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Messages - sirdave79

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1
Hi people,

I donated 40 dollars about 4 years ago and havent played much since. I check in every now and again but the forum chatter ive read since then mostly reminds me that I need to spend a long time fiddling with the game to truly learn whats changed/added.

Could anyone please indulge me by letting me know if hunters and miners still cannot have a seperate military uniform including weapon that doesnt interfere with their civillian job ?

Many thanks

2
DF Gameplay Questions / Re: Best dwarven clothing type?
« on: July 23, 2014, 05:07:25 pm »
Also this might help

http://www.bay12forums.com/smf/index.php?topic=136126.0

The dwarven compendium. Nice glossy pdf explaining the armour and layering (amongst other things) in different words to ther wiki. Cross referencing between both and playing the game might be helpful.

Its been said but for the purposes of not getting nakedness unhappy thoughts, the minimum requirement is chest leg and foot coverage. Ropes covering the chest (and possessing greater coverage than a shirt - which is what I usually use for chest coverage).

As you say MeMyselfAndI if u only make mail shirts and metal high boots, their civillian clothing trousers will rot off, so I would suggest metal leggings to go with mail shirts and high boots. If you go that far I think it would be remiss not to add a helmet (as DF skulls are interestingly modelled and result in a higher casualty rate with plumb strikes than other body parts) and since gauntlets are probably low weight (im assuming), I add those too (speaking for all citizens that dont mine or hunt).

There is a lot of anecdotal evidence from adventure mode posters that multiple cloaks (6 i think is the max with a mail shirt(s) can sometimes avert a blow. I think cloaks also protect the face, which helmets dont. I think the face has a low probability of being hit. There are masks and facemasks, veils and headscarfs too but I think dwarves cannot natively produce those. My understanding is that because cloaks are made out of relatively weak materials when compared with metal armour, ie cloth and leather (lets not discuss candy cloaks) that they will often be penetrated anyway. I tend to try and make all my military grade clothing out of leather, just in case leather is marginally tougher than cloth if I go to the trouble of adding cloaks, socks (actually not leather socks cause you cant) mittens etc to my standard "whole metal coverage".

Also with regards to clothing quality, from the wiki it is suggested that masterwork armour has a higher deflection rate than anything less. Coupling that with the fact that a cloak can deflect a blow to the face ive got to say that I beleive a masterwork cloak is probably more protective than a non masterwork

I personally find the layering and UPSTEP LBSTEP etc a bit confusing. It doesnt seem right that a character should be able to wear 6 mail shirts and doing so has ramifications for other areas, so I just go with single layer metal armour (usually steel) and fairly skilled dwarves are pretty untouchable in melee. Missile fire is another matter.

Yeah armouring all the civillians could be considered exploity, if we had a better UI and methods for controling/protecting/deffending I would be less likely to do it, and I dread the day when metal armour wears out. I hope we can repair stuff rather than having to continually replace metal armour. I armour all the civillians more so they dont die from a random raider when cutting wood outside my walls. Its quite a bit of work as well to actually get all the civillians armoured up so I feel like the reward of not having to continually replace clothing is a sort of pay off for good military practice. Not to mention the miners and hunters cant do their jobs with armour on. (I hope the latest version has changed that but ive got my doubts and havent tested yet).

3
DF Gameplay Questions / Re: Armor and Weapons *Surplus*
« on: July 23, 2014, 04:31:15 pm »
Ive seen the "does my exported arms and armour 'assist' the buyer" posted before the 40.x.x release. I posted saying ive seen toadys future of the fortress reply saying "maybe youll see the items you sell to fort x (in fort mode) if you go to fort x in adventure mode, in the shops at fort x, but that the arms and armour being used effectively by fort x after buying them, will be something that gets added in future.

Heres the previous thread.

http://www.bay12forums.com/smf/index.php?topic=130378.0

Ill try and dig out toadys comments.

4
DF Dwarf Mode Discussion / Re: climbing walls
« on: July 19, 2014, 06:13:36 am »
The lip (fortification) overhanging the side facing attackers was my default wall pattern in 34.11. Makes sense. I was hoping this would defeat casual climbing raiders.

5
And of course drinking from a brook wont reduce its level because new water is constantly flowing in.

6
DF Gameplay Questions / Re: Marriages anyone?
« on: July 19, 2014, 04:39:28 am »
Homosexual dwarves in 40.0.x ? Really ? I thought toady had said no to that.

Speaking in 34.11 where i spent ages marrying off all my dwarves and having procreation as my means of growing population, some personality types are incompatible (for marriage). If they say "long term acquaintance" on the relationship status I never got them to marry (after years of being holed up in a loveshack). Alternatively compatible dwarves could sometimes get married in under a year.

The personality system has been reworked but id be surprised if two dwarves couldnt still be incompatible

7
Wow, the forums are still working !

On a serious note I hate kickstarter have spent 0 on it and never will. Frankly its offensive the fundage that thing is generating when you even think of comparing dwarf fortress in any way that makes any kind of sense (there isnt a way).

Im gonna donate to bay 12 before I play the latest version. Never done that before neither.

Cheers Bay 12


EDIT donation done.

God I forgot about therapist. And DFHack. and tilesets. Its sacrelige I know but I dont think I can play like that

8
DF Gameplay Questions / Re: Shield material
« on: July 04, 2014, 02:46:01 pm »
Bognor, thanks for posting the link, that is indeed the one i had in mind

Kneenibble, I like your style. It still doesnt feel right giving out less than masterwork shields. Plus the heavy melee with bash shields should benefit a bit.

Uncivilised I love it !

9
DF Gameplay Questions / Re: Shield material
« on: July 04, 2014, 02:01:04 am »
Ive seen some pretty convincing !science! which also suggests (well pretty much stamps on the notion) shield quality has no impact on blocking also.

I just did a quick search for the thread and I didnt find it. If I recall correctly though the thread has been created in the last 6 months. The author did not expect to discover quality has no effect on block chance.

So pretty much material and quality only has an effect for shield bashing. Low quality wooden shields for marksdwarves are therefore likely the way forward (and that was new to me also, I tended to accumulate masterwork sheilds for everyone).

10
Finally gotten one of my dwarves with a pick preference to mood for weaponsmithing and as expected I got a pick.

I had 2 other weaponsmiths mood since first posting and repeated save scumming didnt get them to produce a pick either.

11
DF Gameplay Questions / Re: Military armor
« on: March 18, 2014, 04:34:44 pm »
The dwarven compendium is as good as it gets (ie excellent but if this doesnt satisfy you then nothing will).

http://imgur.com/a/8VkLi#0

Covers more than armour but thas the best explanation ive seen for armour and layering.

12
DF Gameplay Questions / Re: Mayoress not practising with her Xbow
« on: March 16, 2014, 07:11:14 pm »
Hmm, I was wondering if she had been injured previously and id forgotten that I used dfusion to heal her (Ive been playing a lot of different forts recently).

Either way I also wondered if an old injury might have something to do with it.

However ive just discovered when she is ordered to kill random wildlife she shoots just fine and shes now just shy of 1000 xp after only 3 kills.

Picking a new mayor didnt make any difference to her training.

13
DF Gameplay Questions / Re: Mayoress not practising with her Xbow
« on: March 16, 2014, 02:17:35 pm »
reading your reply I thought you might have nailed it because I did have an immigrant who came to my fort minus 1 thumb on 1 hand. However she is not the migrant (she has no injuries listed), and yes she already has an xbow a quiver and bolts.

14
DF Gameplay Questions / Mayoress not practising with her Xbow
« on: March 16, 2014, 02:04:04 pm »
Im having a bit of an odd problem in my current fort. I dont normally have problems getting my marksdwarves to practice shooting, either actively or inactively.

My mayor was in a 5 dwarf squad who all have xbows and quivers equipped. They were and still are all carrying a stack of bolts. They are assigned to train with the bolts. The other 4 members (plus another squad of 5) all trained upto about lvl 6 before I ran out of bolts and the mayor was stuck on 30 XP in archer and marksdwarf.

I examined the mayor more closely. Firstly I removed all labours from her. Next I "followed her" until her current job was listed as "goto archery practice" on the unit screen. However she remained in her bedroom. Some time later netiher of her archery skills had gone up.

I moved her to the squad leader position and checked their equipment. Everything appeared fine but the position change made no difference.

So I put her in her own squad. Re equipped her and she still does not train. I put an archery range in her bedroom and she stood on her bed not shooting with her job reading "goto archery practice". Ive tried her on active and inactive and it doesnt seem to make any difference.

A few times while she was assigned to a range outisde of her bedroom I was giving a move order to the target, then making her active and cancelling her move order. Whilst watching her she stood still, not in a shooting position reporting her job as goto practice.

At some point she has managed to accrue 480 XP in all the time ive been mucvking about with her. Her 4 previous squad mates plus another squad of 5 dwarves have all now trained up to lvl 10 in marksdwarf and archer.

I have a few RAW changes, dwarven children grow up at age 6. giant desert scorpions have babies and are trainable. Wolves are trainable. I have the dwarven higher learning mod installed which adds a few workshops that are capable of training all dwarves skills.
I copied the dwarf noble positions to humans and controlled them in fort mode in a previous world and game.

I dont have a single burrow deinfed in this fort.

She does have a few children who like to hang around her and follow her, but so do 4 other dwarves who are training with their xbow.

She has the personality trait "Rarely completes tasks and is often overcome by distractions", however she will work steadily and seemingly no less diligently than any other dwarf in any workshop I assign her to. She is a legendary grower and blacksmith.

Im having only 1 other issue on my current map. I now have 2 doors and 2 1 tile sections of wall that report "site occupied by creatures" when I try to build a wall on the square which seems to be listed as a game bug. The 2 doors are stuck open.

Apart from that My dwarves are behaving as expected.

Anyone got any ideas why this might be happening ? Does it sound like a bug ? Ive never encountered anything like this before (a single dwarf reporting a job they are not performing).

Cheers

15
Yeah I realise one can manafacture an artifact pick without a weaponsmith. I purposefully train all(99 percent) my dwarves in metlasmithing of some kind.

If you look at your pick maker, does he have an item preference for a pick ? (listed on his likes "in green").

Cheers

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