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Messages - rhavviepoodle

Pages: [1] 2 3 ... 11
1
DF Gameplay Questions / Re: Clutter
« on: January 27, 2023, 09:11:02 am »
Depending on how much you like to automate your fort, you will want more stockpiles. I like to have a rock stockpile, at least one wood stockpile, a cloth stockpile, and a designated furniture stockpile. Furniture shouldn't be too far from the (jeweler/mason/carpenter) workshops. The nice thing is that as soon as you have a stockpile for one or two specific items, any general stockpiles you have no longer need to accept that item, so they should be less cluttered. In practice, start with a general stockpile and begin specializing them out as you build your infrastructure.

You can also use stockpiles to customize some of the agricultural jobs. For example, create a stockpile for empty pots, a stockpile for pig tails, a still, and a farmer's workshop. Link the two workshops to the stockpiles as necessary, and create a work order for each one (disable general work orders). You can set the still to brew 8 plants once you have 12 pig tails, and the farmer's workshop to process 4 plants (or whatever ratio you wanted). Since you can't designate material for these jobs like you can with the mason workshop, I find this to help some. Admittedly it means a bit more micro, but it's invaluable if you're on an embark without above ground crops (such as a glacier) and want to maximize the return from the crops that you do have. A good compromise would be "this is my mill stockpile, this is my brew stockpile, this is my process to thread stockpile." Although if you do give this a shot, rename your stockpiles and workshops.

2
Not in v50+, the raws are no longer copied into the save folder. Instead, the mods used to create the world -- including the vanilla files -- are loaded for each save.

Yikes, idk how I feel about that. Why though??

3
DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: January 25, 2023, 09:48:20 am »
Those are both really good ideas, huh. The thing is no matter how sophisticated your fort is, there's always more to think ahead. Guess I'll read up on obsidian and its relevant mechanics. Thanks for the suggestions.

4
Aha, got it.

The Urist's levers the library page mentions seems to encourage dwarves to do librarian tasks. Since libraries and guildhalls are both locations, I thought you might be doing the same thing here.

That said, do they still socialize while locked in their guildhall like this? Perhaps using the levers would encourage them to start lectures instead of socializing. You could try setting one of those levers on repeat and seeing if it goes up any quicker.

If I had to guess, socializing is a lower priority than lever pulling, and being in a location when that task is finished prompts a location-related activity. In practice, the Urist's lever would 'reset' their activity, essentially railroading them into being productive. I'll try it myself at some point, once I'm done adventuring.

5
DF General Discussion / Re: Some questions about density and weapons
« on: January 24, 2023, 02:52:41 pm »
I feel obligated to mention the wiki's material science page. Idk whether it's still up to date, but I assume a good chunk of this still applies.

Tl;dr: weapon quality does matter (it gives a multiplier on accuracy), but weapon density has heavily diminishing returns. If I had to guess why:

Quote
Since momentum = velocity * mass, and lighter items can be swung faster, attack momentum is largely independent from weapon weight.

The momenta tables on this page also indicate this. I believe it is because the density itself is a small proportion added to a separate value:

Quote
M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )

In other words, most of an attack's momentum comes from attack multipliers (like the x2 battle axes get), race size, and strength. Meaning that barring extreme circumstances or extremely small individuals, momentum increase from density is small.

It's worth noting that for a blunt attack to not be deflected, a weapon's material must have sufficient impact yield. However, since war hammers and maces have small contact area, this shouldn't be a problem. A platinum war hammer or mace should have almost three times the necessary impact yield to bypass this check against copper armor.

The matsci page is pretty dense but very informative, I'd recommend it.

Edit: Forgot to mention that I still appreciate making blunt weapons out of electrum, rose gold, or platinum, if only for cool points. If you wanted a good balance of impact yield and density, then my recommendation would be steel (very high impact yield) or bronze (for a solid mixture of density and IY).

6
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 24, 2023, 11:35:37 am »
Done with the power training portion of the adventures of Aye Typhoonroot the White Suitor and Renuna Leafytress the Umber Leap, onto the monster hunting portion.

There was a cave with three giants, two being the children of the mother giant. So Renuna used a steel bolt to mortally wound the mother giant while stealthed, then snuck up on one of her children (who happened to be in the same room). During Renuna's approach, the giant waxes poetic about death but just as I think the jig is up.... the giant continues staring at the wall. So we stab this giant in the foot and spill their guts with the same bolt. The usual.

Aye happens to be a bit of a storyteller, so thinking it'd make for a better story, I end up using the mother giantess's skull to beat her last child to death. At this point I'm trying to accrue more kills with that skull just for the giggles. Up to 3 for now. Even better, Legends keeps track of how many kills that skull has accrued. What a great game  :D

7
DF General Discussion / Re: Weird Villain Behavior in Worldgen
« on: January 24, 2023, 11:25:03 am »
I'm kind of assuming that the Axstut -> Axslut thing was intentional, but the "wrestling competition" got a really good chuckle out of me. It's all kind of in character and cohesive in a weird way. Normally DF isn't that raunchy, so this tickles my inner 14yo in a good way. DF continues not to disappoint.

As for the behavior in question, I can't quite tell if it's the bad kind of bad or the good kind of bad. It's definitely silly, which I think I'm ok with. If we're looking for realism, though, then yeah it's clearly an idiot plot. But... despite all the realism in DF, there's definitely quite a few empty heads. In my .47 adventure, there were three giants in a cave. So I battle the first one while stealthed, sneak up behind the 2nd (same room, facing the wall), who says death, something something... implying they could see the first dead giant (their mother, in this case), but somehow weren't aware that a battle had happened with a hostile.

8
Not that I have any issue with using mods but seeing that my fortress is already 11 years old it's too late as the mods need to be added before world generation as far as I know.

You should be able to tweak things post-worldgen if you edit the raws in that world's save folder. Tl;dr base game raws generate world-specific raws during worldgen. You can tweak either and/or both to mod stuff in your game. One works for specific forts you want to change right now, the other works for making all future worlds DF generates more suited to your tastes.

In this case I would recommend adding the [TRAINABLE_WAR] tag to one of the large, dangerous animals you happen to have a lot of (I'm guessing you could find elves with tamed Giant Jaguars or the like, although those should already be trainable as war animals). Creature raws may be located in different files of your world folder, but you should can ctrl-f to sort through them fairly efficiently. Something like region1 > saves > data > objects > raws > one of the creatures files. Don't quote me on this, but I believe the giant versions of animals are actually a template applied to the base version, so you would want to add the token to regular turtles or w/e, in order to have giant war turtles.

9
DF Adventure Mode Discussion / Re: Hunting some bandits!
« on: January 24, 2023, 09:27:13 am »
Ran across a camp yesterday with a single elf. Assumed he was a fugitive werebeast, but he was quite friendly. After checking legends viewer, I found he had been framed for treason and exiled from his civilization. Quite glad that I [didn't] kill him!

the boss though might require giving them a noble status to entice out of doing this kind of work or convince them to let you join them for entertainment then make a musical troupe.

I actually did try to recruit him, but since he was the leader of his camp it didn't work. Didn't think to ask him to join me as a performer, but there are a few cyclopes left in that region so I may I'll revisit at some point.

10
I will have to give an evil biome a shot at some point. While I love glumprongs (yay purple!) and sliver barb (yay hot topic black clothes!), it felt like every single evil embark had husking clouds or was reanimating. Ultimately it just wasn't worth it. Honestly, this sounds like something I would enjoy, shrug.

11
DF Dwarf Mode Discussion / Re: Stuck new invaders (minor spoiler)
« on: January 23, 2023, 02:18:21 pm »
Honestly with invaders turned on, I really dislike the caverns. It got to the point where I simply shut closed its access bridge, walled it off, and let the FBs and animal people have it out. Entertainingly enough, the FB all ended up losing, except for those who were literally blocked in place by excessive trees.

There was one spear-toting cave birdman whose skill hit legendary at some point. Those kinds of visitors really tickle my fancy.

12
This is really useful, thanks for the tip. Are those Urist's levers in that first picture? Can you confirm whether they make a difference? The wiki mentions them being useful for libraries, but it makes sense that it'd work with other locations, too.

13
DF Dwarf Mode Discussion / Re: tree growth could use a nerf
« on: January 23, 2023, 12:32:07 pm »
It should be a limit on trees D: In narrow caverns, with just one or two years you cannot move anymore there xD

My last fort, I had two forgotten beasts who were straight up stuck because the part of the cavern they entered through was simply closed off. I nicknamed them Mr. Stuck and Ms. Stuck. Unlike pretty much every other FB, they were spared from the bloodthirsty bat people.

14
DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: January 23, 2023, 12:25:48 pm »
So on my first real 50.05 fort, I dug out a magma reservoir above the magma sea, as well as a smaller, attached reservoir for mass pitting enemies I want to get rid of. The problem is that some visitors come with items that you want or that won't melt in magma (world-gren artifacts). So I figure this particular reservoir should be built with the ability to be drained. To that end, I know that the magma sea will refill if you pump magma out of it, but will it absorb magma forever, as well? Other options for draining would be building the reservoir above one of the caverns and using that as a drain (bonus points because subterranean animal people are jerks and I dislike them) and simply digging out/building fortifications leading to the edge of the map. Y'all got a hot take on this? Thanks for your time, I appreciate it.

15
Now that you can start adventure mode with a party of adventurers, this makes training your whole party a little bit easier. Find a bridge or brook, do a lap with adventurer A, park him in the water, switch to adventurer B, do a lap, park in water. Rinse and repeat. Save often and try not to drown.

It helps the two characters' skills raise more or less evenly, and an equal amount of laps should raise endurance and toughness evenly between them, too.

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