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Topics - Grendus

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1
DF Gameplay Questions / Wooden trap components worth anything?
« on: June 13, 2010, 09:53:50 pm »
I embarked in a zone with an aquifer, partially because I like having an infinite source of water and couldn't find a good spot with a brook but mostly because it seems like 80% of the worlds I generate are covered in the damn things. In order to pierce it, I used 12 pumps to dig a 3 tile wide staircase and a perpetual motion machine (they still work!) to power it. Now I have 12 enormous wooden corkscrews leftover.

Is it worth even putting them in a weapon trap? I know that the combat physics rewrite made material the dominant force on the battlefield. Is it even possible for a wooden corkscrew to pierce the iron armor goblins wear?

2
DF Gameplay Questions / Desalinization question
« on: June 10, 2010, 09:21:18 am »
So I found a very nice embark zone, only a single aquifer layer (there are almost no non-aquifer places now, it's weird), limestone, a few nice layers underneath with other metals and gems. The only downside is that it's right next to the ocean, so all the water is salty. I embarked with plenty of booze and plan to desalinate some water, but I have a question.

Building a well will take forever if I have to build floor tiles, but bridges are cheap. Does anyone know if bridges and paved roads keep water from becoming salty like floor tiles do?

3
DF Gameplay Questions / How do you pierce aquifers?
« on: June 06, 2010, 05:25:21 pm »
In the most recent version, DF 0.31.05, I've tried three methods so far. Pumping was the closest to effective, though it was also the hardest - 12 pumps, 30 tiles of axel, 8 mechanisms, dozens of cancellation messages, and I think the reason I failed was because I didn't realize aquifers now put water diagonally (at least, that seems most likely... I got through the aquifer but when I started digging deeper it flooded). I tried the ice method, but due to a bug ice walls leave "open space" above them and you can't dig stairs into ice walls, making it useless. I then tried a cave in, which aside from sucking my farmer off the edge and killing him created 25 "black sand" tiles instead of the "Loamy sand" tiles I dropped, all of which were aquifers.

So how the heck am I supposed to get through aquifers in DF 2010? 75% or so of all the worlds I generate are covered in them, so far it's looking like the only ways to get through them are to embark on volcanos or remove the aquifer tags from the raws. Is there any method that's currently doable?

4
Just curious. Cave Spider Silk costs 1/2 as much as Pig Tail fabric, which makes me curious as to why the default embark brings pig tail cloth for bandages instead of the much cheaper silk. Can both types of cloth be used to for bandages and sutures?

5
DF Suggestions / Showing the raws in the game
« on: February 18, 2010, 11:15:28 am »
Two suggestions here really.

The first is that there should be some option in the game to view the raws associated with any object. So if you see, say, a skeletal vulture and want to know things such as it's size, you could do so without having to minimize the game. Granted, as the raws get more complicated this will become less useful, but for veteran players or players studying what tags do this could be very useful.

The second is to allow the players to input comments or descriptions in the raws (maybe surrounded by [DESCRIP][/DESCRIP] tags) that come up under their own tab when view in game. These could be anything from flowery descriptions to warnings ("This is a Spirit of Fire. Run away little girl.") and would allow modders to create a semi-tutorial or add depth to their creatures without having to make the player access material outside the game to keep track of it.

6
DF Gameplay Questions / Will enemies fight fire imps?
« on: December 11, 2009, 12:32:28 pm »
I caught a few elves in my cage traps. If I stripped them and pitted them into the room on the top of the magma pipe, would they fight the imps when they came out?

Kind of a win/win situation. Either the elves get rid of the imps, or the imps deal with the elves. Either way, it's a fitting end to the little bastards.

7
Curses / How do you train fighters?
« on: December 07, 2009, 06:16:31 pm »
I started a game with a bunch of gang members. After winning (or nearly winning, I got tired of going out, datenapping a conservative, brainwashing, and releasing over and over) with the flawless winning strategy, I wanted to try a more violent approach. Where's the best place to train them in combat without running the risk of facing stronger opponents?

8
DF Gameplay Questions / Chains vs cages
« on: December 04, 2009, 07:29:48 pm »
If I use chains to imprison my dwarves and the chain they get assigned to doesn't have food within one tile, will dwarves with health care bring them food and water? I know they do that with cages, but I can't guarantee that the booze stockpile stays full... hell, I forget to produce enough booze for my non-criminal dwarves, my dwarves are very familiar with my three wells. I don't want my hammerdwarf to either starve or throw a tantrum, either one could be really bad.

9
DF Bug Reports / 40d16 Marksdwarves freezing on bridge
« on: November 23, 2009, 09:55:37 pm »
In defending a fortress against a siege (Dig Deeper mod with marble deleted), my marksdwarves stopped patrolling across the drawbridges over the entrance when enemies were under it. I suspect that there's a bug in the line of sight and firing code where they're freezing because they can see an enemy (and thus think they can attack), but when they do an attack command they're told "oh hey, there's a drawbridge between you and your target".

10
DF Gameplay Questions / Releasing masters
« on: November 23, 2009, 09:07:57 pm »
So I know that killing local leaders and kings reduces the number sieges you get, but what happens if you capture them in a cage and then release them? Will then run back to their fortress and prevent the sieges from stopping? I want the sieges to continue for the goblinite and for more victims for my dwarf vegas scheme, and I have several local leader weaponmasters in my cages right now.

11
DF Gameplay Questions / Would he notice?
« on: November 22, 2009, 11:44:38 pm »
My mayor just demanded a clear glass window in his dining room. The second I met that demand, he immediately demanded another. Would he notice if I removed his last one and put a new one in there? My map is a mountain next to a desert, and the tower cap farm has zero yield (which is strange, I've very carefully kept all the young tower caps alive by restricting the squares they're in, and they are all alive), so wood is at kind of a premium especially with half the barracks beds filled with wounded soldiers.

12
DF Dwarf Mode Discussion / Little concessions you make
« on: November 18, 2009, 10:59:31 pm »
Any little rules you break? Any little cheats you use that you feel are justified.

Personally, I use Dwarf Manager to turn Health Care on for my child dwarves. All Health Care is right now is hauling food and water, it's not a skilled job and it's infrequent enough I think realistically children would be expected to care for the injured like that (historically they've done that, among other things).

13
DF Suggestions / Less repetitive art
« on: November 15, 2009, 10:53:56 pm »
I checked with search, although there are other suggestions none of them are from 2009 even. No point raising the dead.

As a fortress progresses, it starts to get frustrating seeing a dozen "This relates to the re(re-re-re-re-re-re-re-re-re)election of Urist McExpeditionLeader to mayor of Waytoooldfortress" or "This relates to the foundation of Waytoooldfortress". When a fortress has survived dozens of sieges, battled megabeasts, crafted a page worth of artifacts... there should be more than just a few references to them drowned by the politics and the singular event of founding the damn fortress.

I propose that every time an event is decorated in a zone, it becomes slightly less likely to be engraved. A single variable keeping track of how many times an event has been immortalized would be used to weight a dwarf's decisions about what to engrave. Of course, some events should be more likely to be engraved than others, even if they've been done over and over. Very important events, such as megabeast sieges, battling the clowns that come out of the [REDACTED], killing champions or, even better, kings or local leaders would possibly start as both more likely to be engraved initially and take longer before the weight against them being engraved becomes noticeable.

Engravings should represent the history of your fort. A fortress is more than just founding and elections, most of what makes a fortress a fortress is the battles, crafts, weddings, and other portions of dwarven life. Weighting events based on how many times they've already been drawn would make the drawings more broadly represent the life of your fortress and just plain more interesting to read.

14
DF Suggestions / Military aspirations
« on: November 10, 2009, 11:11:18 am »
There should be a personality trait that governs whether or not a dwarf wants to be in the military. Dwarves who "Admire the soldiers who guard the fortress" might receive no unhappy thought or even a happy thought ("Was honored to serve in the defense of his/her home") from being drafted with no military skills, and might even receive stronger military based happy thoughts in everything from sparring to slaughter. Likewise, dwarves who "Believe warfare is barbaric" would receive stronger unhappy thoughts from being drafted and weaker happy thoughts from training, slaughter, etc or even unhappy thoughts ("Was forced to fight like a dog", "Was horrified to have to take a life", "Was humiliated by having to spar").

15
DF Suggestions / Setting workshops to accept/not accept manager tasks
« on: November 08, 2009, 04:21:12 pm »
If you're like me, when you have magma you probably set up extensive magmaworks. You probably set up at least half a dozen smelters, a few magma forges, and maybe a set of magma glass furnaces and kilns if you're going into glass making. This causes problems with the task manager though, especially when you're trying to, say, create a dozen sets of chain armor for the new recruits while at the same time producing metal crafts for the human caravan next season. The manager will queue up armorsmithing tasks on every forge, and since dwarves always try to do non-repeat tasks before tasks set on repeat, your metalcrafter may sit there waiting for the armorsmith to finish the 9 steel helmets queued ahead of his brass craft order. Even worse is when a forge has certain dwarves forbidden via preferences, so armorsmithing tasks could be queued on a forge that only the metalsmith can use.

I propose that tasks either be assignable to a specific workshop (so you could set the manager to queue up a series of armorsmithing tasks on JUST the armorsmith's forge) or be able to set a workshop to refuse any tasks except ones given directly by the player.

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