Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Chief10

Pages: 1 ... 3 4 [5] 6 7 ... 22
61
DF Dwarf Mode Discussion / Re: Surface City Tips
« on: December 26, 2016, 02:16:20 am »
Wooden wall grates make great fences for your crop/livestock fields. Also balcony railings.

Oof, this is brilliant, can't believe I never thought of this

62
DF Dwarf Mode Discussion / Re: Effects of Caves on World Gen
« on: December 24, 2016, 02:29:21 pm »
You might as well crank up the Titans and mega beasts if you are going to increase the number of caves. It should help fill them with interesting residents. What sized world are you creating? The bigger the world, the larger the number of caves you can pack in before it starts to really crowd out other sites. I usually double the number of mega-fauna and caves from the starting value on a medium sized world.

I had originally said it was a medium sized world, but it is actually a small region.

When you double mega-fauna does that include all of megabeasts, semi-megabeasts, and titans? My goal is to increase the challenge to myself while having thriving civs, so I usually reduce megabeasts, but increase titans. My thought is that only megabeasts cause civ extinction/reduction in worldgen, is this true?

63
DF Dwarf Mode Discussion / Re: Effects of Caves on World Gen
« on: December 24, 2016, 01:43:47 pm »
Ah yes I'm sure the issue is that the caves are blocking other sites. I'll keep fiddling with the numbers until I find something that works.

I embarked on a few caves to test, and interestingly enough almost all of them had two groups of goblins. One group was marked as "hostile" and would attack upon coming into the line of sight. The other group would be marked "temporary resident" (I think? I'll check this) and was non-hostile until attacked first. I think the hostile ones were bandits and the non-hostile ones were the owners of the cave?

64
DF Dwarf Mode Discussion / Effects of Caves on World Gen
« on: December 23, 2016, 06:31:21 pm »
Hi all, I was wondering if putting non-mountain caves on the map affects world gen, or anything else?

I really want to play an embark with one, so to ensure I find one in the right place I put 200 of them on a medium sized world. But the world gen seems...weird. I am finding that none of the civs appear to make more than 4 sites. This only concerns me because my main embark criteria is plentiful goblin neighbors.

Other major changes I made that could affect this are a massive number of vampire curses (advanced world gen), and huge shifts in populations/frequencies of natural predators (raws), like cave crocodiles and grizzly bears. I've done those before though, so I don't think that's it.

Any help is appreciated!

65
DF Dwarf Mode Discussion / Re: Surface City Tips
« on: December 23, 2016, 06:24:42 pm »
I almost exclusively build surface cities, so maybe I can help!

My first tip is to always immediately build a small structure around your first food stockpile with a door or bridge, so your dwarves can hide from danger. I can't tell you the number of times I've gotten 3 years into building a metropolis, then 10 goblins show up and kill everything because I've been building a grand cathedral instead of a saferoom.

Secondly, always turn your rock into blocks, because you get 4 blocks per stone, and they are lighter so they are transported faster. Keeping this in mind, its usually better to put your mason shops in the mines, then the block stockpiles on the surface, for faster building. If you're using wood, I don't think blocks offer an advantage other than its more difficult for enemies to climb.

It seemed to me, for example, that I had to individually craft each and every floor tile individually to start a new building on the surface.

I'm not entirely sure what you mean by this. You know you can make up to a 10x10 floor at once. Once you're constructing (b>C>f), you press u,m,p,h to resize the construction. Also, I always build walls first, and only floors where necessary, until the entire building is complete. Then you can go back and add the floors. It's faster this way because you often make last minute changes to the placing of walls, and then you have to go back and remove floors, which is tedious.

Lastly, you don't have to put everything above ground (unless you really want to). For example, consider building a workdshop building, with the raw material stockpile in the basement, 1 z-level into the ground.

I hope this helps!

66
If I could describe all the changes with a broad sweep of the hand, I'd say that the game is much much easier now. Tantrums are exceedingly rare, military exp gain is quite fast, and food/wood are never scarce because of changes made to trees. However, with all of the other changes described here, the game doesn't feel as military/survival oriented, so these changes feel appropriate.

Also, not sure if anyone has mentioned this yet, but the world is alive! The rest of the world is simulated even after you embark, and the caravans/sieges/migrants you get at your fort are affected by events that happen outside of your embark. It's amazing!

edit: I'm comparing to DF2012 (v0.34.11)

67
DF Gameplay Questions / Re: My Bad Fortress Design
« on: December 23, 2016, 04:42:45 pm »
You said FPS is a major concern, but imo a lot of these suggestions feel slightly too gamey, and limit your design options.

Would you consider using a much smaller pop size, so you can keep your fancy rooms and hallways as well as your FPS? I pretty much always play with a pop-cap of 50, sometimes 30, and set the visitor cap to 20.

68
DF Dwarf Mode Discussion / Re: Ive captured a necromancer.
« on: December 15, 2016, 11:27:00 pm »
If you use statues instead of fortifications on higher level that undead can't walk on, your dwarves won't need to stand next to them to fire nor would be able to climb over - and may get happy thoughts admiring them. Though, any flying undead would still be able to go into the sky and land elsewhere if you stick without roof.

By this did you mean that marksdwarves shoot through statue tiles but can never walk through them, not even to dodge? Because if that's the case, could I use them on my outdoor towers to replace fortifications and stop the dwarven quantum tunneling problem?

Edit:
Just saw a thread PatrickLundell started on this, dwarves can dodge through statues. I'm still curious if statues can replace fortifications though, since marksdwarves don't have to be standing next to them to fire?

69
DF Gameplay Questions / Re: Do Windows stop Magma?
« on: December 15, 2016, 11:08:37 pm »
I believe tantruming dwarves can also destroy windows, so you might want to include some sort of failsafe (e.g. an emergency drain hatch in the magma reservoir, linked to a lever with magma-safe mechanisms) in order to minimise the risk of filling your fort up with magma.

I think windows into the magma sea is a cool idea.
Does anyone know if a grate in front of the window would work? I personally prefer passive fail-safes, so you don't have to be actively pay attention to ensure safety.

Spoiler (click to show/hide)

Specifically, will tantruming dwarves deconstruct grates, and will the three grates be enough to ensure no magma gets passed them into the room?

70
DF Gameplay Questions / Re: Few questions
« on: November 23, 2016, 12:45:29 am »
You can breach a cavern in a fortress, retire, make a new fortress next to the first, and have spores without dig in a cavern.

That's incredible. Do you know how close your new fort must be to the original to get this effect?

71
DF Dwarf Mode Discussion / Re: What is the most fun df?
« on: October 17, 2016, 03:51:02 am »
What is the most fun version of DF in your opinion

A lot of the older versions of DF are fun in their own ways.

If you want a polished older version, 34.11 is pretty fun like others have said. It had all of the things that gave DF its old reputation, and was free of any damning bugs. The types of threats you encountered felt more varied than in the current version, especially with the constant stream of thieves and later ambushes. The rate of military exp gain was much lower, and the rate of tantruming higher. The game just feels so different when the constant threat of death makes fortress security priority number one. This is the version I always go back to.

I have to agree though that the most recent version is certainly the most engrossing overall, and the dynamic world adds an incredible amount of depth that is missing from older versions.

use any mods?

One change I always make these days is going in the raws and changing [PERSONALITY:STRESS_VULNERABILITY] to higher values. It's pretty rare that you get stressed-out dorfs otherwise, so this adds a bit of a challenge.

72
DF Gameplay Questions / Re: Overhunting
« on: October 17, 2016, 03:14:43 am »
I hate when the caverns run out of feisty creatures. I know that you can make some pop changes in the raws, might be a bit simpler than using df hack

Spoiler (click to show/hide)

Do you guys know if there are upper limits on these numbers or if it can mess up other things?

I had a world where I tried to give myself "unlimited" hunting, but world gen kept crashing eventually (could have been from unrelated changes I made though)

73
DF Modding / Re: Dwarf Fortress github
« on: August 26, 2016, 08:31:23 pm »
Cool! Thanks for the help

74
DF Gameplay Questions / Re: Justice System
« on: August 26, 2016, 07:57:34 pm »
Hmm, for some reason I was under the impression hammerers didn't use equipped weapons? Or maybe that's only sheriff/CoG.

Either way, wouldn't it be better to leave them unarmed?

75
DF Modding / Re: Dwarf Fortress github
« on: August 26, 2016, 07:54:53 pm »
It's a way of keeping track of changes to a set of files, so that multiple people can work on them without overriding each other's changes, and can keep their changes compatible with other changes to the base

Thanks for the response. You say it can keep multiple people's work compatible, but what differentiates that from some pop file-storage/sharing medium, like google docs, where your changes are saved instantly and others working on the document see that and do their work accordingly?

Pages: 1 ... 3 4 [5] 6 7 ... 22