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Messages - TanaNari

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1
Masterwork DF / Re: Best creatures to farm?
« on: June 17, 2016, 03:04:10 pm »
For dwarves... plump helmet men really are a powerful resource, especially early on. Thanks to certain bugs, alcohol made from plump helmet tissue comes out at 100+ units in a single barrel. If you allow it in cooking, you can make meal units of well over a thousand. Trade, or just feed your whole fortress for a few months on one cooking job. Whatever you like.

Bearded Cavernkeets are pretty good for offering more than just eggs. I don't see them as all that useful, but they're a cloth source and don't graze. And of course you need a few leatherwings, if only to keep the vermin population down. Every other animal's fairly lackluster. You'll get more bang by settling in a savage biome and setting out some traps. Giant animals are almost always superior in every way to normal sized animals.

Especially if leather tweaks are enabled.

2
Hmm. I'd say add generic wood, and add some "special" wood types after thinking carefully on it.

Featherwood would be great- a convenience without being a game breaker- as well as the various cavern wood types are much more viable- especially if some of us want to run a no-caverns game for the sake of FPS and tighter fort design. Much more convenient for those 1x1 embarks if we don't have to navigate through the caves.

Given how much wood you get from a single tree these days, there won't be any resource imbalance that didn't already exist... and if people really want a tree farm, they could make them via pit digging if they have to.

Just avoid going back the ironbark/steeloak of the past and we're golden. I already explained just how abusive that was in the old version. Same story with a lot of the wood-alchemy like spawning bolts.

3
Masterwork DF / Re: Soldiers dying after sparring?
« on: February 10, 2016, 07:20:30 pm »
Alternately, it may be some syndrome. There's a reason I play with diseases off. One migrant has it and gives it to the others get it via contact.

4
Masterwork DF / Re: NEW! - Suggestions for 42.01
« on: December 20, 2015, 07:24:16 pm »
Which is why my opinion would be the important one, because I'm the one who would have to use it. I had this suggestion in the past, tried it, decided I really dislike github, and thats that.

Heh. Dwarf Fortress players complaining that something is unintuitive and hard to learn.

Just lampshading that for everyone.

5
My computer's too shit to handle waterfalls, but my obsidian generator only causes problems when it's in use, which is only when I'm down to ~200 obsidian or so. And that really doesn't happen a lot.

The damn silk farm causes more problems.

I go out of my way to make sure both can be turned off with ease.

6
DF Modding / Re: how to mod multiple wood blocks from one log
« on: November 27, 2015, 10:07:29 am »
The best way to do it is to create a new item type (wood block) and add a custom reaction to a workshop that accepts a wood log and creates wood blocks from it. You may end up creating a new item type called a "plank" for these purposes as well.

7
Huh. Really.

Just goes to show there's always something new to learn about this game.


Also, why do you make obsidian with furnaces? I just build an obsidian farm. A 22x22x3 area (plus a 3x3 tube leading from magma to underground lake) yields well over a hundred obsidian per flush. Also gives your miners something to do in the late game.

8
To be fair, pumping out masterworks like nothing is easy enough in vanilla DF.

9
Ah, well, that would make sense.

But I *did* mention that I was talking about 6.2 in the subject line, and changes off of it that could be used when you get a chance to properly modify Reborn.

10
Huh. I'm more familiar with other games than DF as far as modding goes, thought there'd be more to it than some relatively minor RAW alterations. I expected the skill changes and new pathfinding and change to trees to disrupt a lot of stuff.

And the way you (Meph) were talking in the Reborn  thread of rebuilding all the races from the ground up made it sound like you had to do that *anyway* for the update.

But that may just be experience with every other god damn game in the history of modding communities. (Minecraft being an especially extreme example)... Toady must really go out of his way to keep things stay that compatible between patches.


Either way, as long as you enjoyed the feedback. As a writer, I know what it means to have people let me know how much they're enjoying what I do, and things they think can be done better. I imagine it's no different for you.

11
Because I'm aware you'll have to rebuild the whole game from the ground up, more or less, to update to the new release (I do not envy you)... I offer some purely mechanical suggestions. Not to change the "flavor" you're trying to create, but to make the whole thing cleaner and easier in the long run.

My current dorf worldgen in a nutshell:

Harder everything on. Aquifers/Diseases/secret fun off because they're annoying more than challenging.

Warlocks and automatons turned off for annoyance factor. Warlocks force archers and/or traps, which I dislike. I like melee and am not a fan of "high tech" stuff for DF. Humans, drow and gnomes off because they're too cheaty-good to trade with, not that it matters.

Variety of fortress defense races. I always keep the four hard races on, I pick others based on what I feel like.

All the "simple" stuff active. Part of why I love your mod is the simplicity of item sorting.

Most of the "tech" trees off. No libraries. No Magic. Usually no religion. No trap upgrading (I don't do traps, save what's needed to get the rare silk farm running). No guns. No chandler or Dyer or Painter or Toolmaker. No runes, no machinery. Only lab is herbalist. The steampunk and magic stuff just isn't to my liking.

Spoiler: The method (click to show/hide)

And that's the story of my first couple years in every fortress. Boring, right?

*Claps hands together* So, now the bugs, issues and suggestions.


1- For whatever reason, adamantine golems created at the colosseum are always friendly. Iron, Steel and Mithril are appropriately violent. Adamantine are not, becoming uncontrolled (not existing in the butcher/pasture lists) pets that head immediately to the meeting hall and stay there. I ass/u/me this is a bug.

1.5- Speaking of, all spawned pets seem to be uncontrolled. Including that dragon I bought one time. I'm guessing this can't be corrected, but you may want to warn newbies this feature is a bit bugged.

2- Balance Issue: rare silk farms need to be nerfed. It's far too easy to get rare silk spewers in this mod... several species running around, one of which is guaranteed from Drow, another very likely with elves (jungle spiders). It's a trivial matter to be spawning 100k+ worth of silk trade goods by year 3.

Solutions: reduce the value of rare silk so it's not as profitable, or reduce the number of rare silk spewers.

3- Balance Issue: Ironbark. It's mechanically useless, since you can acquire steeloaks just as easily, and they produce (obviously superior) steel for basically the exact same effort. Granted, ironbarks are cheaper, but not by enough.

Solution: increase the cost of steeloaks significantly, or make them take longer to grow. Remove ironbark from game as superfluous. Remove steeloaks as overpowered.

4- Speaking of superfluous, there's a number of meaningless "fluff" metals and equipment types. I get that they're flavorful, but I usually just melt everything down to build my own better equipment (through the miracle of quality levels) anyway.

Solution: remove item types and/or special metals that aren't any different than current types. Or at least put an option in the settings.

5- Speaking of options. Turning off smoke effects in the current options doesn't seem to fully work. I still get prayer (if religion's even on) and rotten smell and sweat when I decide to run with temp disabled in the late game for FPS reasons. My computer's kinda shit like that. I raw-edit to clear most of these out.

6- Turning off options doesn't really turn off options. No guns for me to build, but there are still guns available through trades (part of why I disable so many trade partners) or moods or, once, noble demands (One very dead noble right there). I disable magic, still see that stuff. Disable everything Spring Steel is used in, it's still there to buy or make. Disable the improved archery options, got a bladed bow from a mood. Libraries off, all the library supply production still available.

Sometimes my nobles demand I make things that aren't an option because the buildings to make them with don't exist. I figure this is a bug.

7- I recently discovered you can't make blocks, furniture or mechanisms from obsidian. Still consumed during moods, which is great if you're toying with the planepacked glitch in a stoneworker mood.


That's a list of bugs and balance issues I've noticed in my playthroughs. Hopefully they'll be useful for future considerations.

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