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Messages - Aslandus

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1861
DF Gameplay Questions / Re: Do recruits in my squad rotate?
« on: January 01, 2015, 11:01:43 pm »
They don't rotate, but if you leave recruits to pick their own weapons they'll trade them out whenever they feel like it (or whenever a slightly more valuable weapon is available) unless you designate a specific weapon or type of weapon. It's also possible that you have multiple squads training in the same room and just forgot, but if they're recruits the first seems more likely, once they get to a decent skill level (I think it's "Adequate") they will only pick out weapons that they have skill with, unless none they can use are available.

1862
DF Gameplay Questions / Re: Mandate fulfilment?
« on: January 01, 2015, 10:55:48 pm »
According to the wiki, the leader of the first squadron of militias become captain of the guard if you don't have one. I always appoint a sheriff so I can get tantruming dwarves under control before I reach that level, so I can't verify if that's correct or not... Guess in the future you'll just have to appoint a flimsy sheriff before you get to population 50 to avoid skull-crushing beatings... or just never start a military...

http://dwarffortresswiki.org/index.php/DF2014:Captain_of_the_guard

1863
DF Gameplay Questions / Re: Coward war animals?
« on: January 01, 2015, 10:44:17 pm »
Pretty sure elephants have always been war trainable...

Wereskinks are scary man! Have you ever seen a seven foot tall skink walking on two legs, charging at you with glowing red eyes?

1864
DF Gameplay Questions / Re: Women soldiers
« on: January 01, 2015, 10:40:54 pm »
But dwarven communities are small. We don't know the Dunbar's number for dwarves - Dunbar's number is the number of people with whom a person can maintain stable relationships which has been estimated to be around 150 - but that number is related to how big a population gets.

It's pretty dishonest of you to tie my opinion with an endorsement of rape. In my view, rape is more likely to happen in a society that represses natural sexual behaviour.
I'll give you the small communities thing, but what? Rape has been happening throughout history, no matter the culture, most cultures just don't report it and some don't acknowledge it. Also, I'm pretty sure 150 is the maximum number of people you can consider as people rather than parts of the scenery, not the number of people you can maintain stable relationships with (but again, they're dwarves, who knows how many relationships they can maintain)...

Maybe if we ever get the ability to play human fortresses this could become relevant, but as I said, I don't think dwarves should ever become polygamous due to being dwarves that have their specific culture.
PS: Is your name supposed to be pronounced "De-boash" like "the-boats" or "De-botch" Like "debauchery"... oh and it would be "inaccurate" not "dishonest," unless I'm making your arguments for you...

1865
DF Dwarf Mode Discussion / Re: Immortal Elephants
« on: January 01, 2015, 10:29:23 pm »
If you want elephants, set up a choke point using constructed walls where they usually migrate through, and fill it with cage traps. That way you can haul them to a place where they can be killed easily, tame and bread them, and turn them into war elephants elephant nuggets.
fixed that for you

1866
DF Dwarf Mode Discussion / Re: Connecting Landmasses
« on: January 01, 2015, 10:25:22 pm »
Only if you are masochistic!
Y-yeah... what kind of freak enjoys bad things happening to other people >_>
b-baka...

The hub thing does sound like a good compromise in usability and ease of building (having to cram all that on one site must put restrictions on space), still a huge undertaking.
"Masochistic" would be you enjoy bad things happening to yourself, which is totally true if you planned to make a flipping computer on every station for your rail line...

1867
DF Gameplay Questions / Re: Women soldiers
« on: January 01, 2015, 10:15:06 pm »
There are definitely reasons for monogamy. Social stability being a big one. The bigger a social circle is the more volatile it's going to be, it's kind of unavoidable. And on a stability related note, avoiding population growth, which dwarves really can't deal with very well.
Now we're getting somewhere. I still think biologically no animal will ever not try to reproduce every chance it gets. Dwarves need to have sex drives, which is why discussing their evolution would be relevant. Small tribes of primitive people practice polygamy and have no problems with social stability. In fact, in such a society crimes of passion are less likely to happen.

In a small tribe it would be a lot easier to handle since the "social circle" would likely cover the entire tribe. It's far less likely to work over long term in a large civilization, where it wouldn't instantly be known by everyone that matters as soon as those crimes take place. I don't know why you want to add polygamy and rape (which would probably happen if you gave dwarves a sex drive) into the game, but I entirely disagree.

1868
DF Gameplay Questions / Military dwarf keeps getting face wounds
« on: January 01, 2015, 08:27:52 pm »
I'll admit I'm using a danger room for training but there is one odd thing that keeps happening: One of my militia dwarves keeps getting their ears and cheeks exploded by the wooden spears. They have a helmet and hood, but somehow they keep getting hit. It's strange, but it's always the same position in the roster, the second dwarf on the first militia that has the problem. I've already lost two dwarves to infections, is there something I can do to stop this from happening?

1869
DF Dwarf Mode Discussion / Re: Connecting Landmasses
« on: January 01, 2015, 07:02:32 pm »
-snip-

You would need some kind of detect and switch sensor in proximity to every stop, and some way to emit a signal VERY long distances, such as perhaps, some companion weighted carts on adjacent tracks.  When the cart is nearing the next loop, it gets shunted into a round-a-bout until the signal carts arrive at the next station, and trigger the next set of destination signal cars to be released, and urist is switched out of the round-a-bout.

While this is going on, all of the logic involved is loaded in the local region, so it should still work. 

As I said, very complex-- but it could be made to work.
Or maybe some kind of pressure-plate station where you get dumped out at each stop and climb onto a hatch that drops you into the minecart as it drives by. A bit more cumbersome for riders, but probably easier to build. You could also have a stream of minecarts running around the region constantly so there's a minecart passing a station every minute or so...

1870
Are you giving those soldiers extra weapons because you think they'll get them stuck or just because they won't let go of their old weapons?

1871
I would actually prioritize shields over armor, a shield can be made from wood within a minute of embark while even leather armor takes some industry to make. Don't forget to get a hospital running before your first encounter, unless you want the extra challenge of losing half your soldiers to infections every year...

1872
DF Dwarf Mode Discussion / Re: Connecting Landmasses
« on: January 01, 2015, 05:45:41 pm »
.....

I am imagining Urist McAdventurer, stepping into the "Transit Pod", and getting shot off in the direct-driven continuous stream of rollers and local branch logic plates covering the planet, at break-neck speed.

Theoretically, it would actually work, if all of the sections of the network were "locally simulative" in nature.  (EG, at no point in time while the cart is being moved, is the logic controlling where the cart is going or how it is being powered ever "off screen"-- )

It would be a very complex megaproject. It would run headfirst into the Halting Problem though.
"Quick Urist, hop in my minecart!"
*hop*
"ADVENTURE!!!!"

1873
DF Gameplay Questions / Re: Women soldiers
« on: January 01, 2015, 05:27:46 pm »

I will say this about dwarven society: it is NOT human society, we can't expect them to act exactly the same as humans would act. Though DF humans might be modified in the future to feature polygamy and religious dogma and such, I don't think dwarves will be moving in that direction at all.
What I want is for us to discuss why things are the way they are in DF. Monogamy might seem normal and the default state in a society because we happen to live in a society where it is the norm. We might even say it was the norm in European medieval Europe and that's why DF also includes it. But guess what? Homossexuality and gender equality weren't the norm and I think sexual and gender repression go hand in hand with monogamy and patriarchy.
You want to discuss it and are disregarding my attempts to discuss it, I believe dwarves should NOT have the issues you are bringing up because they are dwarves (lawful-good, by-the-books and very consistent, even through different fantasy worlds) and not humans (real, with real world faults and ideals they like to look to but cannot fully live by). Patriarchy is by very definition male-dominant, which dwarves are not. If you want to believe dwarves are patriarchal, feel free to do so, but your denotation of patriarchy is incorrect.

1874
DF Dwarf Mode Discussion / Re: Military seems retarded now
« on: January 01, 2015, 05:15:01 pm »
The issues might have something to do with the number of squads in the military: I have never employed more than 20 soldiers at the same time, and I haven't seen any cases of total pacifism, yet. The attack orders don't work, but my dwarves fight back properly if I get them close enough to the enemy.

Yeah there is definitely something to this I think. When I send 20 at a time it works just fine.

This is going to be tough.
On the bright side at least you have plenty of reinforcements...

1875
DF Gameplay Questions / Re: What good are barrels of blood?
« on: January 01, 2015, 05:14:04 pm »
And Noddhoger failed to mention that the haughty self righteous hippies come to YOUR fortress and demand that you stop chopping down YOUR trees, including the not-actually-tree-at-all mushroom trees underground. If you don't have magma (yet) and not coal, that can seriously impact your steel production.

Oh, the hippies probably don't wash either, since soap uses ash in its production...
They don't even get offended when you offer them soap, they are so foreign to the concept that they don't understand the implication that they stink...

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