Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 36

Author Topic: New version - first impressions [Spoilers!]  (Read 56475 times)

RedWarrior0

  • Bay Watcher
  • she/her
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #135 on: April 01, 2010, 10:32:50 pm »

There seems to be a bug with several of the non-regular-flesh creatures, in that they can't be killed with conventional weapons.
Time to bring out the nukes.

Spoiler (click to show/hide)
Logged

Bandages

  • Bay Watcher
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #136 on: April 01, 2010, 10:34:41 pm »

just had my first seriously bad-ass go in adventure mode.

They wanted me to kill a lizard demon, so I went to a tower, killed all the peasants I could find and a giant three-eyed hairy lizard with a swordswoman bodyguard chased me down.

I killed them both, and drank their blood for delicious nourishment.

<3 eeeee
Logged

Dante

  • Bay Watcher
  • Dante likes cats for their corrupt intentions.
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #137 on: April 01, 2010, 10:38:22 pm »

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Intelligent Shade of Blue

  • Bay Watcher
  • Sanity Loss: 0/1d4 points
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #138 on: April 01, 2010, 10:40:20 pm »

Well, Fortress mode is running pretty slow on this comp. Right at embark, it's fluctuating between 25-45. The dwarves seem to be moving even slower than usual (for those FPSs), though.

Adventure mode is pretty fun. Right now, my elven swordsman is swimming in a giant series of interconnected underground lakes. Caves are really interesting, lots of dead ends, sheer drops and the like. Just came across a group of aquatic creatures called pond grabbers. While their appearance was unsettling, they were surprisingly weak. It wasn't long until tentacles were flying off in every direction.
Logged
[COLOR:PRUSSIAN_BLUE]
[NAME:ISoB]
[RGB:0:49:83]

Hummingbird

  • Bay Watcher
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #139 on: April 01, 2010, 10:42:14 pm »

I'm guessing that the high skill of migrants is related to the bug in which the "architectural value" of the caverns is counted towards the wealth produced by your fortress.

My theory: As fortress wealth increases, so does the average skill level of migrants.

If this is true, Toady intended the high-skilled migrants to come only after the fortress had produced a large amount of wealth.

Let us commit dwarven science and test this (after the cavern bug is fixed).
Logged
But Elves aren't Vegetarians. They eat people.
So they are humanitarians.

Shinziril

  • Bay Watcher
  • !!SCIENCE!!
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #140 on: April 01, 2010, 10:46:49 pm »

Also, why are barrels of blood a dwarf trade good, and what are they used for?
Logged
Quote from: lolghurt
Quote from: Urist McTaverish
why is Dwarven science always on fire?
Because normal science is boring

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #141 on: April 01, 2010, 10:51:12 pm »

I don't know why everybody is bitching about having to irrigation farm. Same rules apply as before as far as choosing a fortress site,near water and lava, and now you can find that everywhere between the cavern and lava ocean, so just tap some of the water from above your head, there is plenty to go around.

Screw digging around on the surface, the underground cavern is my ground 0 now!

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #142 on: April 01, 2010, 10:52:14 pm »

Somebody make a hammer out of slade.
Logged
this sigtext was furiously out-of-date and has been jettisoned

Dante

  • Bay Watcher
  • Dante likes cats for their corrupt intentions.
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #143 on: April 01, 2010, 11:12:07 pm »



Immigrant skills can be a bit... eclectic.

The one on the right I can figure out easily enough. He's a religious disciple of Dasel, God of Peace. Clearly he once tried sniffing lye and was suddenly struck by the truth of Dasel and the oneness of all things. Instantly converted, he went to learn under the beards of the great lye-tokers of the mountainhomes, and in time has become a teacher of the Word himself.

The other one... I suppose gem cutter, glassmaker and observer imply he was a lens-grinder by trade. Perhaps he once infamously used his great glass discs to burn up a goblin siege [siege engineer], at which point he was given the title "foe reaper" [thresher], and decided to take the battle to the enemy. Now he stalks the goblin-infested jungles with a blowpipe and short bow, dodging from tree to tree, the Guerilla Optometrist Of Death Incarnate.

xoen

  • Bay Watcher
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #144 on: April 01, 2010, 11:21:58 pm »

Quote
OH GOD NO!!!! Toady has heard us bitching about looking all over for a single good site in an entire map for good minerals, and even then looking hard in that site for anything and so has given us exactly what we wanted with MASSIVE amounts of ore! This is horrible! The art of looking for veins is dead! The biggest challenge of DF is over!

ABSOLUTELY AGREE! Everything is too common, and no fun. That good bit of realism is gone. What's worse - every embark site was similar to previous one, more or less, because of that. Nothing that cannot be modded, but..

Btw what the hell is with elephants, are they tend to be near dwarves or something? Curious animals? They are walking near and inside fortresses, weird image :) I hope there's no mad elephant disease in game possible..it would be mortal.

Quote
whenever possible she prefers to consume she
lol.
« Last Edit: April 01, 2010, 11:35:51 pm by xoen »
Logged

Talith

  • Bay Watcher
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #145 on: April 01, 2010, 11:47:40 pm »

Figured it was only a matter of time before people started bitching about things being too common.  First too hard to find, and now too easy.  This is why I propose adding a parameter to world gen to be able to control how common ores and minerals are found.
Logged

woose1

  • Bay Watcher
  • Yay for bandwagons!
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #146 on: April 01, 2010, 11:49:52 pm »

Personally, I love how easy it is now.

More exploration, less grinding.  ;D
Logged

xoen

  • Bay Watcher
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #147 on: April 01, 2010, 11:53:55 pm »

Figured it was only a matter of time before people started bitching about things being too common.
If I want easy game i'd play Tibia(gezzzuzz), you know..so far everyone is crying that hard beasts are hard(ridiculous).
Please, do not comment my post.
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #148 on: April 01, 2010, 11:56:26 pm »

Hard monsters are hard, common ore is common, seems even to me! "Have all the steel you want!", says toady, "It won't save your ass this time!"

Urist McDepravity

  • Bay Watcher
    • View Profile
Re: New version - first impressions [Spoilers!]
« Reply #149 on: April 02, 2010, 12:12:23 am »

"Have all the steel you want!", says toady, "It won't save your ass this time!"
But we got magma seas now! Creative engineering for the rescue
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 36