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Topics - telamon

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1
What are the best weapons for dwarves to use?

There are several types of weapon that inflict overlapping damage types (mace and warhammer for example). I don't want to waste my time producing a weapon where another weapon is conclusively superior to it. I know there's been a lot of !!SCIENCE!! on weapons in the past (after all, they are one of the dwarfiest topics of study available to dwarves) but I've never seen the results aggregated in one place.

From what I understand, there are 3 basic types of attacks: blunt attacks (whacking stuff with a hammer/mace, or the pommel/length of a sword/axe/spear), slashing attacks (axe or sword blade) and stabbing/penetrating attacks (spear, sword jab). What weapon is best in each of these departments? Also, how would the rankings change if I add in weapons that dwarves can't manufacture? I'm planning to add in all the weapons that dwarves can wield but can't manufacture to their entity entry - flail, large dagger, morningstar, whip/scourge, scimitar and longsword. (from what I've heard, large daggers would be the most powerful penetrating weapon by far, and scourge/whip would be incredibly powerful as well in their default state)

2
DF Gameplay Questions / Animals wandering off the pasture
« on: March 08, 2012, 06:42:27 pm »
Pastures are strange.

I've had maybe 12 animals assigned to a really big pasture for a while now (they're varying sizes. some of them are pretty big animals so they need space) and so far they've never left the pasture. But suddenly today, out of nowhere, the animals all just sauntered into my dining room. I checked the pasture; they were still assigned to it but the green equals sign on the right (indicating that they were pastured) was no longer present. What happened here? What can cause animals to randomly depart from a pasture? Is this just a bug?

3
DF Dwarf Mode Discussion / Best animals to farm
« on: March 04, 2012, 11:32:02 pm »
After embarking with a leatherworker on my current fortress, it got me thinking about the meat and animals industry in DF. Leather is great early game because you can make armor with it (which you cannot do with pig tail cloth) but it suffers from being relatively difficult to obtain, because few fortresses will have the point count to embark with a wide selection of animals. You can only embark with so much leather and so many animals, and an animal only provides one tanned hide (I recently killed a pangolin that was harassing my dwarves and I didn't even get a hide because the stupid thing has scales >_>) As a result you often don't have many critters lying around to butcher for their skins, unless you get a random capuchin attack like I did a few days ago that generates a whole ton of free hide to consume. Plant fiber cloths cannot be used to make armor but pig tails are very easy to obtain and convert into cloth; leather is time consuming to haul and produce (since butchery generates so much stuff that your dwarves have to haul) and can create rot/miasma if left alone for too long. This got me thinking about how to create a thriving animal industry in a young (less than 5 years old) fortress.

With this in mind, what do you consider the best animal to farm for butchery purposes? Take into account:
- how much return the animal provides when butchered as a baby and as an adult (some young animals are big enough that they're still worth killing before reaching adulthood)
- how quickly the animal breeds (how many kids does it produce? ideally we want more of them to come out than we started with, so we can butcher some and keep extras to grow later)
- how long it takes to reach adulthood/mature fully if its baby form is unprofitable (most animals are not big enough to be worth killing as infants because they don't produce enough return for the trouble, so how long do you have to wait before it's worth it?)
- the pasturing space the animal takes up, if any (which puts them at risk of attack since they're outside and generally makes them more difficult to maintain)
- the value of its products (ie how much meat, bones, etc does it produce and how much is each unit worth? the more the merrier)
- any side uses the animal has if you don't need it to be butchered right away such as eggs (smaller poultry animals can produce eggs in their spare time, for example, and any trainable animal can be used as a weapon until you need its meat)
- how easily the animal can be obtained (crocodiles, for example, are quite challenging to get a hold of, where as dogs are a dime a dozen)
I'm personally leaning towards turkeys as the all-around best animal, or blue peafowls if available. They mature fast and produce a reasonable amount of eggs, while also providing meat and skin.

And on a similar note, what do you consider the best animal to retain for egg production - ie if you were never going to slaughter this animal ever and you were going to use it solely to produce eggs, and breed more of its kind to produce even more eggs, what would you choose? side note: does the size of the egg matter at all? It doesn't nourish dwarves more, does it? so the only thing that would matter in this case is how many eggs the animal produces.

4
So I've got some beehives sitting around outside waiting to be harvested. They all contain royal jelly and honeycomb already, and have been filled for several months (at least 6 or 7). I've marked two to save up for splitting (ie don't gather the goods yet), and the other six should be gathered. But my beekeeper is not doing anything.

I've assigned only one beekeeper to avoid any issues of multiple beekeepers (as i read on the wiki). But the lazy dwarf still isn't doing anything. All the goods remain inside the hive, marked with a B symbol in dark blue (same as the hive of bees itself). What's going on, what am I doing wrong and are there any suggestions to fix it?


5
quick question since I just discovered Isoworld (what have I been doing, embarking without use of this tool all these years?!). Is there a quick way to export ALL the detailed maps in legends mode, one after the other repeatedly? There are so many different kinds... not like it takes all day to export most of them (only the standard map takes a while) but I've got four worlds to go through so it'll be a bit inconvenient for me. Any shortcuts or keys I've missed?

6
Since I got back into DF recently, I was roaming the sample starting builds page on the wiki, and I came across some interesting profiles that did not have any starting miner or woodcutter skills. Of course these profiles still had the axe and 2 picks, but they had no dwarven skills to match. I was rather surprised since historically I've always embarked with 2 proficient miners and a proficient woodcutter.

Now that I think about it though, there really are legitimate reasons for not embarking with either of these skills. There's no quality to be had from raw materials (a higher-level woodcutter doesn't produce "better" wood), so there are only a few advantages: one, higher-skill miners and woodcutters will do their jobs faster. faster woodcutting obviously gives more wood which is a really useful material in the early game when mining is slow, but i consider faster mining to be a relatively minor factor since I always embark on a map with some soil layers to practice in. and two, higher-level miners will produce more stone, which is really useful in the early game when you have a shortage of stone for masonry. in addition if you find a high-value vein early on, you can trust that your miners will do a good job mining it out if they already have some skill.

The advantage of not embarking with either of them, though, is that you've unlocked 5 extra skill levels each, on 3 separate dwarves. That's a lot. It gives a lot of room to embark with skills that are harder to train (like gem cutting). I intend to try embarking without mining and woodcutting on my next fort and see what happens. Or maybe what I'll do is embark with only one miner in case of high-value ore, and no woodcutter.

So what do you guys think? Do you think it's worth the benefits to embark with zero woodcutters and zero miners?

7
It's been a while since I edited raws. What changes do I need to make in entity_default to add trade-agreement-forming behavior to other races, in 34.02? Will I have to add a noble position to the race in question to facilitate that behavior? And will I have to edit any raws other than entity? (i doubt it)

8
DF Wiki Discussion / Obtaining a dump of the wiki
« on: February 18, 2012, 01:35:42 am »
I spend a lot of time without internet access, and DF is such a hardcore game that I find myself severely hobbled without access to the glorious wiki to provide me with the raw information I need. I'm almost unable to play DF without either immediate access to the wiki, or printouts of the pages I require. Since I'm getting back into the game right after a new version's release (and I stopped playing around 31.18, so there are a lot of features I have yet to learn), I'm in constant need of the wiki to familiarize myself, so I basically can't play DF offline.

Wikipedia has the facility to dump a massive number of pages, minus talks, users and old revisions, to a reader's hard drive, and the WikiTaxi tool is capable of interpreting those dumps (ie the mediawiki database format) and displaying them in a convenient reader for offline use. This would totally solve my problem, and we can assume that I have enough hard drive space to handle the volume. Is it at all possible to get this dump service for an entire namespace of the DF wiki, or is that too big a task for the admin team to worry about right now?

9
DF Gameplay Questions / Kobold corpse hauling
« on: December 29, 2010, 10:37:18 pm »
I have some weird problems with a recent double ambush during an elven caravan. The two elven spearmen alone weren't enough to kill the two ambushes, but I usually augment my military with judicious gifts of non-flowing magma from armok (dfliquids, thanks to peterix) and I killed like 20 kobolds. The problem is their corpses.
I have a BIG refuse stockpile on the surface. I have haul refuse from outside turned ON, save corpses turned ON. There are even a bunch of jobs in the job list saying Store Item in Stockpile -> Refuse Stockpile #9. If I view the job, it says "Blag's corpse" as the item in question. This pile has corpses and body parts on (due to their being incinerated by magma, the corpses are all intact anyway), all other refuse items (horn, shell, bone, skull, etc) off. But nobody takes any of those jobs! I have 7 or 8 idling dwarves with refuse hauling on, but nobody wants to drag around the (reclaimed, not forbidden) kobold corpses! What exactly is going on?

10
DF Modding / [40d] Using Tweak to make magma pipes
« on: April 27, 2010, 06:11:38 pm »
I've heard that Tweak's foreach module can make magma pipes but they won't actually flow or replenish. What's been tried to make them go? Do the flowbit hacks in dfHack work?

11
DF Gameplay Questions / Dwarves keep dropping tools [40d]
« on: April 09, 2010, 08:38:18 pm »
My miners and woodcutters keep dropping their weapons sporadically, storing them in bins and having to go pick them up again. I have some other weapons that they "could" use but I've forbidden them to force them to use the steel stuff I made for them, so why do they keep dropping stuff and wasting time?

12
DF Gameplay Questions / [40d] starving to sleep
« on: April 08, 2010, 08:11:11 pm »
Dwarves that have been sleeping have been sleeping for an extraordinary time. So much so that some of them are getting thirsty and starving in bed. This is extremely disturbing. How exactly do i get them to wake up?
(some tags I applied to dwarves in the raws: [BENIGN][EXTRAVISION][GRASSTRAMPLE:0][NOBREATHE][NOBLEED][NOEXERT][NOFEAR][NONAUSEA][NOPAIN][NOSMELLYROT][NOSTUCKINS][NOSTUN])
EDIT: I forced them all to wake by recompiling the raws with [NO_SLEEP]. But I really don't want to encounter this again. What tag might have been responsible?

13
DF Gameplay Questions / Cycling site finder
« on: March 29, 2010, 08:08:15 pm »
If there are multiple suitable sites for a set of criteria after using the site finder, is there any way to cycle between them to compare them to one another?

14
DF Bug Reports / 40d - repeated game crash
« on: March 29, 2010, 05:25:57 pm »
Save: http://dffd.wimbli.com/file.php?id=1950
Whenever I open this save, moments after opening, it will crash. When I first encountered the crash (on my windows 98 comp, with 55 fpm (M, not S)), I saved prohibitively to get closer and closer to the problem. If you load this save you'll find that, within dwarf-steps of loading (even on my xp comp, running about 15-20 fps) the game will crash. Anybody else getting this with the savefile or is it sporadic? (If somehow you get past this, pls submit the save back so I can see if it still works beyond there.)
WARNING: This save won't crash with a sudden closure of DF, nor will the OS intervene and inform you that "the program is no longer responding; want to send an error report?". DF will simply steal all your system resources and your comp will drag to a halt. Therefore, a process manager like Windows Task Manager or Process Explorer should probably be open before you load the save, ready to end the DF process and prevent catastrophe.
I've certainly made some illicit moves with this save, including raw hacks and tile edits, but I've done it all previously in other saves and nothing of this magnitude has occurred before. If anybody wants a more specific list of edits, I can provide them.

EDIT: Reverting to standard raws seemed to solve the prob, moments after the game locked up under modified raws, I got a human caravan in standard. However, this suggests that the problem was with my entity raw, which apparently is not affected until a new world is generated. (I made some modifications to all the entities to give them liaisons and such.) It might also have something to do with my severely modified trade_capacity tags, which were all somewhere in the high hundreds of thousands. (That would force the game to generate tons of stuff for the trade animals to carry, I'd wager.) I'm going to keep testing, suggestions?

SECOND EDIT: Yup, 2 million trade capacity has a bad tendency to crash the game. Reverting to more reasonable tags in the creature raws averted crash. Problem solved.

15
DF Gameplay Questions / Muddy pool destruction
« on: March 26, 2010, 07:56:39 pm »
I need to place constructions on top of a space occupied by muddy pools. I tried to use tweak to turn the space below the pool into soil walls, and the space above into soil floors, but it still marks it as "no access". What modifications need to follow to clear off the muddy pools? Must I build floors over the whole thing and block off all my walls?

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