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the video game industry is not very creative in any regard
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# ? Mar 13, 2021 07:14 |
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# ? May 25, 2024 13:50 |
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Tuxedo Catfish posted:War for the Overworld is pretty much a 1:1 update of Dungeon Keeper 2, if that's your bag. I will give that one a look, thank you.
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# ? Mar 13, 2021 07:24 |
Waiting for that epic, 12-dwarf magma forge with legendary statues and specialist tools for forging adamantine to be blocked by a single strange mood dwarf who wants to make a lead ring artifact.
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# ? Mar 13, 2021 07:25 |
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i want to go beyond even the factorio model into making it much more difficult to take a dwarf and turn them into a master in a year just by having them craft iron swords ad infinitum. make it so you actually have to recruit high skill dudes via your guilds and take on apprentices before throwing tantrums when their labor is devalued by your attempts at industrialization
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# ? Mar 13, 2021 07:36 |
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Eric the Mauve posted:Right but even within the confines of what we have, workshops are not in like the top 50 interface/userfriendliness/how--does-this-work things that have annoyed me over the years. The top five are 1. Military, 2. Military, 3. Military, 4. Military, and 5. Military. Using some workshops properly can be a pain in the rear end, but building the things is just about the most straightforward thing you can do in DF.
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# ? Mar 13, 2021 09:06 |
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defining an inn with attached rooms is remarkably lovely, defining temples and guildhalls is pretty bad also (how do you examine a zone once set up to see wtf you set it up as?)
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# ? Mar 13, 2021 10:30 |
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Tuxedo Catfish posted:War for the Overworld is pretty much a 1:1 update of Dungeon Keeper 2, if that's your bag. Otherwise it's a very well-made attempt to recapture the spirit of the game, though.
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# ? Mar 13, 2021 15:37 |
IronicDongz posted:my #1 is interacting with the gemcutter workshop in general I have great news, then! feb 11th Steam news posted:... I've also redone the old jeweller's workshop screen (the old gem cutting interface was very baroque, to say the least.) It now works like a regular workshop. The same is true of seven other workshops previously inaccessible to our modding infrastructure. They all work like regular workshops now (the loom, the mechanic's workshop, the dyer, etc.)
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# ? Mar 13, 2021 15:45 |
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What is up with weapon traps deconstructing after hitting one guy? I don't see anything about that anywhere on the wiki or anywhere else, I made a line of 10-weapon traps with masterwork mechanisms and they all deconstructed after hitting a single enemy e: no mods, just the current lazy newb pack
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# ? Mar 14, 2021 08:34 |
were they all glass blades that broke? somebody on the df discord had this to say:quote:I had iron menacing spikes in a weapon trap along with glass serrated disks. After one use on a critter the trap deconstructed, all the disks were XXserrated glass discXX but the spikes were undamaged.
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# ? Mar 14, 2021 08:56 |
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i think some enemies are rude to traps but its been a while
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# ? Mar 14, 2021 08:58 |
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Flesh Forge posted:What is up with weapon traps deconstructing after hitting one guy? I don't see anything about that anywhere on the wiki or anywhere else, I made a line of 10-weapon traps with masterwork mechanisms and they all deconstructed after hitting a single enemy Deconstructed or jammed up with gore?
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# ? Mar 14, 2021 10:46 |
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Deconstructed, left a mechanism on the floor and a lot of the weapons disappeared too (glass trap weapons). e: maybe that is what happened, the glass weapons broke. that really sucks rear end, it's already a massive pain to construct all the weapons and then all the transport labor to get them placed.
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# ? Mar 14, 2021 11:38 |
Telsa Cola posted:I really don't understand why people just don't make a 1:1 update of dungeon keeper and not add a bunch of dumb poo poo to it. theres KeeperRL which is DF + Dungeon Keeper.
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# ? Mar 14, 2021 13:28 |
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If I wanted to generate a world that gave me a good chance at an embark spot that has a volcano, any kind of metal, flux, and a river, what kinda parameters do I fiddle with? Is raising volcanism & volcano minimum + lowering mineral scarcity good enough? I'm looking at the wiki and it's a bit much to go through.
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# ? Mar 14, 2021 18:46 |
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Angry Diplomat posted:Time to place a 10x10 grid of one-tile Designated Rest Zones in a communal great hall directly adjacent to the tavern. Every dwarf gets a masterful engraving to sleep on, and may doze off to the soothing sounds of some guy beatboxing an elven violin solo while a goblin visitor alternates between puking and asking completely innocent questions about artifact locations. 100% what i imagine goes on in taverns
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# ? Mar 14, 2021 18:49 |
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if you don't care thaaaaaaat much about having a lot of tiles with specific terrain, just turn up # of volcanoes, tinkering with volcanism numbers is prone to excessive rejected maps in worldgen but # of volcanoes is very safe to turn up to max. you don't need to turn down mineral scarcity at all, if you use DFHack you can just hit 'a' during embark and use the expanded site finder to get very specific about the map qualities you want. there's a lot of ways to dick around with world gen but if you just want a few cool embark locations and would rather just brute force it then imo do it this way.
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# ? Mar 14, 2021 18:51 |
TheDiceMustRoll posted:theres KeeperRL which is DF + Dungeon Keeper. Gonna add my recommendation to it too. It's kind of a neat thing, though not as well known. Mods too.
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# ? Mar 14, 2021 21:57 |
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It has some issues that make it almost as frustrating to play as Dwarf Fortress sometimes. Last I checked, you have to manually assign every single piece of equipment that every single one of your monsters uses, so if you upgrade from wooden clubs to iron clubs, you better believe that you'll be going through every single inventory and assigning each rando goblin a new club.
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# ? Mar 14, 2021 22:02 |
Cardiovorax posted:It has some issues that make it almost as frustrating to play as Dwarf Fortress sometimes. Last I checked, you have to manually assign every single piece of equipment that every single one of your monsters uses, so if you upgrade from wooden clubs to iron clubs, you better believe that you'll be going through every single inventory and assigning each rando goblin a new club. Having booted it up recently, the opposite is true. They will automatically pick up the best available equipment unless you lock it.
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# ? Mar 14, 2021 22:40 |
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Drakenel posted:Having booted it up recently, the opposite is true. They will automatically pick up the best available equipment unless you lock it.
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# ? Mar 14, 2021 22:41 |
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Drakenel posted:Gonna add my recommendation to it too. It's kind of a neat thing, though not as well known. Mods too. It's good, I have had it for awhile now and it somewhat scratches the itch but not quite. It is still getting mods and updates so Im pretty hopeful. Also thank you for the recommendations, folks.
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# ? Mar 15, 2021 00:45 |
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Flesh Forge posted:if you don't care thaaaaaaat much about having a lot of tiles with specific terrain, just turn up # of volcanoes, tinkering with volcanism numbers is prone to excessive rejected maps in worldgen but # of volcanoes is very safe to turn up to max. you don't need to turn down mineral scarcity at all, if you use DFHack you can just hit 'a' during embark and use the expanded site finder to get very specific about the map qualities you want. there's a lot of ways to dick around with world gen but if you just want a few cool embark locations and would rather just brute force it then imo do it this way. Yeah, I'll go with that then, and thanks for the dfhack tip. I imagine that'll make things easier on the eyes
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# ? Mar 15, 2021 03:25 |
Cardiovorax posted:That is really great to hear, because that made me stop playing the last time around. Looks like I'll be getting back into that game soon, then. An annoyance I have is spellcasters picking up melee weapons if theres no magical wands or staves around so be careful with that. It's still way way way too easy to cheese the adamantine golems on z level 10 (ogre, amulet of regen, ring of magic damage, iron gear) but overall its good fun. he's adding in necromancers soon
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# ? Mar 16, 2021 02:39 |
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for a game that takes so much credit for simulating everything it's hilarious that falling (more precisely, dropping invaders) 20 z-levels is not particularly dangerous to them,
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# ? Mar 18, 2021 18:21 |
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Flesh Forge posted:for a game that takes so much credit for simulating everything it's hilarious that falling (more precisely, dropping invaders) 20 z-levels is not particularly dangerous to them, In some cases it makes them suddenly become legendary armor wearers!
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# ? Mar 18, 2021 19:43 |
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Flesh Forge posted:for a game that takes so much credit for simulating everything it's hilarious that falling (more precisely, dropping invaders) 20 z-levels is not particularly dangerous to them, According to the wiki a fall of around 25 z-levels is what you need for 100% mortality. That sounds about right to me, I usually do about 10 z-levels and it tends to do decent damage but never outright kills invaders.
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# ? Mar 18, 2021 19:43 |
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The ground they land on is really important for that too right? Like fall damage is simulated as a chunk of the ground with equal mass to the victim striking them with force equal to their falling speed or something.
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# ? Mar 18, 2021 19:51 |
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Figures that Toady would use actual conservation of momentum to calculate the fall damage in his game.
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# ? Mar 18, 2021 20:06 |
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ninjewtsu posted:The ground they land on is really important for that too right? Like fall damage is simulated as a chunk of the ground with equal mass to the victim striking them with force equal to their falling speed or something. brb making a pit trap with a floor made of silver.
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# ? Mar 18, 2021 20:17 |
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Dieting Hippo posted:brb making a pit trap with a floor made of silver. Equal mass would imply you want something as hard as possible rather than as dense as possible. Adamantine flooring imo
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# ? Mar 18, 2021 20:22 |
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It's volume, rather than mass, iirc.
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# ? Mar 18, 2021 20:45 |
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Reading the log it's poo poo like silk cloaks deflecting... THE GROUND
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# ? Mar 18, 2021 21:56 |
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I thought it was equal velocity? So you want the densest possible floor, lead or the denser stones if you're cheap, platinum or gold if you want a blinged death pit. Adamantine I think would be about the worst choice apart from maybe featherwood or something.
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# ? Mar 18, 2021 22:20 |
How does water work? Is it's non-compressibility modelled when falling at high speed?
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# ? Mar 18, 2021 22:22 |
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Another funny thing from wiki page on fall damage is that it states that any object dropped from a sufficient height, I think it said 30 z-levels, should kill or maim most things. Now I'm imagining a trap where the bridge gives out and invaders fall in a pit, and then I activate the other bridge holding my stockpile of tattered clothes and a horde of goblins are crushed to death by an avalanche of old gloves and torn socks.
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# ? Mar 18, 2021 22:35 |
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Toy Anvils and also a couple of real ones mixed in, for laughs.
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# ? Mar 18, 2021 22:36 |
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If you don't want to make a giant, deep pit, just cover the floor in upright spikes.
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# ? Mar 18, 2021 23:10 |
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No I'm sorry, we're going straight to the magma stage at this point I'm not doing to take any more chances because magma is always the safest way to do anything
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# ? Mar 18, 2021 23:38 |
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# ? May 25, 2024 13:50 |
Flesh Forge posted:No I'm sorry, we're going straight to the magma stage at this point I'm not doing to take any more chances because magma is always the safest way to do anything
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# ? Mar 19, 2021 09:36 |