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Messages - Saber Cherry

Pages: [1] 2 3 ... 7
1
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: September 21, 2023, 12:21:07 am »
I enjoyed Rimworld for a while.  It's sort of like Dwarf Fortress.  But it has massive problems.

1) Enemy attacks are proportional to your 'wealth' (and by the way, traps increase your wealth, so placing traps just encourages raids; and by default they cost precious resources and cannot be reset).  The result is that pods shoot through your roof, or giant mecha caterpillars that you can barely harm nest near you.  You can kill these things, but...   hmmm.  Maybe the endgame strategy is just to mass artillery and wipe everything in one volley of HE?  I have no idea.  I tend to like more complex games.
2) You spend 90% of your time worrying how clean the floor is.  My first playthrough, everyone vomited to death because the floor was not clean enough.  It's really weird.  Less of a "Hey, let's try this neat strategy" game and more of a "If the majority of your brain is not engaged with cleaning floors, why did you even buy this" game.
3) Basically, you can never have enough of anything.  If you have enough, you get raided.  If you don't, you starve.  But that's the early game...  eventually you just get raided anyway.  Which is fine, but, unlike DF, you have at most ~10 people and all of them are combatants.  So any raid risks killing your top-skilled person in whatever who you've spent 5 years training.

It just comes off to me as a knockoff of DF with better graphics, but literally no depth.

2
OK...  thanks for the help!  Particularly the note that rock salt does not contain iron.  If only the site finder would display sand, like it used to!

I'll reorganize my squads and see if I can get any real weapon training done.  Too bad military management is a huge downgrade from prior versions, though.

3
Hello!

I just started a game of DF:2012 after a 3-year leave.  I thought it would be fun to start near a volcano instead of burning millions of trees for fuel!  But...  my primary layers are now igneous or metamorphic.

So, I have a couple questions.

1)  How do I get dwarves to spar?
I've gone almost 2 years, and with (for the last year) 20 dwarves correctly designated to permanent military training and (half of one squad to) patrol, and I have NEVER seen anyone spar (though I did witness 3 accounts of people sparring when examining old logs; mostly it was animals fighting each other).  I set up some archery targets (and set squads to train on them) a few months ago, and my marksdwarves don't use them.  Everyone in my military will only do "individual training", "wait for training", "lead a demonstration", or "watch a demonstration".  Nobody has gained more than 500-ish experience in any military skill during that time (but most have gained 100-300 exp in dodging, shield, armor, and mostly instructor or student).  Most of my military has their primary skills listed as "Rusty".  Granted, I can only give them wooden swords, axes, spears, crossbows, and shields, but sometimes even those skills are getting rusty.

Therefore - when I got attacked by a pack of monkeys, several of my soldiers lost hands, feet, or nerves (which might regrow?).  A goblin thief with a silver dagger demolished one of my long-trained dwarves.  Note that they're somewhat buff, as I have them operate pumps exclusively when they choose not to be on military duty.

The wiki says to organize them in groups of 3 and then maybe they might spar.   Another wiki entry says to organize them in groups of 2 with the same weapon.  I mean, if there is a recipe that works, that's fine, but...  has anyone here actually gotten their dwarves to spar more than 1% of the time?  Is there some trick, like making a 1x2 barracks for each squad of 2 dwarves who have identical equipment?

2)  I started in a volcanic zone, thinking free fuel would be neat!  So I have a volcano.  And igneous rock.  And I made sure there was flux stone so I got.... marble (which is of course metamorphic).  And a little bit of sedimentary...  rock salt?  When I look in the wiki, it says rock salt is sedimentary, and also that sedimentary layers contain metal, but I have yet to encounter any.  Rock salt is the ONLY sedimentary stone I have.  Can it contain (military) metal, or should I restart?  The site finder said there was metal, but I have no idea what kind that is.  I found a small deposit of tetrahedrite in silt, which is not particularly useful.  Can non-sedimentary layers contain iron?  Without a functional military, I have no chance of collecting enough goblinite to do anything useful, which I can only collect using wooden weapons and cage/stone traps (no sand on site).

3)  Furthermore...  is it even useful to play this version - if military training is utterly ineffective - or should I just revert to an earlier one?  And if so, which one?  Ultimately, I want to have a military that can do things other than lose their limbs and work pumps.  I know it was possible in 40d.



4
It should be impossible to drown in magma, anyway, in the traditional sense - it's way too dense to sink into.  You could walk run across most kinds of lava with a good pair of steel boots and lots of padding.  Suffocation from burnt lungs is a possibility, but not drowning unless you fall in face-first.

5
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 04, 2010, 11:34:25 pm »
"Edem Imushzirel, Furnace Operator, cancels Make steel bars:  Needs 150 pig iron bars."

Can anyone offer any guidance?  I have several pig iron bars, several iron bars, and I only requested the production of 1 steel bar...  is this a known bug, or am I doing something wrong?

6
Having a lot of extra buckets speeds this up, since they're a little sloppy about where they put a bucket down between jobs.  I really wish this was handled as a designation, e.g. instead of "dig these designated tiles" you might be able to just select an area of tiles to be irrigated.
ed: you know what, I'm going to suggest that.

That would work a lot better, agreed.  It's tough for newbies starting out to figure out how to irrigate...  which is why, in 40d, I always ensured my embark had soil.  Now that you have to irrigate soil, I feel like a newbie again :)  But the process is really needlessly complex and tedious compared to what you would really do in a real world where physics dictates that you must pour water on the floor before you can grow things.  I live in a 2-story house and have a lot of house plants, and not once have I channeled through the upper floor to water them.

If you've got the walkable area you could remove the pond zone over the tiles that were already irrigated to eventually muddy them all anyway.

I'm sort of trying to fill a 9x20 room with 1/7 water to completely muddy it, rather than doing it one tile at a time.  But if it turns out that my bucket brigade cannot keep up with evaporation, then I'll have to take your approach.

7
Ahhh, thanks.

8
DF Gameplay Questions / How do I encourage idle dwarves to carry buckets?
« on: September 04, 2010, 06:39:05 pm »
I'm trying to muddy some ground to farm, but I never get more than about 1 dwarf at a time carrying a bucket (there are 6 buckets).  Because there is some distance between the hole and the brook, evaporation is preventing the water from spreading more than about a 3x3 square, at the rate it is coming in.  But even when I have 5 dwarves idle, they just...  idle, rather than help.

Is there some labor I need to enable to get them to carry buckets of water?

9
DF Gameplay Questions / Re: Corpse block the main door
« on: September 04, 2010, 01:21:31 pm »
You can always make armor out of leather (which is plentiful in caravans).  As for fuel, I have never found a map with sufficient coal, so just chop down hundreds of trees and turn them into charcoal.

10
Thanks, that solved it.  The charcoal was in transit or marked to be moved.

11
DF Gameplay Questions / Re: Changing Resolution 0.31.12
« on: September 02, 2010, 12:57:14 am »
So, I've fired up the .init. I've played with the grid size, but whatever I do, it just increases the window size and does absolutely NOTHING about the size of the actual grid. Am I doing something wrong here? Is there some fix here? I'm really sick of the grid size I'm running at.

Running Windows XP SP3 (on a MacBook Pro), DF version 0.31.12.

That confused me too.  Assuming you are using the graphical version, ignore the init file and just drag a corner of the window.  The game will automatically adjust to the window size (not by zooming, but by changing the number of tiles).  Quite convenient!

12
Hello!
I have just started playing 0.31.12 after perhaps a year break, and I don't know if my memory is rusty, or I'm encountering a bug.  I just embarked, and created 2 steel bars (using charcoal).  I now have 3 charcoal bars and 2 steel bars.  But when I add a job to produce a steel pick or steel axe, it gets canceled with a "need refined coal" message.  Am I doing something wrong, or does smithing now require coke rather than charcoal, or is this a bug?

Thanks,
Cherry

P.S.  This is my third attempt at a world gen, in in all 3, elves were not listed as a civilization in the site finder (anywhere in the map).  Does that mean they won't trade with me, or just that they are not civilized?  Kobolds were not listed either.  I kind of thought that in 40d elves and kobolds were listed as civs, but I don't really remember...

13
DF Suggestions / Re: Real Graveyards
« on: August 30, 2010, 11:50:51 pm »
They Should always relate to death of the buried dwarf. And should be engraved after. Like you would a wall.

I disagree about strictly being engraved after...

This is a dolomite headstone. All craftdwarfmanship is of the highest quality. It is decorated with the teeth of Urist McDead, and menaces with spikes of the bones of Urist McDead.
On the headstone is a carving of Urist McDead. Urist McDead is dead. This relates to the death of Urist McDead at the hands of a master headstone carver in a fell mood.  Urist is staring at this unfinished headstone in horror.  A master headstone carver lurks behind him.


maybe if they're buried in a evil biome they might be re-animated :o

I do very much like this idea!  Particularly if strong dwarves need strong (or at least dense) caskets to keep them down.  Lead is one of those things I find little use for...   Plus, needing to post guards on the mausoleum would be entertaining.  Goblin death-pits would also be much more fun if the corpses eventually started walking again, and fighting the live newcomers.

14
But the two factors are combined here. You won't progressively work slower and slower if you chew less coca leaves unless you're already addicted. In which case coca leaves or cocaine stop being a bonus, and lack of them becomes a penalty. This is the case with dwarves.
There's no difference here except for the frame of reference. If you're used to something improving your performance, then lack of it is seen as a penalty, and if you're not used to it, then presence of it is seen as a bonus.

I disagree.  The body and brain can adjust to many substances, and create a new baseline.  Thus coffee (or various other stimulants) may be beneficial when someone is first exposed to it, but after years can become a necessary crutch that does not enhance performance, but is necessary to maintain baseline.  Sometimes the new baseline is even lower than the old baseline.  Deprived of the substance, the person can become basically useless, far below their pre-dependence level - at least, until the affected systems recover.

Dwarves never recover, so I suppose alcohol dependence is inherent to their genetics...  or maybe due to fetal alcohol exposure.

15
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 28, 2009, 03:09:24 am »
Well for example Livers, Kidneys, and stomachs Don't actually DO anything other then causing unrelated problems if they are damaged, serving as "Hit here for extra damage" locations.

For some reason, this makes me think of giant enemy crabs, which I think DF lacks.

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