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Messages - Zac

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1
DF Dwarf Mode Discussion / Re: Question for the armorsmiths
« on: October 03, 2023, 01:31:39 am »
I didn't know about the free decoration. So she just replaced the bar then. It's still good to know about for the next important mood; let the guilds yell until they've started crafting it.

And yes, the aluminum plate at 5 weight vs 16 for a steel one seems pretty interesting. For now it is on my newest militia captain for testing. I did notice him train faster than the rest of his squad, I didn't know it was because of his breastplate. The plan was mainly to test Nunokisir in a few battle on a semi-expendable dwarf before I give it to someone important, see if it can deflect blows or if copper weapon run right throught it. I am hopeful about aluminium as armor-grade material, it's not like I'm asking it to stop an armor-piercing shell after all, the main risk I see is that it is so light that the dwarf wearing it will rush in melee ahead of his squadmates and end up being mulched alone by 15 goblins. That would generate plenty of data on the efficacity of the armor though.

2
DF Dwarf Mode Discussion / Re: Question for the armorsmiths
« on: September 30, 2023, 11:41:53 pm »
Wait...she REPLACE the steel bar with the aluminum bar?   I think the dwarves are getting smarter.  Well, time to set my PCs on fire.

I am afraid the situation is actually much worse. Since it was an armorsmithing mood I was pretty interested in her work so I watched her gather the materials and I checked the content of her workshop while she was working. I saw her take the aluminum bar after she had already gotten the steel bar first. I thought it was simply to add some decoration to her steel artifact and I was pretty happy with it since aluminum is as valuable as you'll get, short of you-know-what.

The point is; I'm confident she grabbed only one bar of aluminum and my bookkeeper agrees with me. I had just bought two bars from the dwarven caravan a few month prior, I saw two bars in my stock when I forbidden them, they were the only two bars of aluminum I had and the second is still in my stockpile.

But I wasn't wrong about her intentions, there is an aluminum decoration on that aluminum breastplate...



If I'm not mistaken she should have needed two bars to make both the breastplate and the decoration, yet she only used one. And she didn't use the steel bar either, it's still in the forge she used to make the artifact.
She did replace a steel bar with an aluminum bar, but not with one of mine. She willed an aluminum bar into existence, she materialised 25k dwarfbucks worth of metalsmithing out of thin air.

I have to admit the last fortress I played before this one was back when DF2014 was just called "the current one" and ravens were murder, so I'm a bit out of the loop when it comes to dwarfy behaviours. Is that something that is known to happen ?

3
DF Dwarf Mode Discussion / Question for the armorsmiths
« on: September 30, 2023, 10:35:50 am »
īton, one of my armorers, just came up with an artifact aluminum segmented breastplate.

First, you made a breastplate and not a single low boot. Good job īton.
Second, that wasn't the plan. I had explicitly forbiden all metal bars except for steel but after īton brought her steel bar to the workshop and was busy gathering other material for the decorations I allowed the other metals again so the rest of the metalcrafters guild would stop yelling at me about all their jobs being canceled. She took the opportunity to pull a fast one and took an aluminum bar (her favourite metal) to replace the steel bar that was already in the workshop and earmarked for her artifact. I didn't even know she could do that. Bad job īton. Good thing her favourite metal wasn't tin, I guess.

Third, and this one is for you, is it any good ? I mean it is good, the thing alone is worth more than all the kits of my main squad combined - and they aren't wearing the cheap stuff. But is it good as an armor ? From what I understand the "segmented" part just means it is extra fancy so the question is essentially does anybody knows how aluminum x3 compares to steel x2 ?

4
I did try several variant of the idea. I'm not sure that talking about "feudalism" is really pertinent tho, it's more about trying to simulate whatever the society of the fortress could looks like.

My take on it was that my dwarves being creatures of law and order would want to make everything remotely important to the fortress life into a form of institution. So for example if my fortress survive mostly on hunting at the start of the game I will think of my 2 or 3 crossbowmen as a "hunter guild", over time I will build them a guild house where they will be housed along with their families complete with their own hall with trophies on dispay. As the rest of the fortress burries itself underground the guild with then grow to include most surface workers, fishers, woodcutters, etc, along with a master bowyer and the beastmasters and in time of war the guild will provide the fortress with an elite squad of crossbow and war beasts. There will also be an internal hierachy inside the guild with the "core profession", in that case hunters, being the most prestigious and the most senior member of said profession being given a title of guildmaster. The point being that I don't start with a hierarchy that I try to enforce on my dwarves, I just try to formalize what they are already doing.


In an other fort, beastmasters could be their own separate guild rather than a secondary job in another guild, when a profession is secondary I tend to make a point of having redundancies just to mark the fact that each guild is its own entity. So for example I woud have one bowyer for the hunters and another one working for the military and if I decide to make a beastmaster guild after the hunters have got their own beastmasters obviously they wont want to get rid of them and obviously the beastmasters guild will be pissed about another guild infringing on their monopoly so I will decide on weird compromise where the hunter guild can train grizzly bears for both war and hunting because they've always been doing that but they can only train polar bears for huntings and war polar bears have to be trained by the beastmaster guild while tigers must be trained by the beastmasters guild no matter what, something like that. That way all the tedium of setting burrow and ownership becomes dealing with the weird and quirky traditions of my fortress in my mind, which makes it much funnier.

5
DF Dwarf Mode Discussion / Re: Goblin only corpse stockpile?
« on: April 08, 2016, 09:03:11 am »
You could replace the magma pit with an atom smasher, that way even if a dwarf get dumped in the corpse stockpile you will have time to build him a tomb before destroying the other remains.

6
I did something similar to what Sanctume explained in one of my fort (exept for ordering the squads, that's a pretty neat idea)

I had every male dwarf required to serve in the militia (I included females to the consription later but only in ranged unit, because when you send all your population to battle, managing mothers and their babies become a real issue) plus the nobles and a dozen hand chosen dwarven knights and rangers serving permanently as royal guards and town guards.

The standard equipement for the militia was iron chainmail, iron helm and leather everywhere else with a steel spear and a wooden shield for the melee units and whatever melee weapon was availlable and a crossbow for the ranged ones. I was a bit worried with that set up at first but didn't had the ressources to give them better gears at that time. Turned out to not be so bad, the metal armor protecting all the vital parts avoided a lot of casualties and the few deaths, injuries and lost limbs made the fights overall funnier.
The spear was mostly for roleplaying reasons since it was the weapon used by every single civilian levy in melee accross the ages, I guess maces or battleaxes would be better. They definitively need a shield however, since they rarely are good enough dodger and will have a relatively poor armour it's hard to keep them alive without.

The training was also in winter for most of them, but only for two month with an old crippled grumpy legendary veteran to oversee their training and initiate sparing.

7
DF Dwarf Mode Discussion / Re: Need tips on organization
« on: March 22, 2016, 08:54:17 am »
Quote
3) When you can/cannot butcher:  This seems to be triggered by your citizens making the kill.  If you set a melee squad to murder wildlife, its butcherable.  If a goblin or a zombie kills it, it is not.

I have seen absolutely no evidence to support this.  All that matters are distance from the corpse to the butcher's shop, size of corpse, and sapience of corpse.

(Dead tame animals are a different issue.  You can never butcher a dead tame animal, pet or otherwise.  You could have slaughtered it while it was still alive, but once it's dead, it's just a useless chunk of smelly matter.)

Regarding the range of the butcher shop, I too never heard about that. But I'm pretty sure I've already seen several time my butchers hauling a forgotten beast for ages from down in the third cavern layer to the butcher shop on the surface. Maybe he was hauling it to the refuse stockpile and then butchered it since the butchers tend to be the ones in charge of the refuse hauling in my forts but I'm quite sure that the U-list said "butchering corpses" when I looked at it to find out why the guy was so slow and so deep in the mines.

8
the only way i've found to have a nurse/jailer that don't let people die of thirst, burrowing them in the hospital/jail with their quarters, food, a well and nothing to do in their life but give water to the prisonners.

While it is important that these people have a pretty clear schedule...if you are actually forced to burrow them to get them to do their job then you probably picked the wrong dwarf (Some jobs like this require a specific set of traits/values or they dont happen efficiently.  Especially the two you mentioned who need to dish out water, its a specific personality you need)

I know, I know. It's just that I usually pick the least useful dwarf in the fortress for that task, burrow him and be done with it forever. I'm not going to review the entire fort just to find the best guy for a menial job that need to be done 2 or 3 time every years. When I set up permanent hospital and jail in my fort I'm usually well above 50 dwarves, it's not like one less hauler is going to make a difference at that point.

The only reason I give any kind of importance to it and set up the job in the first place is because dwarves tend to die a really stupid death without a dedicated nurse/jailer in the fort, but I'm not going as far as to make sure the guy enjoys it. He can be bored to death and hate his life for all I care as long as the prisoners and patients are fed and watered, a few masterwork furniture avoid him becoming completely bonkers and if he snaps anyway it's not like the fort is lacking in useless drunkards sitting around in the tavern all day to replace him.

9
DF Dwarf Mode Discussion / Re: Life after Therapist
« on: March 20, 2016, 03:12:07 pm »
I'm amongst the 20% that just can't play without utilities. Not like I love min-maxing (although, I do sometime) but I love roleplaying in dwarf fortress. Setting up a caste based society without Therapist is just too much hassle and I prefer to waste my time efficiently.

10
Hia all, im quite sure we have left the production line dull, and untouched, prefering things like D̠̥̞̺̻̘̯w̕a̵̲͇͉̝̗̻͙rv̱͟ͅe̗n̠ C̦̫͇̞̟̜h͎̯̥̙̘̤͜i͖̫̙̘̩̻͈l̪͎͓ḍ̤̳̦͙̱͇ ͜D͏̗͈̖̮̘a̤͇y̯̪͖͖͘c̪͕̠a̷̭r͏̤e̯͎̼͎̺̺͠ ̙͔̝̘̜̟͢ͅa̬̰̤̼̤͠ͅn̲̺͖̯̭̻͔d͕ ̦̯̭͔̭̞E̬͇l̺v͖͇̜̭͖̳͔͟ȩ̙͚̲͚̫̺̣n̳̥̻̤̰̪ ͇͖͍̲̪̻T̫̙͍͠o͟r̡̭̤̻̥͇ṭ̡͓̻̦ͅų͚͎̬̪̟͓͖r҉̠͚ḙ ̞̤̼Ho̲̠͖u̜̺̲̼ͅṣ̞̦͇̠̹e͓s̳̫͈̻̻͙̼ and other !!FUN!! stuff, but we need faster production  lines, we need to push dwarves To The LimitTM so lets get started...
I think we could make dwarves a lot more efficent with a little zone management, what do you gys think, also, pump ideas out

Yeah, burrowing important dwarves near their workshops seem to me like a good idea. As an example, it's the only way i've found to have a nurse/jailer that don't let people die of thirst, burrowing them in the hospital/jail with their quarters, food, a well and nothing to do in their life but give water to the prisonners.

My idea of an efficient production line would be to have the few important dwarves burrowed near their worshops with everything they need and have the rest of the fortress dedicated to make those few chosen ones constantly ectsatic and their stockpiles forever full.

11
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: January 04, 2016, 05:50:37 am »
Sazir is innocent !

I think it's the Titan who is responsible for the migrants situation. I'm playing in v42.04 here so it could be completely unrelated, but since I trapped a Titan in my own fortress I did not received any migrants even though the fortress is only three years old and far from the pop cap. Sieges, liaisons, merchants, visitors and thieves are still coming but not the migrants.

Kill that thing and it could break the curse of Silentthunders, and it's not like death gonna stop the Titan anyway.

12
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: July 30, 2015, 08:07:13 pm »
Wow, this keeps getting less and less sane. I go away for a week, and look what happens.

Did I miss the point where it was sane ? AFAIK, the story started with an army of undead ravens invading hell on behalf of Silentthunder.
What, are you saying that's not something you see every Saturday night?
I don't have the cable. : (

13
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: July 29, 2015, 04:15:17 pm »
Wow, this keeps getting less and less sane. I go away for a week, and look what happens.

Did I miss the point where it was sane ? AFAIK, the story started with an army of undead ravens invading hell on behalf of Silentthunder.

14
DF Dwarf Mode Discussion / Re: When Dwarves Follow
« on: July 29, 2015, 05:40:20 am »
I guess they became some kind of bandits group.

You fooled them into a suicide mission by promising them wealth, glory and a new beginning, so yeah, the pariahs probably hate you, your civ and everything you stand for, even in death. Have fun :)

15
DF Dwarf Mode Discussion / Re: Deep Fortresses?
« on: July 29, 2015, 05:22:31 am »
 It depend if you're planning to build an "above ground" fort inside the cavern or if you simply prefer to dig a normal fort under or around it.

In your case, one of the most Fun thing that could happen is if you dig your big undersea from below and end up flooding the whole fortress (Also, see cave-in). Though it would obviously be more !!FUN!! with magma.

I would recommend some kind of emergency containment device. Like regular rows of floodgates/drawbridges to separate the different sections of your fortress from each other, just in case. A sewer system under the fort might also be useful to drain the water from partially flooded areas.

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