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Messages - Melting Sky

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676
Ninja'd.

If phoebus is one of those tile sets that changes the raws then it could be part of the problem.

Perhaps the Unholy Murk is only a solid or liquid at very low temperatures which is why it doesn't stick around for long? Maybe you are getting trees dropping some sort of toxic dust cloud that is immediately boiling off into the air? I'm not familiar enough with this aspect of the physics engine to know if this could be the cause but I know you can get forgotten beasts that have deadly dust that boils at ambient temperatures.

I assume you aren't getting any sort of weather alerts popping up during or before the mysterious doom appears?

677
DF General Discussion / Re: Age of world - what do you prefer?
« on: July 16, 2014, 07:33:16 am »
With the previous version of the game I liked to run long histories but with the mega fauna cranked up to many times their normal levels so the great beasts could survive into the current age. The advantage of an older world is that it will have far richer sites and civilizations. You will have tombs, necromancer towers, lycanthropes, vampire rulers, more mature dragons etc. The disadvantages include less mega fauna, and urban sprawl covers many of the good places to settle. In the current version of the game the biggest cost of a long history is to the game's performance. You really don't want to let the history run more than a few hundred years now.

In DF 2014 I generally aim for 250 years of history on a medium world with double or triple the number of titans and mega beasts where as I used to run worlds up to a 1000 years in DF 2012.


678
DF General Discussion / Re: Orographic precipitation and drainage
« on: July 16, 2014, 06:43:41 am »
Is the orthographic precipitation only occurring over the land? Those even patches of precipitation are the oceans?

Are we looking at large worlds in these pics?

679
It sounds like some kind of truly evil weather but you are in the wrong biome for that. Crazy stuff.

680
Very interesting. Perhaps the contaminant came in on the caravan? Was their any sign of this contaminant spatters anywhere?

681
DF Dwarf Mode Discussion / Re: OP UnDead (40.03)
« on: July 16, 2014, 12:16:16 am »
I took a master axeman against a single undead and it parried my blows away with its copper pick, or dodged expertly away :| Felt more like I was fighting Puss n' Boots, or a ninja from Half-Life.. After successfully dodging most of its attacks (about 30-40 rounds of doing low-to-no damage to the undead, but not being hit myself) it finally punched me in the foot and blew it into meat-shreds, which made me pass out, and then it gently drove the copper pick through my skull :> Wish it had happened within the first ten rounds, instead of round 39 ;)

Those undead that show up armed with weapons and armor are really nasty. They are kind of like weapon master zombies.

682
DF Dwarf Mode Discussion / Re: OP UnDead (40.03)
« on: July 16, 2014, 12:04:46 am »
Don't use blunt weapons on them for starters unless you are in a reanimating biome. In those rare instances when your dwarf actually uses their weapon you want it to do as much harm to the undead as possible.

I ran some tests in the arena and a dwarf that is fully decked out in either lowest quality full steel or full candy armor with grandmaster combat skills and a matching axe will take out an average of about 4 or 5 dwarf zombies before they get taken down. My tests were one on one. Each time the dwarf was victorious a fresh zombie was immediately sent in to fight them.

These dwarves had starting level attributes rather than the raised ones you see in real game veteran fighters and they had base quality gear rather than the high quality stuff real game smiths tend to churn out once they get going.

Undead are indeed much more powerful in this version and you should not send completely newbie recruits to face them in poor gear, but they are hardly invincible. I just repeatedly watched a single veteran dwarf kill a handful of zombies by themselves. I think once the problem with combatants failing to use their weapons as often as they should in combat is solved these odds will improve significantly.

My advice would be to always respect the undead as powerful enemies. Make sure your melee dwarves have proper ranged support when they engage and never send new recruits against them.

The new elite undead that show up in armor and with weapons are very dangerous foes as are any sort of giant undead animal. Even elite melee dwarves probably should not face these foes in open combat unless its absolutely necessary. You should treat giant undead animals almost the same way you would treat an inorganic forgotten beast that has no syndrome or other special attack.

683
DF Dwarf Mode Discussion / Re: Is this a known thing? (34.11)
« on: July 15, 2014, 11:28:52 pm »
It's super effective!

684
Very good idea.

685
It definitely looks like this is combat behavior extends to all races and combatants. It will benefit larger creatures and hamper smaller ones as a large creatures will tend to have quite effective natural attacks where as something like a kobold or even an unskilled dwarf needs a weapon to do any real damage to a decent enemy.

I like that there is so much variety in battle but I think an armed creature in lethal combat should use their weapon more often than not. Something like a 2 or 3 to 1 ratio seems more in line with what it should be. Right now its not even 1 to 1.

686
DF Dwarf Mode Discussion / Re: Coal - the myth, the legend.
« on: July 15, 2014, 03:52:14 pm »
From what I have seen increasing mineral frequency doesn't increase the how likely a site is to have coal but rather how much of it there will be if it is present. I haven't thoroughly tested this specifically for coal and my observations were primarily from the last version but I don't think any of the geology code has been rewritten.

687
They will only need 512 squares assuming a 16 x 16 is what is needed to support one.

688
DF Dwarf Mode Discussion / Re: Enough with the climbing!
« on: July 15, 2014, 03:48:38 am »
I think Toady said he had made climbing more expensive as far as path finding goes. Perhaps he inverted the logic on it or something so that instead of being more expensive to path up a wall or tree its actually less expensive and thus attracts dwarves like a moth to the flame?

689
This was brought up in a thread about wrestlers but the problem doesn't seem to be restricted to dwarves who are more skilled in unarmed combat than with a weapon.

I've mostly noticed during my arena combat testing that a dwarven weapon lord, armed with his weapon of choice and with no other combat skills, will still use his axe to attack less than half the time. They are more likely to throw punches, kicks, scratches and bites than to strike with their weapon. This even occurs during no quarter combat so the dwarf should be using the most lethal force they can.

My combat experience in fortress mode has been much more limited in this new version, but when I think back on it, there seemed to be a lot of punching and kicking going on there as well.

My guess is this is likely a bug. Dwarves have always thrown punches and kicks of opportunity but they generally favored their weapons when armed in past versions.

Has anyone else noticed this behavior?

690
DF Dwarf Mode Discussion / Re: Retired dwarves not building?
« on: July 15, 2014, 02:26:32 am »
From what I understand sites are supposed to develop slowly without player interaction. Perhaps it takes an extended period of time for the sites to evolve?

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