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Messages - Vetro

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PC Games / Re: Dwarf Fortress - A Roguelike and much, much more
« on: April 01, 2010, 02:04:38 pm »
Is it just me or does worldgen now cover a MUCH longer historical period? My first game went up to 1050.

PC Games / Re: Dwarf Fortress - A Roguelike and much, much more
« on: March 16, 2010, 02:25:45 pm »
In that case I'll have to do a lot of rebuilding. Still, the new update looks nice. Hospitals, more usable weapons, greater details on individuals, burrows, and interactivity with other civilizations? Awesome.

PC Games / Re: Dwarf Fortress - A Roguelike and much, much more
« on: March 16, 2010, 02:00:48 pm »
Oh, that's a shame. Can you carry your saves over to the new version after an upgrade?

PC Games / Re: Dwarf Fortress - A Roguelike and much, much more
« on: March 16, 2010, 01:37:16 pm »
I've been playing a lot more now. A few days ago I decided to build a giant tower out of obsidian (There were large amounts of it nearby, no need for much magma). It took 4 dwarf years but the general skeleton of it (over 17 Z-Levels tall) is nearly complete. Once its done I'm planning on moving the entire population of the old fortress (153 Dwarves) into the structure and setting up some moats. The only thing I'm missing are windows.... I'm on a sand-less map and non of the traders seem to carry any.... :-\

PC Games / Re: Dwarf Fortress - A Roguelike and much, much more
« on: March 01, 2010, 06:19:07 pm »
Quote from: Razonatair
Define 'pigtail products'. You see, in Dwarf Fortress, specifications are a must. Are these pigtails raw pigtails, are they pigtails that have been spun into thread, are they pigtail threads spun into pigtail cloth? Not literal end product clothing, just material cloth? Raw->Thread->Cloth->Finished Product. You want thread and cloth.

Pigtail Thread and Cloth. I still have no idea why it wasn't used. Well, hes long dead now and another peasant was sent in to replace him. Though the new clothier didn't get much time to practice since a migrant wave brought along a clothier of their own that became all moody and is now demanding bones, gems, and stone blocks while occupying the clothier's workshop.

EDIT: Nevermind, hes gone berserk... I've locked him in the little Clothier/Weaver room and he should die in the next little while. Maybe I'll keep his bones around in case someone decides to build something with them.

PC Games / Re: Dwarf Fortress - A Roguelike and much, much more
« on: February 28, 2010, 07:11:57 pm »
I'm using the same tileset, just be watchfull for rivers of rocks  ;).

To build walls, floors, and fortifications, press (b) then (Shift-C). That should bring up the construction screen for those structures. Also, visit the wiki, if you look up the page on a particular building, it should list the key commands for the building. Having the wiki available whilst playing is EXTREMELY helpful.

PC Games / Re: Dwarf Fortress - A Roguelike and much, much more
« on: February 28, 2010, 04:52:04 pm »
Thanks! That helped a lot.
Quote from: Bagder Man 22
Where do you get the graphical tileset?
There is a list of quite a few on the wiki ( )

Anywho, I've decided to try setting up a fortress on an Island. The island is rather large and so has a mountainous area near the center that lacked those annoying aquifers. So things are going good so far. Though there has been 1 death from a suicidal fisherdwarf fish cleaner after a failed attempt to build.. something... and a moody Clothier-in-training has been sitting in the clothier's workshop demanding thread and cloth despite the large pile of pigtail products sitting next to him... Ah well, plenty more peasants to train.

PC Games / Re: Dwarf Fortress - A Roguelike and much, much more
« on: February 28, 2010, 02:32:51 pm »
Yea, I started playing a few days ago (with a tile set enabled) and few of the icons look strange... Anyways, how does one go about building multilevel buildings above ground? I've constructed some small structures with 4 walls a door and a floor acting as the roof but it doesn't let me build anything on top of that  :-\

PC Games / Re: Dwarf Fortress - A Roguelike and much, much more
« on: February 27, 2010, 07:59:43 pm »
 :D I've had the "to be smoothed" indicator on floors look like stone doors on the tile set I'm using (or is that normal?). Still, I like keeping it around, it's nice to see the dwarfs represented by little humanoids instead of by floating heads.

TV / Re: Doctor Who - Time-shattering Spoilers, be warned.
« on: December 26, 2009, 09:54:12 am »
So... did anyone manage to see The End Of Time: Part 1 yet?

Movies / Re: James Cameron's Avatar
« on: December 22, 2009, 08:42:57 am »
I went to go see it with a couple of friends yesterday. Overall a good film. Terribly overused plot and archetypal characters, but that aspect of it has been discussed to death already so I'm not going to comment too much on that. CGI was nice and I'm interested to see how Cameron did the motion capture. A few very minor gripes about some of the designs though:
I felt the "AMP suits" used by the marines were a bit stupid. Their designers seem to have manufactured them in a way that forces them to physically HOLD the oversized guns they carry (which for some reason have bayonets). Why not simply mount the weapons directly on the arms? And then.... theres the knives.... Why do giant 13 foot tall mechs have KNIVES?  

To me the 3D effect was unimpressive. Most of the time it only managed to confuse me and make it hard to focus on one object at a time. After my eyes adjusted to it towards the the half way mark I started to barely notice the 3D effects. They only seemed to show when the Na'Vi were speaking in their native language and the subtitles were on and a bit in the climax. I would recommend seeing it in 2D since it's cheaper and less strenuous on the eyes. Though it would be interesting to see what the movie would have looked like if played in an Omnimax theater (a variant of Imax with the screen wrapping around in a dome shape instead of just being a large flat block).

TV / Re: Avatar: The Last Airbender
« on: June 23, 2009, 09:15:04 am »
It seems that a teaser for a live action film based on the series has been released... On Gametrailers... Odd, but have a look:

Console Games / Re: Mass Effect 2!!!
« on: June 20, 2009, 10:20:08 am »
The conversations are a lot less static than they were in ME, nice improvements (the "dramatic camera angles" seem to be working nicely).

Everything Else / Re: Best Games for Kids
« on: June 08, 2009, 02:36:49 pm »
I remember picking up Simcity 3k back in grade 3. After installing it I proceeded to construct an epic city.... made out entirely of landmarks. It took me a while to figure out that the "zone" tab was used for something other than coloring the grass.

My personal experiences aside, Simcity might be a good idea, but only if you give them a little tutorial first and some starter tips. SC4 in particular can be rather challenging to get into. If you want a good looking city with large buildings and sophisticated residents, you need to do ALOT of balancing with expense and income. Randomly placing landmarks and zoning huge areas of land will get a you a semi impressive looking mini city but you'll get kicked out of the mayor's office rather quickly.

Movies / Re: new star trek movie...
« on: May 15, 2009, 07:57:40 pm »
The lack of background information concerning Nero and his motives seems to be one of the biggest criticisms of the film I've seen, though apparently most of it is explained in a series of graphic novels written up before the film's release. From what I've heard and read of the comic series (titled: Countdown), the star's supernova wasn't actually meant to become powerful enough to reach Romulus, it was only after the supernova destroyed a planet orbiting the star and "converted the planet's matter into energy" that it started expanding out of control.

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