing about being uncomfortable with others who live drastically different from themselves.

FallenAngel

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Re: First Impressions .40.01 AND BEYOND!
« Reply #534 on: July 14, 2014, 05:09:37 pm »

Do note that, with the default settings for it, the chance of what happened always before is much, much higher than homosexual marriage.
It's there, but it's not going to kill a fort because there are no children being made.

Mictlantecuhtli

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Re: First Impressions .40.01 AND BEYOND!
« Reply #535 on: July 14, 2014, 05:13:07 pm »

personally, I think the "Gay dwarves are a thing now!" thing is a bit overblown.

Why is this really so important? For the most part, you wont even notice a real difference except perhaps in the number of babies cranked out. Dont get me wrong, it's perfectly acceptable and in line with toady's aims of having as close to a realistic simulation as a tokenized abstraction can possibly be, but I look at it in terms of "OMG! Dwarves have EYE COLORS NOW! WOW!" or what have you.

But hey, if it gets you excited, I guess its OK.  Just I dont understand the hubub over it.

Other than that-- Unhappy; Lost several ours of play to random crash. :(

I feel the same way -- we need entity tokens to go along with this. I want to be able to make my dwarves openly pansexual if I want, and make goblins ultra traditionalist family-lovers. Give them more reason to be at war forever.



Besides, you think adamantine is for armor? No, my dear, we wear it because it's *fabulous*
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Lich180

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Re: First Impressions .40.01 AND BEYOND!
« Reply #536 on: July 14, 2014, 06:25:07 pm »

Have we figured out the exact parameters for necromancers raising the dead?

I have a few mangled skeletons from zombies that laid siege to me, and a necromancer that is standing maybe 6 tiles away. Not sure if "mangled" is counting as the body part pulping, but it seems to be working.
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ImagoDeo

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Re: First Impressions .40.01 AND BEYOND!
« Reply #537 on: July 14, 2014, 06:27:10 pm »

I'm just giving up on making a lasting fort until Toady invents some stable save that'll last me. I had to give up on a nice place in .01, two good starts in .02, and now I'm just gonna say fuck it: single pick challenge, middle of a desert with an aquifer. Go!
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Broseph Stalin

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Re: First Impressions .40.01 AND BEYOND!
« Reply #538 on: July 14, 2014, 06:43:30 pm »

Have we figured out the exact parameters for necromancers raising the dead?

I have a few mangled skeletons from zombies that laid siege to me, and a necromancer that is standing maybe 6 tiles away. Not sure if "mangled" is counting as the body part pulping, but it seems to be working.
Mangled means head, lower body, or upper body pulped. If head lower body or upper body are pulped the necromancer cannot raise the corpse.

Lich180

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Re: First Impressions .40.01 AND BEYOND!
« Reply #539 on: July 14, 2014, 06:51:08 pm »


Mangled means head, lower body, or upper body pulped. If head lower body or upper body are pulped the necromancer cannot raise the corpse.

Ah ok, I figured that was the case, just wanted to be sure.
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