Bay 12 Games Forum

Dwarf Fortress => DF Gameplay Questions => Topic started by: jaxler on November 01, 2011, 06:31:26 pm

Title: exploit list plz
Post by: jaxler on November 01, 2011, 06:31:26 pm
what are all the known(publicly frowned apon) exploits. i'd like to know them all. so that i don't do them
Title: Re: exploit list plz
Post by: Rentorian on November 01, 2011, 06:46:30 pm
Well the main ones I know about are quantum stockpiling and the danger room.
Quantum stockpiling is where you designate large amounts of stone to be dumped to a single garbage tile right next to your mason/craftdwarf/mechanic/whatever and reclaim what's placed there so that your dwarf will have a large supply of raw materials only a square of two from his workshop.  Not sure how publicly frowned upon it is though.
Danger rooms consist of a room covered in upright spike traps all connected to the same lever, the lever is set to repeat and your military trains in that room gaining weapon xp by parrying, shield xp by blocking, etc at insane rates.  Minimum danger uses singe training spears in each traps and can get your dwarves to legendary+5 shield in a season easily with weapon and other skills following soon after as long as you keep track of their equipment and remove what they've mastered.  This one is generally frowned upon because it makes creating a massive army capable of annihilating anything that stands in your way pretty easy.
Dwarven atom smashes might count when used as weapons due to how efficient they are at killing most enemies you'll face but their uselessness against large enemies keeps them from being seen as too exploity in combat.
Title: Re: exploit list plz
Post by: Myrmec on November 01, 2011, 06:54:01 pm
Bah, danger rooms are not an exploit if my fully trained squad decked out in full adamantium is wiped out in under 10 seconds when breaching "spoilertown"
Title: Re: exploit list plz
Post by: NecroRebel on November 01, 2011, 07:01:54 pm
The danger room and quantum stockpiles aren't really "publicly frowned upon," either.

The general opinion of the forums is that, as it's a single-player game, what you choose to use is your business. While some may feel defending your fort with a deep field of weapon or cage traps, not murdering elves on sight, or defeating the circus via a field of repeating spikes is less epic than the alternatives, none of those is really frowned upon.
Title: Re: exploit list plz
Post by: jaxler on November 01, 2011, 07:09:14 pm
well i thought of a good exploit i call it the CAVE of FALL

looks like this for side view                                   

floor  bridge  floor   bridge  floor  bridge       z lvl 10
walls  hole    walls   hole     walls hole          z lvl 9
walls  bridge walls  bridge walls bridge         z lvl 8
walls  hole    walls  hole    walls hole            z lvl 7
walls  bridge walls  bridge walls hole            z lvl 6

HHHH ooooooooo lllllllll eeeeeeee                 z lvls 5-2

FFFFFFLLLLLLLLOOOOOOOORRREEE             z lvl 1

Title: Re: exploit list plz
Post by: NecroRebel on November 01, 2011, 07:36:11 pm
Not much of an exploit. It's a simple drop-trap, with all the weaknesses that implies. In particular, using bridges means there's a significant delay between triggering the trap and when the drop actually occurs, and it won't work on creatures that are too big. Replacing them with hatches lacks the delay, but is vulnerable to building destroyers. Drop or pitfall traps are a standard category of architecture trap and many people build them.
Title: Re: exploit list plz
Post by: Ultimuh on November 01, 2011, 07:40:44 pm
Exploit? Around here it's called a 'feature'.
Yes some may frown upon Atom Smashers, but I will continue to use them until the day it becomes obsolete.
Quantom stockpiling tough.. I am no big fan of that.. i only use dumping zones for smashing, getting rid of unwanted stuff.
Title: Re: exploit list plz
Post by: jaxler on November 01, 2011, 07:59:15 pm
well ya i guess but i think its a good trap none the less. also i think that only flying building distoyers will break bridges. and also what about booze cooking?
Title: Re: exploit list plz
Post by: Ultimuh on November 01, 2011, 08:33:15 pm
well ya i guess but i think its a good trap none the less. also i think that only flying building distoyers will break bridges. and also what about booze cooking?

Cooking booze is the best invention Dwarves ever made.
Title: Re: exploit list plz
Post by: Ultimuh on November 01, 2011, 08:33:35 pm
well ya i guess but i think its a good trap none the less. also i think that only flying building distoyers will break bridges. and also what about booze cooking?

Cooking booze is the best discovery Dwarves ever made.
Title: Re: exploit list plz
Post by: jaxler on November 01, 2011, 08:50:46 pm
well ya i guess but i think its a good trap none the less. also i think that only flying building distoyers will break bridges. and also what about booze cooking?

Cooking booze is the best invention Dwarves ever made.

love your photo. armstrong is the only man who can take his shirt off, twinke, and have a curly hair stiyle and still be manly
Title: Re: exploit list plz
Post by: Ultimuh on November 01, 2011, 09:28:40 pm
Hmm.. I messed up that quote?
Also.. Yes I completely agree.
Title: Re: exploit list plz
Post by: JDF117 on November 01, 2011, 09:46:05 pm
 Dwarves. They mince wine.
Title: Re: exploit list plz
Post by: AWellTrainedFerret on November 01, 2011, 11:14:15 pm
Also I think this deserves mention as an exploit because it is something that is clearly not intended: Making bolts out of metal and then smelting them down will net you no loss of metal and can train a weaponsmith extremely quickly without wasting any metal.
Title: Re: exploit list plz
Post by: Sutremaine on November 02, 2011, 12:27:34 am
Heck, what about firing a stack of bolts, melting them down individually, and then ending up with more metal than you started with?
Title: Re: exploit list plz
Post by: Azated on November 02, 2011, 03:09:24 am
Something that is more of a curious bug is that some creatures can't eat fast enough to keep themselves alive, the most notable being elephants.

Heck, what about firing a stack of bolts, melting them down individually, and then ending up with more metal than you started with?

Hey, dwarves know their metals. Who are we simple humans to assume that a dorf can't get more steel from a stack of bolts than he used to make it in the first place?
Title: Re: exploit list plz
Post by: Garath on November 02, 2011, 06:11:04 am
if you start with a water buffalo, the kind thing is to slaughter it as soon as you can, instead of letting it slowly starve while eating
Title: Re: exploit list plz
Post by: Tharwen on November 02, 2011, 06:27:45 am
well ya i guess but i think its a good trap none the less. also i think that only flying building distoyers will break bridges. and also what about booze cooking?

Cooking booze is the best invention Dwarves ever made.

THIS METHOD OF COOKING BOOZE HAS BEEN PASSED DOWN THROUGH THE ARMSTRONG FAMILY FOR GENERRAAAATTIONNSS
Title: Re: exploit list plz
Post by: Mekboy on November 02, 2011, 07:14:06 am
There's the dwarven water reactor, where you have a pump powering, and powered by, two waterwheels, which generates power indefinately.
Title: Re: exploit list plz
Post by: Shinotsa on November 02, 2011, 10:27:33 am
I'd classify dodge traps as a potential exploit. Having a one tile wide walkway with a drop on either side. Lace the walkway with weapon traps or spikes set to repeat when a siege comes. The invaders will either die by spikes or dodge the spikes and in doing so jump off into the drop. The concept makes sense really, but the fact that a wooden spear and take out a bronze colossus in this way makes it a little overpowered. Granted it is dorfy enough to warrent it and it isn't exactly frowned upon, but it is similar to having a hallway full of cage traps take out a whole siege. The mental image of how it works is hilarious though.

Gobbo 1: "Look out fred! That stick's gonna poke ya in the balls!"
Fred the Gobbo: *jumps to certain doom*
Gobbo 1: "Phew, thought it was gonna hit him"
Title: Re: exploit list plz
Post by: khearn on November 02, 2011, 01:01:11 pm
One could consider traps in general as an exploit. A hallway with several weapon traps is an irresistible lure for goblin after goblin.

Stozu: "I'm gonna go through this hallway into the fortress" Runs down hallway, is sliced and diced by a trap full of large, serrated glass discs.
Ngebzo: "Hah! what an idiot! Watch me guys, I'll show you how to do it." Runs down hallway, is sliced and diced by a trap full of large, serrated glass discs.
Usbu: "Ngebzo always was an idiot. This is how it's done!" Runs down hallway, is sliced and diced by a trap full of large, serrated glass discs.
Stosbub: "I'm sure I can do better than those guys!" Runs down hallway, is sliced and diced by a trap full of large, serrated glass discs.
Ngom: "My turn!" Runs down hallway, is sliced and diced by a trap full of large, serrated glass discs.

Some people just don't learn. 

There are currently lots of things in DF that are unbalanced in ways that make it hard to tell what is an exploit and what isn't. Having one trap with a single copper axe in your entrance certainly isn't. But having a hallway with 50 traps, each having 10 steel discs makes sieges into non-events. You might as well set [INVADERS:NO] in d_init.txt. Well, the trap hallway doesn't keep ambushers from killing wood haulers. But it will provide an endless stream of used troll fur thongs that can be used to buy out every caravan that comes along.

There are plenty of gray areas like this, where a little use of something is fine, but it's not at all hard to do it so much that it makes things trivial. Rock mugs area great way to provide some initial trade goods when you first start a fortress. But the raw material is essentially free (you actually want to get rid of it to keep FPS down), and once your stonecrafter gains a bit of experience you can easily use them to buy every item from every caravan that comes your way. So when does it become an exploit? Every player has to decide for him/herself.

But I think danger rooms are definitely an exploit. I built one a few forts ago, using the design in Girlinhat's danger room thread. It took less than a minute, real time, for my dwarves to hit legendary fighter, and just another couple of minutes for them to be legendary in weapon, armor and shield as well. And I'm running on a laptop with just an Intel Core 2 Duo T7700 (Lenovo T61p), so it's not like I've got an amazingly fast machine. You might as well just use runesmith to raise their skills and attributes. I'm sorry, but standing in a room for a few days/weeks with a bunch of broomsticks repeatedly poking out of the same holes at you should not make you a legendary swordsman.

Right now many aspects of DF are not really balanced out yet, so it's possible to take things to extremes and break the game. They can be fun to play with, but they don't make you a good player. There's nothing wrong with a new player using a danger room to help him learn to use a military effectively. It's hard to learn how to control troops in cambat if they keep dying to quickly (as if one can really "control" dwarves once they see an enemy). But I'm not impressed by someone who brags about his 90 multi-legendary soldiers (who have never fought anything, having "learned" everything in a danger room), all equipped with candy armor/weapons (that he was able to get because he used dfreveal to find out exactly where it was safe to dig). There comes a time to take off the training wheels and really learn to ride.
Title: Re: exploit list plz
Post by: i2amroy on November 02, 2011, 01:16:18 pm
I'd just like to point out that just because Danger Rooms can be used in that way doesn't necessarily mean they have to be made that overpowered. Sure if you set them to a repeat lever you can nigh-instantly train your dwarves. However if you instead set it to something like a pressure plate placed in the entrance to your main dining room, it won't necessarily work that fast (I've had dwarves take several years to train to legendary before, well over the time it would take training on a live goblin) and I would no longer consider it an exploit.

The real point here is that though there are a lot of things in DF that can be used to make your fort overpowered (heck, you could even say the entire idea of farming is overpowered, since from one plump helmet you could technically grow enough food after a couple years to feed your entire fort with skilled growers), the only things that could technically be defined as an "exploit" are those that you decide to call exploits or those that Toady has explicitly stated to be a "bug".
Title: Re: exploit list plz
Post by: Shinotsa on November 02, 2011, 01:52:12 pm
Yeah, it is hard to decide what's a bug and what's a feature. I guess I like my Dwarf Fortress Fun, so I don't use sticks to poke my dwarves in the groin repeatedly until they can block twenty arrows from all directions at once. But yeah, until we get siege engineers who can make siege towers (to get over walls) and goblin mechanics who can disarm traps we're kind of on our own to decide the difficulty.

There are as many ways to play the game as there are socks on a battlefield; few if any methods are entirely looked down upon. Have fun, Fun, and ‼FUN‼ in your own style at your own pace.
Title: Re: exploit list plz
Post by: jaxler on November 02, 2011, 04:21:23 pm
Something that is more of a curious bug is that some creatures can't eat fast enough to keep themselves alive, the most notable being elephants.

Heck, what about firing a stack of bolts, melting them down individually, and then ending up with more metal than you started with?

Hey, dwarves know their metals. Who are we simple humans to assume that a dorf can't get more steel from a stack of bolts than he used to make it in the first place?
law of preservtion of mass

im ok with danger rooms if your only intent is too kill every clown in HFS!!!
Title: Re: exploit list plz
Post by: TDSS02 on November 03, 2011, 01:04:39 pm
Law of preservation of mass...Law? My friend you have much to learn about DF hehe :) . As one of the above poster's said, just have fun. Most if not all my games are heavily modded...would it be considered "cheating"? maybe, but who cares i'm having the time of my life building huge elaborate Adamantine Fortresses lined with gold and platinum and tables, chests and cabinets out of platinum and chairs out of gold for all lol. I basically use only 3 metals in all my games, Gold, Platinum and the magic blue metal an infinite amount made right in my custom workshops haha ;-) Is the game still challenging? Hell Yes, depends on many variables, like embark location, what you decide to bring if anything at all etc etc... And since my fortresses are always worth Mega Millions and i keep the pop fairly high my sieges are insane lol. The game can be as hard or as easy as you want...or you might not even care about the rest of the game you might just like to build huge mega projects or whatever. The point is you can customize till your hearts content. I like it, whatever floats your boat just have fun doing it and you can't go wrong  :D. I actually stumbled upon this game almost 2 years ago while just browsing for old school ASCII games and i haven't looked back since. Its everything i was looking for and more with each release. I think my first quote by Piecewise describes it all haha.

On a side note, this forum is by far the best forum i have ever visited, the people are friendly and are always willing to help you out, and some of the post on here make me cry laughing, great bunch of guys/girls on here. I probably check it more then a few times a day, its all i do at work when it gets slow is browse the forums.

But then again, there is a good possibility i don't know what i'm talking about and could be just rambling on because i haven't slept at all.... either way GO DWARF FORTRESS :)
Title: FQF
Post by: jaxler on November 03, 2011, 03:42:21 pm
hole LAOGIC
$@##$BGRGF%%^&*#@R%%&I()?EQ>F#$W@$$%^Q

noap

noap

fail.

comencing blue screen

BLUE SCREEN HAS DONE ILLEGAL TASK
close out of blue screen now


i CANNNOT B WRONGEA
Title: Re: exploit list plz
Post by: Aspgren on November 03, 2011, 03:48:56 pm
some may frown upon Atom Smashers,

 I love atom smashers. Good lord where else would I put all junk? Unclaimed tattered socks? Wooden spears? Blood barrels? Cats? Seeds I don't want?

 I'm not going to mark that junk for trading and try to pawn it off on some elf. I have quality goods to sell and I want quality goods in return. All the refuse goes into the garbage pit and when the FPS is being dragged down the garbage pit gets scouted for anything usable and the rest goes into the .. "trash compactor."
 
 It's FUN because pets or children sometimes wander into the trash compactor at the wrong time. I can't imagine fortress life without them!
Title: Re: FQF
Post by: jaxler on November 03, 2011, 03:58:22 pm
hole LAOGIC
$@##$BGRGF%%^&*#@R%%&I()?EQ>F#$W@$$%^Q

noap

noap

fail.

comencing blue screen

BLUE SCREEN HAS DONE ILLEGAL TASK
close out of blue screen now


i CANNNOT B WRONGEA


zer0 zer0

reboting. BLUESCREEN ZIP ZIP COMPUTE
111 01010 1011011001000101 010101001011 10110101101010 101010101000101 0100100100      1010100101010

nop scrweb blofen crizipen.         export universe to recycling bin illigal transmutation comenced.reason=  5 bolt =7   law refused compact [size=36pt]fail BLACK HOLE COMENCED[/size][/b]

log off rebot and delete all connected files to save multiverse data

00010101010000111110101001110100100101121010010100111010101010101001101010010101

generating random codes!!!!!!

1010010101010101010101011001

rebuild universe 1.

all hail armok and his mighty computer.
Title: Re: exploit list plz
Post by: TDSS02 on November 03, 2011, 03:59:06 pm
I love atom smashers. Good lord where else would I put all junk? Unclaimed tattered socks? Wooden spears? Blood barrels? Cats? Seeds I don't want?

I agree, i have always used Atom Smashers for garbage, i guess there are other ways of disposing of things like utilizing magma to some degree but atom smashing is just easy and convenient. I always place mine directly in front of the main stairwell for fast garbage disposal. Works out pretty well early on when i mining out the fortress in cleaning up all the unused stone scattered everywhere.
Title: Re: FQF
Post by: TDSS02 on November 03, 2011, 04:05:31 pm
hole LAOGIC
$@##$BGRGF%%^&*#@R%%&I()?EQ>F#$W@$$%^Q

noap

noap

fail.

comencing blue screen

BLUE SCREEN HAS DONE ILLEGAL TASK
close out of blue screen now


i CANNNOT B WRONGEA

LOL that made my day
Title: Re: exploit list plz
Post by: AWellTrainedFerret on November 03, 2011, 04:41:50 pm
Heck, what about firing a stack of bolts, melting them down individually, and then ending up with more metal than you started with?

Yeah, I forgot about that. I never set up a bolt collection system because the effort would keep me from other more pressing matters, but this is definitely a useful exploit when spoiler metals are concerned.
Title: Re: exploit list plz
Post by: Aspgren on November 03, 2011, 04:43:05 pm
Heck, what about firing a stack of bolts, melting them down individually, and then ending up with more metal than you started with?

Yeah, I forgot about that. I never set up a bolt collection system because the effort would keep me from other more pressing matters, but this is definitely a useful exploit when spoiler metals are concerned.

I'm fairly certain you can't do that anymore.
Title: Re: exploit list plz
Post by: Sutremaine on November 03, 2011, 04:52:53 pm
As far as I know, there's still a 0.1 bar minimum return on melted items. Individual bolts are certainly still meltable.
Title: Re: exploit list plz
Post by: Aspgren on November 04, 2011, 04:00:32 pm
As far as I know, there's still a 0.1 bar minimum return on melted items. Individual bolts are certainly still meltable.

If that's the case then I suppose you can exploit it after all. Unless you have a magma smelter it really doesn't sound worth it though.
Title: Re: exploit list plz
Post by: jaxler on November 05, 2011, 02:44:25 pm
ya
 i still need to figure out how to make a magma smelter
Title: Re: exploit list plz
Post by: Iton Ibrukrithzam on November 05, 2011, 09:39:31 pm
not murdering elves on sight,
I never murder elves on sight.  I let them get to the trade depot first.  It's much closer to the butcher shop.
Title: Re: exploit list plz
Post by: jaxler on November 05, 2011, 10:49:35 pm
not murdering elves on sight,
I never murder elves on sight.  I let them get to the trade depot first.  It's much closer to the butcher shop.

damn man thats so harsh its funny
Title: Re: exploit list plz
Post by: Mickey Blue on November 06, 2011, 12:39:31 am
"Out and Out Exploits" (these are things that clearly aren't functioning properly but can be used to your benefit)

-Danger rooms (You can train up a squad to legendary absurdly quickly with virtually no risk.
-Quantum Stockpile (Endless storage in one square)
-Atom Smasher (crush nearly anything to dust, though it can be useful to help mitigate FPS a little)
-Stealing from Caravans (only an exploit in that there isn't any real notable punishment for doing so right now, so far as I can tell)

"Things that aren't exploits but are far overpowered"

-Dodge traps (make a one space wide hallway with pits on each side and fire at enemies = win)
-Endless hallway of traps (not a bad thing really but given how easy it is to build traps its overpowered)
-Cage traps (seriously, capture just about anything in a wooden cage and keep it there forever)
-Walls + Drawbridge (keeps out 99% of enemies that you can just plink away at with bolts until they leave)
-Magma (Now that you can get it very easily in any map its a bit overdone, IMO, you can infinitely power forges to make metal objects with no cost)
-Steel (granted its a bit hard to get depending on where you are but once you have it short of 'digging too deep' you basically win
-Farms (I hesitated to put this one up cause technically they are pretty overpowered, one good sized farm will feed just a huge amount of dwarves and requires very little work to build or keep going.. That said depending on where you are getting food elsewhere may be extremely difficult to impossible so you don't always have another choice)

I'm sure there are others.

So far as I know nobody really cares which of these you use though since its a single player game without a score or anything.  I mean if you break them all out you certainly aren't offering yourself much of a challenge but why anybody else would care is beyond me.  I feel about the same as I feel about "God Mode" cheats in single player games, I would never do it cause to me the challenge is the point, but if others do more power (literally in some cases) to them.
Title: Re: exploit list plz
Post by: TerryDactyl on November 06, 2011, 02:12:19 am
In certain cases, the 'exploits' might actually be necessary. Like the quantum dump. I wouldn't advocate dumping materials on every workshop you've got, but when you can tell your smiths exactly which toys to stud with lead, generally those belonging to the baron's child, you've got something going for you.

Nevermind the siegers; if your methods damage the narrative you construct through playing DF, you've lost.
Title: Re: exploit list plz
Post by: jaxler on November 06, 2011, 02:23:25 am
"Out and Out Exploits" (these are things that clearly aren't functioning properly but can be used to your benefit)

-Danger rooms (You can train up a squad to legendary absurdly quickly with virtually no risk.
-Quantum Stockpile (Endless storage in one square)
-Atom Smasher (crush nearly anything to dust, though it can be useful to help mitigate FPS a little)
-Stealing from Caravans (only an exploit in that there isn't any real notable punishment for doing so right now, so far as I can tell)

"Things that aren't exploits but are far overpowered"

-Dodge traps (make a one space wide hallway with pits on each side and fire at enemies = win)
-Endless hallway of traps (not a bad thing really but given how easy it is to build traps its overpowered)
-Cage traps (seriously, capture just about anything in a wooden cage and keep it there forever)
-Walls + Drawbridge (keeps out 99% of enemies that you can just plink away at with bolts until they leave)
-Magma (Now that you can get it very easily in any map its a bit overdone, IMO, you can infinitely power forges to make metal objects with no cost)
-Steel (granted its a bit hard to get depending on where you are but once you have it short of 'digging too deep' you basically win
-Farms (I hesitated to put this one up cause technically they are pretty overpowered, one good sized farm will feed just a huge amount of dwarves and requires very little work to build or keep going.. That said depending on where you are getting food elsewhere may be extremely difficult to impossible so you don't always have another choice)

I'm sure there are others.

So far as I know nobody really cares which of these you use though since its a single player game without a score or anything.  I mean if you break them all out you certainly aren't offering yourself much of a challenge but why anybody else would care is beyond me.  I feel about the same as I feel about "God Mode" cheats in single player games, I would never do it cause to me the challenge is the point, but if others do more power (literally in some cases) to them.

u forgot the dwarvine reactor. water weals power pump and pump pwers water weel with a gain in power (perpetual motion
Title: Re: exploit list plz
Post by: Reudh on November 06, 2011, 02:27:54 am
Let's see... I don't consider danger rooms an exploit. Without extremely close monitoring my dwarves never seem to get too high in skills in the military, and the danger of executing even unarmed enemies makes it too much.

If I could fight broomsticks for three hours and be filled with arcane knowledge of weaponry, I would choose that over potential serious injury, in-fight training or going *swoosh* in the air with my sword against nothing (individual combat drill).
Title: Re: exploit list plz
Post by: knutor on November 06, 2011, 03:00:42 am
Don't forget, Therapist calls us a dirty cheaters for allowing labor setting on children and nobles. 

I am not quite sure how that is any more of a cheat than setting it on normal laborers, tho.  That's one I always wanted to ask for an explanation for but was to shy to. 

Knutor
Title: Re: exploit list plz
Post by: Aspgren on November 06, 2011, 05:24:10 am
Don't forget, Therapist calls us a dirty cheaters for allowing labor setting on children and nobles. 

I am not quite sure how that is any more of a cheat than setting it on normal laborers, tho.  That's one I always wanted to ask for an explanation for but was to shy to. 

Knutor

really?
 well it's because there's an in-game way to give them jobs while there isn't one for children and nobles.
 giving laborers jobs with therapist is just to "make a feature easier" while giving children and nobles jobs is to "make a new feature all together" .. which is cheating
Title: Re: exploit list plz
Post by: KaelGotDwarves on November 06, 2011, 05:40:29 am
A small simple exploity bug -

Take wooden training axes at embark, you can use these cheap things to cut down trees for wood and are much cheaper than the real thing.
Title: Re: exploit list plz
Post by: jaxler on November 06, 2011, 01:18:24 pm
A small simple exploity bug -

Take wooden training axes at embark, you can use these cheap things to cut down trees for wood and are much cheaper than the real thing.

sweet!!!
Title: Re: exploit list plz
Post by: TerryDactyl on November 06, 2011, 02:31:15 pm
Elf! Sissy! You don't need to bring an axe on embark! Take your cart apart and BUILD an axe! For that matter, you don't need to bring anything at all except for some dogs and picks.
Title: Re: exploit list plz
Post by: Drawde on November 06, 2011, 03:51:25 pm
-Walls + Drawbridge (keeps out 99% of enemies that you can just plink away at with bolts until they leave)
I don't see how something in the game being used the same way the things work in real life is an exploit.
Title: Re: exploit list plz
Post by: Mickey Blue on November 06, 2011, 04:14:59 pm
If in real life having a wall and a drawbridge made you impervious from all attack nobody with a castle would ever have been invaded.  The fact that there is simply no way to break through the drawbridge/walls, climb over them, dig under them, or anything else is what makes them quite a bit not like in real life.

They aren't an exploit, in fact I specifically said that if you go back and re-read my post, but they do unbalance the game to the point (IMO) they make it far too easy.  Its not so much nobody should use them, just if you want a challenge you may not want to.  But to each their own.

Let's see... I don't consider danger rooms an exploit. Without extremely close monitoring my dwarves never seem to get too high in skills in the military, and the danger of executing even unarmed enemies makes it too much.

They are an exploit because they perform an action not intended (giving you absurdly high training without cause).  Whether or not they are a necessary exploit due to other malfunctioning mechanics is for each person to decide on their own but they are still without question an exploit.

Its sort of like using wooden axes to cut down trees.  Its clearly an exploit as they are not intended to function in that way however at the same time the lack of stone weapons to cut down trees (which certainly existed in real life) may make them reasonable to use for some (basically using wooden hatchets in place of stone ones that don't exist but should).  That said, its an exploit.
Title: Re: exploit list plz
Post by: King Mir on November 06, 2011, 06:31:55 pm
No one's mentioned magma pistons yet.

Or floored over sun rooms.
Title: Re: exploit list plz
Post by: TerryDactyl on November 06, 2011, 07:03:02 pm
Come to think of it, the simple Archimedean screw pump featured in this game expels water with pressure roughly equivalent to that of a fire-hose. Given an ample supply and a suitably enclosed space, a single pump operator could theoretically hold off entire armies nigh indefinitely.
Title: Re: exploit list plz
Post by: nerdyboy321123 on November 06, 2011, 07:28:29 pm
Come to think of it, the simple Archimedean screw pump featured in this game expels water with pressure roughly equivalent to that of a fire-hose. Given an ample supply and a suitably enclosed space, a single pump operator could theoretically hold off entire armies nigh indefinitely.
nerdyboy cancels lurk forums: Taken by mood
Title: Re: exploit list plz
Post by: Sutremaine on November 06, 2011, 08:23:40 pm
For that matter, you don't need to bring anything at all except for some dogs and picks.
I like to take some dogs for breeding and replace the ones I'd slaughter with turkeys. I think they come out slightly less cost-effective when food yield is taken into account, but 48 points spent on turkeys will get you more leather (and totems, if you like) than 48 points spent on dogs. I can always use the leather early on, especially for waterskins (you know that time in the spring where everyone rushes for the barrels and stands there chugging for what seems like forever? Gone). The only problem is that you need to bring some tanning skill for processing to not take forever, though I think it's worth it for the cheap leather and all the other goodies inside a full-grown turkey.
Title: Re: exploit list plz
Post by: jasonwill2 on November 07, 2011, 08:25:50 am
guys i made a custom world with a lot of deserts and no layer of lava in the map, and put my embark points to the max allowed for custom worlds, is that cheating? though given the vast majority of land has aquifers, and in many places I put the savagery up, and in most places other than one area near a civ there is a very little overlapping of shallow metal and fresh water.

really, only two main areas are ok for civs, and most of that land is taken up but the max embark points... lol
Title: Re: exploit list plz
Post by: i2amroy on November 07, 2011, 10:30:07 am
Elf! Sissy! You don't need to bring an axe on embark! Take your cart apart and BUILD an axe! For that matter, you don't need to bring anything at all except for some dogs and picks.
You bring dogs? And picks!? What madness is this!? I embark with nothing at all and no skills on my dwarves! They then have to disassemble the wagon in order to make training axes to cut trees and construct things, all of the while hunting and fishing for the very food required to live until the first caravan shows up with a pick! And to make it extra challenging sometimes, I embark in places that only have murky pools for water! It takes a real dwarf to stand up to having 4 of my 7 starting dwarves die of dehydration while I am waiting for the merchants to finish unloading their barrels of booze! THIS... IS... DWARF FORTRESSSSSSSSSS!!!!!
Title: Re: exploit list plz
Post by: ZeroSumHappiness on November 07, 2011, 10:46:37 am
is that cheating?
It's only cheating if you're not having fun.  (It's still slightly cheaty if you have fun but no ‼fun‼.)
Title: Re: exploit list plz
Post by: Mickey Blue on November 07, 2011, 12:26:56 pm
Really when it comes down to it there is no 'cheating' in this game, just difficulty settings.  Think of using danger rooms, walling yourself in, using hundreds of traps, finding the most beneficial embark, starting with above normal embark points, etc, etc, etc, as playing on 'easy mode'.  Think of not using danger rooms, not using traps, not using walls, not using magma, finding the most horrific and difficult embark possible, using zero embark points, etc, etc, etc, as playing on 'hard mode'.  Other combinations are in the middle.

You shouldn't really look at these various things you can do (be they out and out exploits or just gameplay options that reduce the difficulty) to be things that are cheating, just things that can make the game easier on you.  If that makes it more fun then go for it, if it makes it less fun then I wouldn't do it. 

For example I find the idea of stealing from the merchants to be boring, it just gives me tons of stuff for no effort and (in most cases) no punishment.  Other people may enjoy having a ton of free stuff without having to work for it because it drives the game faster.  Still other people may enjoy concocting elaborate traps to steal from the merchants and that makes it fun for them.  So in that example stealing or not stealing from the merchants is not 'cheating', but depending on your playstyle it may increase or decrease the fun, so just make the call appropriately.

Simple as that really.
Title: Re: exploit list plz
Post by: Indricotherium on November 07, 2011, 03:58:20 pm
There are as many ways to play the game as there are socks on a battlefield.

Sigged. :)
Title: Re: exploit list plz
Post by: TerryDactyl on November 11, 2011, 08:39:30 pm
Nobody, not one of you mentioned the mother of all exploits:

Spoiler (click to show/hide)

100% guaranteed to get you out of a sticky situation. Forts tend to suffer a great deal of entropic damage whilst employing this technique, so use sparingly...
Title: Re: exploit list plz
Post by: thistleknot on November 11, 2011, 09:25:58 pm
That's not an exploit, that's save scumming.
Title: Re: exploit list plz
Post by: Urist Imiknorris on November 11, 2011, 09:34:38 pm
Which is...
Title: Re: exploit list plz
Post by: jaxler on November 11, 2011, 10:05:50 pm
i do it but once in a wile but thats if my crazy fay guy goes and kills a lever and drops 20% of my pop down a hole
Title: Re: exploit list plz
Post by: Iton Ibrukrithzam on November 12, 2011, 12:53:34 am
i do it but once in a wile but thats if my crazy fay guy goes and kills a lever and drops 20% of my pop down a hole
I usually carve all my workshops into niches in the walls so I can just seal a dwarf in if I can't get him his materials.

But, more importantly, your base has levers that, when switched, drop 20% of your population down a hole?  Is your meeting hall set to cave in?   That's...kind of wonderful, actually.
Title: Re: exploit list plz
Post by: jaxler on November 12, 2011, 01:09:33 am
i do it but once in a wile but thats if my crazy fay guy goes and kills a lever and drops 20% of my pop down a hole
I usually carve all my workshops into niches in the walls so I can just seal a dwarf in if I can't get him his materials.

But, more importantly, your base has levers that, when switched, drop 20% of your population down a hole?  Is your meeting hall set to cave in?   That's...kind of wonderful, actually.

no i killed 30+ goblins and they were walking on the mile lone fall trap.
Title: Re: exploit list plz
Post by: Aachen on November 12, 2011, 01:58:39 am
All strategy is exploitation. Don't have any truck with it!
Title: Re: exploit list plz
Post by: Nameless Archon on November 13, 2011, 02:28:02 am
Easy way to danger room with out being too exploity is simply to only put a low number of spears (such as 1) in each trap, and stop danger rooming them once they get the desired skill. I stop once every dwarf in a squad is at skill 1, because I'm just trying to avoid the unpleasant thought of being drafted with no skill.
Title: Re: exploit list plz
Post by: ancistrus on November 13, 2011, 11:38:09 am
I see absolutely nothing wrong or exploit-y about cooking booze. It is possible to survive solely on ethanol, as it has plenty of calories. The problem would be deficiency in proteins, vitamins etc. But we can assume that dwarven body can get by without them.
Title: Re: exploit list plz
Post by: jaxler on November 13, 2011, 05:04:44 pm
I see absolutely nothing wrong or exploit-y about cooking booze. It is possible to survive solely on ethanol, as it has plenty of calories. The problem would be deficiency in proteins, vitamins etc. But we can assume that dwarven body can get by without them.

the dwarfs skin eats nutrients when it sleeps. the skin cells in a dwarf take protiens and vitamins straight from the rock and then cobine the raw elements to from the building blocks of life
Title: Re: exploit list plz
Post by: ancistrus on November 13, 2011, 07:50:10 pm
I see absolutely nothing wrong or exploit-y about cooking booze. It is possible to survive solely on ethanol, as it has plenty of calories. The problem would be deficiency in proteins, vitamins etc. But we can assume that dwarven body can get by without them.

the dwarfs skin eats nutrients when it sleeps. the skin cells in a dwarf take protiens and vitamins straight from the rock and then cobine the raw elements to from the building blocks of life

I would go even further. Based on all the things they can do, I think we can safely assume that dwarves are capable of performing nuclear fussion and fission in their bodies, then combine any elements they gain into any nutrient necessary. And somehow they need ethanol for that.
Title: Re: exploit list plz
Post by: jaxler on November 13, 2011, 11:12:39 pm
I see absolutely nothing wrong or exploit-y about cooking booze. It is possible to survive solely on ethanol, as it has plenty of calories. The problem would be deficiency in proteins, vitamins etc. But we can assume that dwarven body can get by without them.

the dwarfs skin eats nutrients when it sleeps. the skin cells in a dwarf take protiens and vitamins straight from the rock and then cobine the raw elements to from the building blocks of life

 

I would go even further. Based on all the things they can do, I think we can safely assume that dwarves are capable of performing nuclear fussion and fission in their bodies, then combine any elements they gain into any nutrient necessary. And somehow they need ethanol for that.
bear is broken into 2 thing water and a flamable fuel used to power the machines that cools the reactor that combines the elements. the water is used as a cooling device.

but how does the nucler reaction happen. i think has something to do with the beard.
Title: Re: exploit list plz
Post by: Reudh on November 14, 2011, 04:35:57 am
Syrupleaf stated that each of THEM (the Spawn of Holistic) contained a lump of semi-cooled obsidian in their chests that gave them their strength. Perhaps dwarves contain the same and the cooling gives off energy which powers the fission/fusion... Old age is when the obsidian has nearly cooled, and death occurs when no energy is released by the cooled obsidian.

Yeah, i'm pushing the laws of physics, but doesn't DF?
Title: Re: exploit list plz
Post by: Drago55577 on November 14, 2011, 09:33:09 am
I see absolutely nothing wrong or exploit-y about cooking booze. It is possible to survive solely on ethanol, as it has plenty of calories. The problem would be deficiency in proteins, vitamins etc. But we can assume that dwarven body can get by without them.

The DF world evolved without any of those, they have beardories, beardiens and beardamins and dwarves are just a beard warmer for the beards wearing the dwarves.


I felt like it
Title: Re: exploit list plz
Post by: Sutremaine on November 14, 2011, 11:05:36 am
dwarves are just a beard warmer for the beards wearing the dwarves.
What about the dwarves that don't have beards?
Title: Re: exploit list plz
Post by: Drago55577 on November 14, 2011, 11:08:52 am
those are deformed elves, deformed by ma....necro!maybe
Title: Re: exploit list plz
Post by: jaxler on November 14, 2011, 04:13:47 pm
ok so now we know the working of a dwarf
Title: Re: exploit list plz
Post by: ancistrus on November 14, 2011, 07:08:02 pm
dwarves are just a beard warmer for the beards wearing the dwarves.
What about the dwarves that don't have beards?
Never seen an empty shell on a beach?
Title: Re: exploit list plz
Post by: jasonwill2 on November 14, 2011, 07:52:49 pm
i once tried to hack the raws so that there was a civ of dragons. i forgot to allow open doors and they only ever had one fort they couldnt leave!
Title: Re: exploit list plz
Post by: Aachen on November 14, 2011, 09:02:26 pm
That's the problem with training axes! They lack [PENETRATES_RAW]
Title: Re: exploit list plz
Post by: fluffhead on November 18, 2011, 04:18:38 pm
I didn't read through all 6 pages, so i'm not sure if its been listed.

Magma not having pressure.
Diagional passeges not allowing miasma to flow through
diagional passeges depressurizing water
enemies can't destroy objects from underneath them.
Bridges raised can't be destroyed by building destroyers
built walls can't be destroyed by building destroyers