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Messages - Greenbane

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1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 30, 2022, 09:57:08 am »
Is any of your armor in a stockpile that has Refuse enabled at any point?

...Oh crap. I think I see where you're going. I believe I set the main stockpile to allow bones, which are in the Refuse category. That could be screwing everything up, if that activated accelerated decay in the zone. :o

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 29, 2022, 11:34:45 pm »
Recently I've had to remake my hammerdwarves' uniform iron pieces twice since they get damaged at an alarming pace.

I think that might be related to their incessant sparring. Is that intended behaviour? I'm running version 50.04.

I don't remember it happening before. At first I thought it was due to recent goblin invasions, but they trashed their last set of armour after the last siege...


PS: They do wield steel war hammers...

3
DF Dwarf Mode Discussion / Re: How do I convince migrants to visit?
« on: December 23, 2022, 06:04:47 pm »
Wealth and beds? Not sure if it'd be enough to trump the unattractiveness of the extremely hostile environment, though.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 21, 2022, 03:21:53 pm »
Last couple of play sessions I engaged in heretical chronomancy (minor savescumming) after a lone werelizard made a mess of my 65-dwarf fortress, in the face of a player completely inexperienced with werecreatures.

Second session had the werelizard controlled with quick burrow assignments and the loss of only two kids caught outside when the drawbridge came up. A stray llama which survived an encounter with the beast was butchered, to be safe. I feared the meat infecting dwarves still, but that didn't seem to happen. Werecreatures suck.

But I still went back in time due to a failed reservoir project which claimed the lives of a miner and her baby. I was more concerned about the unseemly, flooded mess that was left behind than the dead.

Next time I'll have the burrows ready ahead of time, children banned from going outside, allow the werelizard to come and go away in his scrawny goblin real self, and face new projects with greater care.

Also establish a corps of guardsdwarves to track down an elusive vampire who's been snacking on hapless, occasionally useful citizens with impunity. It might even be the damn mayor.

5
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 17, 2022, 07:02:08 pm »
Wooden in training and metal in combat is a function that you could set in the old interface. But the default was to use both. Are you sure Archer uniform is enabling this?

As I said, my custom uniformed dwarves are currently using wooden bolts and metal bolts. (Not sure which they prioritise, I have hardly any metal bolts around right now).

Then the bug resides elsewhere. I have a ton of iron bolts and almost as many wooden bolts, but my custom uniformed marksdwarves will never use the latter for training even if I forbid the former (they just won't pick up ammo nor go to the range), and ammo customization is non-existent in the Steam version, for the time being.

6
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 17, 2022, 11:56:42 am »
--edit
Yeah, dwarves are picking up metal bolts too.
What is the functionality I've lost that Archer uniform offered?

I think there's something about the Archer uniform that enables dwarves to use wooden bolts.

I deleted all default uniforms and now dwarves with my custom Marksdwarf uniform use bolts (as long as the squad was created with said crossbow-equipping uniform from the beginning) but never wooden ones.

I also want them to use wooden ones in training, and metal ones in combat, but the former appears to be impossible without the default Archer uniform.

7
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 16, 2022, 11:17:23 am »
My guys are plunking away at the archery range next door to their barracks now. As in previous versions, it takes them a while to work up to it.

Using a custom uniform, first squad it was made with can't pick up bolts, but disband and create a squad based on the uniform and it works OK.

I really want to be able to set uniforms in advance before setting up any squads at all really like 47.05. That's always the first thing I do since it takes a while, recorded in a macro.

Do they use wooden bolts, though? If so, then the Archer uniform has some hidden property which can't be applied to custom uniforms, and therefore if you happen to have deleted it (like I did), you've stripped yourself of that capability.

8
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 14, 2022, 05:10:36 pm »
Still running into wonkiness. Recreating the squad with a uniform which equips a crossbow from the get-go may be enabling bolt stocking and usage, but unfortunately my dwarves still don't seem to acknowledge wooden bolts.

So forbidding the iron bolts stops them from using them, but they'll ditch the archery range entirely because they still don't like wooden ones.

Tangential, but another military-related bug I noticed in the process is that dwarves won't properly use/respect storage placed in barracks: the soldiers will most often drop off stuff in regular stockpiles which accept weapons and armor, and civilians will pick up and relocate the stuff that somehow does end up in the barracks.

9
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 12, 2022, 08:32:39 pm »
Haven't tested any further solutions/workarounds, but as far as ammo selection is concerned, a slightly clunky but not too cumbersome fix would be to use the Stocks screen to forbid bolts not intended to be used at the time.

So metal bolts would be forbidden most of the time, only to be enabled (and wooden/bone ones forbidden) when combat is imminent.

10
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 12, 2022, 02:59:52 pm »
So while not a total fix for all outstanding issues, I think I just had a minor breakthrough:

From some quick tests, it appears that a squad that had the "Archer" uniform selected when it was created, and then never had a different uniform set via the "Assign Uniform" button, will equip and use bolts properly. Editing specific parts of the uniform on individual dwarves in the squad with the "Details" button afterwards is fine, however if you "Assign" a different uniform, that squad will never use bolts again, even if you "Assign" it back to "Archer" later.

Still don't see a way to specify bolt material, however I have a stockpile of wood/bone bolts in bins very near to the room with all my Archery Targets, with a stockpile with bins of metal bolts a few rooms away in their main barracks, and so far they are all using bone bolts at the Archery Targets. Haven't tried them out in combat yet.

Hopefully this can help others work around the bugs somewhat for now.

I'm potentially screwed because the game allows you to delete the default uniforms. And I did, Archer among them. ::)

11
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 12, 2022, 01:40:46 pm »
I'm also very interested in this topic. I know military in general & marksdwarves & bolts specifically have always been pretty fickle, but I've been successfully using them up through 47.04. However, so far in Premium I have not been able to get any marksdwarves to pick up bolts, either by attempting to follow my old habits, or trying some of the rumored fixes for Premium such as:
  • Place extra coffers in the barracks assigned to the marksdwarves for them to put bolts in
  • Place stockpiles for bolts inside the barracks assigned to your marksdwarves
  • Place separate stockpiles for metal or wood/bone bolts, metal in the barracks, wood/bone within an archery zone
  • Use the default "Archer" uniform for marksdwarves, not a custom one
  • Use "Move" orders to move your marksdwarves near the stockpiles with the bolts
  • Toggle your marksdwarves squad from Off Duty to Active/Training to get them to equip bolts
  • Click "Update Equipment" in the uniform menu for their squad

I've been trying all of these, but still no luck. However, I keep seeing messages from people on reddit, etc. claiming they have gotten marksdwarves to equip ammo, and often attributing their success to one of these tips, so maybe it is possible? It might be worth trying to get anybody who HAS gotten them to equip ammo to chime in and say / post a screenshot of exactly what their uniform/squad settings are, and what their barracks/archery range/bolt stockpile settings / locations are, and hopefully we could pin down a common trait? (Also a similar thread here, maybe we could try to consolidate info?)

Of course it's also quite possible that there's just some obscure bug that is active in most saves, but randomly not affecting some saves, in which case it wouldn't matter even if we all used the same settings :P

Don't forget about having to delete and recreate squads, barracks and archery ranges.

Marksdwarves are seriously bugged right now. I've managed to get them to grab bolts through cumbersome fiddling, but they waste precious iron bolts in training and the logic breaks down before long.

They just dorf off to do absolutely nothing in the meeting hall after spending a quiver's worth at the range.

It has nearly single-handedly killed my desire to play at this time.

12
Curses / Re: [MOD]Liberal Overhaul+Rebalance
« on: January 26, 2021, 09:20:51 am »
I'm sorry, but shouldn't a sawn-off shotgun use regular shotgun shells.  It's not the shells that got sawn off, its the barrel.
It's like how Assault Rifle clips work for the M-16, the M-4, and the AR-15.

It should, but the ammo system in LCS is fucked. Shotgun shells hold 8 rounds, so the Sawn-Off Shotgun would also hold 8 rounds if it shared ammo with the shotgun. The ammo system is based on "clips," none of which are interchangeable as far as I know. Ammo capacities are defined not by the weapon, but by the "clips" themselves.

It's like how the 9mm Pistol and 9mm SMG (The MP5) don't share bullets, despite both of them firing the same round.

Belatedly, I don't know how viable this is, but perhaps an ammo combination/division mechanic could be implemented.

2x 9mm Pistol mag (15 rounds) = 1x 9mm SMG mag (30 rounds)
4x Sawed-off Shotgun "clip" (2 rounds) = 1x Shotgun "clip" (8 rounds)

And viceversa.

13
Other Games / Re: Space Haven - RimWorld inspired spaceship colony sim.
« on: February 13, 2020, 12:43:19 pm »
This looks awesome. Looking forward to the Steam release!

14
Other Games / Re: The most complex games
« on: February 10, 2020, 07:54:08 am »
I like playing Hearts of Iron 4, but its not even the most complex Hearts of Iron game, much less one of the most complex RTS games.

Interesting. What's a more-complex RTS game than Ho4? I found EU4 and CK2 easier to learn.

Wargame: Red Dragon? Maybe. Very different genre though.
Harpoon's also rather a gimme off the top of my head, though that's likely a bit of an unfair comparison.

I know this is an old post, but the modern successor to Harpoon is the recently released Command Modern Operations (CMO). It's currently on Steam, and itself a successor of Command Modern Air & Naval Operations (CMANO), which had been out for a few years. Rather pricey, but it's pretty good.

15
Other Games / Re: Imperator: Rome - Paradox in Togas?!
« on: November 22, 2019, 01:10:34 pm »
Bit of a late response, but...

There was a point in the history of game development where this 'plain logic' you describe was a foreign concept. Post-release content updates were exciting and rare, and seen as the developer going above and beyond their expected duties.

I think you underestimate the ability of larger studios to treat their games like capital. Development costs are ridiculous for AAA titles, and these days the largest developers (not sure if Paradox counts) take into account the longevity of a games profitability when they decide how much to invest. It's not a cynical attitude in and of itself; these developers don't see anything wrong with this style of development. To say this kind of development doesn't exist is untrue.

I'm not saying that strung-out development is necessarily a bad thing, though it often is. I just can't believe we've reached the point where people are defending it as normal. Times have certainly changed.

The fact many modern games have a post-launch DLC plan doesn't necessarily mean the core game's willfully underdeveloped just so that said plan can exist. Of course companies want their games to be profitable over a longer timespan. This is business, after all. But they also need the money from DLC sales to actually produce said additional content.

While such a methodology can certainly be abused, I generally defend it because it's a positive factor more often then not. Over time, it gives us more fleshed out games than we've had in the past. Does it cost gamers more cash, over time? Yeah, but some gamers want to have the cake and it it too. I'll gladly pay more money to a dev willing to keep expanding a game I enjoy.

There's no rose-tinted past in which game development was better. Earlier games were less complex and therefore less prone to a bug-ridden release. And those that had one were in many cases forever crippled due to the lack of post-launch support. As far as expanded content's concerned, a successful game may have gotten one or two expansions at best. Expansions themselves were quite uncommon.

CK2 was a totally different release than Stellaris or Imperator. Everybody was super hyped for it, there was no real concern of it being dumbed down (which is often the general thrust of the harshest criticism for sequels) and from pre-release to the leaked version through the proper release, people were enthusiastic about it.

And it can't be a matter just of time period preference, or else there wouldn't have been such a big difference in the relative players of CK1 vs EU3 and CK2 vs EU3.

Also, Sengoku and March of the Eagles were never really mainline games, they were meant to be one-off titles. Stellaris may very well have originally been too, they said something to the effect that they were caught off guard by the enthusiasm.

I'm surprised about the enthusiasm around Stellaris, but I suppose much of it comes from the fact space opera sci-fi caters to a large audience. And as it was said earlier there's not much in the way of competition. I'm miffed the DLC continuously expand the later portions of the game, and ignore the fact the mid-game is a gaping chasm.

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