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Messages - Nethras

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1
The river intersects with the mountain. It counts as both.

That was my suspicion, every mountain area with a stream running through it has had the full complement of mountain stuff just like normal in my experience.  River would be rarer, but possible as you've found.

Hmm both times I gen'd the world I come with results similar to yours but the accual terrain in that spot is different, same exact place when I gen'd again as the first time.

Game version may affect world gen results, could that be it?

2
DF Gameplay Questions / Re: marksdwarf training
« on: September 17, 2008, 08:42:31 pm »
Access to bolts and archery ranges is unrelated to this problem.

As I don't ever recall my crossbow dwarves sparring when they couldn't shoot at a range (ranges all in use, no bolts, etc), I'd be inclined to agree with that assessment.

The dwarf won't train archery if it can't pick up bolts in its hand, so make sure it's not set up to hold a buckler or otherwise is carrying anything but the crossbow.

Odd, mine have trained with a shield equipped before just fine... they didn't put metal bolts in their quiver though, so if they start on active duty or otherwise decide to grab metal bolts, that could be a problem.  Would explain why dumping the quiver could reset it.

3
DF Gameplay Questions / Re: Peasant Cancels Sleep: Went Insane!
« on: September 17, 2008, 08:34:01 pm »
are you sure he was standing up. People who are laying down get massive bonuses against ranged attacks

Yeah they do, huge speed penalty but hard to hit with ranged attacks.  Or at least, it works that way in adventure mode, and I think all the combat works the same way in both, you just have more control in adventure (and everything probably sees everything in fortress mode in terms of knowing there's a target to attack).

4
As far as I know, no one is sure if quality affects block chance. 

It does, however, affect weapon accuracy, meaning that the artifact pig iron sword may actually be better than the masterwork steel one, despite the latter having a slightly better damage modifier.

Personally, I'd go for the leather one.

Does pig iron have the same damage mod as iron?  I don't recall seeing it on any tables, and since you can't normally make weapons with it (or much of anything else), it may just default to 50%...

5
DF Gameplay Questions / Re: Curses! Foiled by the resolution!
« on: September 17, 2008, 07:37:34 pm »
Yeah, I think X has to be at least 80 or you can have distortion problems, not certain about that though.  Hmm... init file says this about BLACK_SPACE:

If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

Since your settings wouldn't leave space anyway, try turning that off?  That screenshot does look like it has the standard 80 columns to me though, so it's probably that.

6
DF Gameplay Questions / Re: Fire
« on: September 17, 2008, 07:21:30 pm »
Which version did this start in and why are fire imps allowed to be so huge a threat now?

No idea when it happened, but since giant cave spiders are already more dangerous than megabeasts, why not fire imps that can burn down the map?  There should be SOME potential downside of having magma access, and walls/etc stop the fire just fine.

7
DF Gameplay Questions / Re: Tree-humped hand-me-downs...
« on: September 17, 2008, 07:13:03 pm »
I theorise that the Elves are, in fact, the Lumberjack Mafia - ethics is just a facade, a pretext to excuse their actions, confuse outsiders, and sucker the gullible.

Think about it - they sell you wood, won't buy any(or the products thereof) from you, and will kill you if you move in on their turf by harvesting your own.

The one problem with this theory: the mafia usually actually kills you, the elves usually just try, fail miserably, and supply you with useless crap they were wearing.  Amusing mental image though :D

Can you specifically ask for that type of wood? I always need more wood, because i love using clear glass and i seem to never have an elven ambassador.

Trade agreements let you ask for specific types of wood, at least the ones with the humans do - however, I suspect the elvish civilization in question has to have access to said wood in the area of the world they inhabit.  If you aren't getting a trade agreement with them, just buy nothing from them buy their wood and maybe any pets you want, they tend to bring more of what you buy as was stated before.  You MIGHT be able to get them to focus on that type of wood if you were willing to not buy other wood they brought, but then you wouldn't have the wood...  and I think the wood in question is featherwood or something like that, grows in "good" areas right?

8
the shield gives armour and the shield gives block chance
block chance is not increased with material

bear in mind that shields "double" as weapons, and a dwarf will use the shield skill for shield bashing.
material is vastly important for weapons!.

Does quality affect block chance?  If it does, that would almost certainly make the leather artifact better, as full shield blocks tend to be what keeps dwarves alive vs arrows and especially things like dragon fire in my experience.  You can get decent armor from his other equipment, and the damage when he decides to shield bash something isn't likely to be a major factor if you have a lot of dwarves and he's also got a weapon.

9
DF Gameplay Questions / Re: Stacking items? (1 iron bolt * 10)
« on: September 17, 2008, 06:35:49 pm »
Leaving them there forbidden and just hiding them (H) is another option, if they start piling up you may need to chasm/atom smash them to increase your FPS, but leaving them where they end up doesn't usually cause major problems in my experience, and if you set them to hidden it won't bug you to see them lying there :P

10
DF Suggestions / Re: Movable wagon
« on: September 15, 2008, 04:45:10 pm »
Yeah, kobolds tend to hold off more than long enough, and raccoons/macaques get driven away relatively easily, I think.

Yeah, I've found my starting 7 to be able to slaughter macaques that come for my stuff if I draft a couple of them (or all of them just to be sure/minimize the chance one dies).  Even kobolds aren't that bad a threat to them, least not the first ones.  Since depending on trees/other obstructions a 4x3 enclosed area can contain the wagon and a stairs down, it really doesn't take much to seal it off and only move the things you really need till you get more labor either... and the above threats are even more trivial if they have to pass through a chokepoint with wardogs/traps to get to your stuff.

I think it's a great idea as part of caravans and possibly enabled by the same mechanics as some of the advanced hauling techniques suggested, but would be a hack if implemented by itself.

11
DF Suggestions / Re: Friendly megabeasts
« on: September 15, 2008, 04:06:51 pm »
All the races in DF seem likely to follow an intelligent megabeast leader under the right conditions, the different civs already can end up with quite a few members of other species in them, and megabeasts would tend to possess both power and either respect or fear... not all such situations would lead to the megabeast being worshiped I'd guess, but some would.

The more I think about it, the more a bronze colossus sounds very "dwarfy" to me, I can see dwarves following one into battle if they're intelligent (I believe the raws may currently indicate otherwise) or just flat-out building them occasionally in the age of myth as powerful warriors to assist them.  Dwarves + magic + artifact during the age of myth seems perfectly capable of creating a giant walking metal creation once magic is in in some form, would make for some interesting engravings and decorations as well.

12
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: September 15, 2008, 03:52:59 pm »
If a particular suggestion gets removed from the list, will you get your vote back if that was one for which you voted? If so, perhaps it would be useful to have a counter of how many votes you have remaining.

You can change your votes at any time, so yes, you can get the vote back :)

It may not be as obvious as a counter would be, but this version does highlight your name in the lists of supporters, so you can scan through to see if they're still there.  Most of the voting items seem unlikely to disappear outside of being fully complete (the small suggestions) or a major release though, so noticing new DF features you've always wanted may be your best indicator to go vote again.

What if you're not allowed to edit the title of a suggestion, just the description? That would allow people to add in details without changing the nature of the suggestion.

Sounds good to me, other than spelling/grammar corrections a change of the title seems likely to indicate a significant enough change to warrant a vote wipe.  If people were to actually do something as stupid as change a suggestion to "add dwarf porn" or to put that in as a new suggestion, the required number of posts to create a suggestion could be made higher than that to vote, and trouble makers banned.

13
DF Adventure Mode Discussion / Re: Help!!
« on: September 14, 2008, 06:43:47 pm »
Boot from a CD, run real anti-virus scan?  If you have access to a second computer, in the extreme case you could always take out the HD and put in in the other computer as a second drive, and clean/reformat it that way...

14
DF Dwarf Mode Discussion / Re: tileset
« on: September 14, 2008, 05:59:58 pm »
The ASCII graphics are surprisingly descriptive when you get used to them, they get my vote ;)

15
DF Dwarf Mode Discussion / Re: Bookkeeper Precision
« on: September 14, 2008, 05:54:06 pm »
Yeah, I leave it on lowest till I get an immigrant wave, then select a useless dwarf and make them the bookkeeper and set it on highest.  I can find things until then well enough that setting up an office and giving one of seven dwarves another time drain doesn't seem worth it, after that though, it's a source of work :)

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