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Messages - Niddhoger

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301
DF Dwarf Mode Discussion / Re: Loving the new version
« on: December 07, 2015, 09:53:06 pm »
I don't know if legends viewer has been updated/still works (amazingly fun utility), but it was easy to find max population goblin sites (1500 residents) with. Settling down directly next to one should be a guaranteed way to gain frequent goblinite deposits.

302
DF Suggestions / Re: Haunting Prophecy - calling a danger
« on: November 10, 2015, 02:01:00 pm »
Hmmmm I'd say too many deaths and unburied corpses would go a long way into making a biome evil.  Hundreds of dead goblins/humans/hippies litter the countryside.  The collective anger of these spirits seeps into the ground to curse the fortress that brought them ruin, corrupting the very ground that became their tomb.  Now, burying hundreds of goblins would be a nightmare, but maybe we can erect memorials for each siege.  Perhaps we could also designate mass-graves and put a shiny marble plinth over them as an appeasement.  Priests and temples could also offset this.  A bitchin' temple to the local deity could help keep the corrupting influences at bay.  Unless... that bitchin' temple was to a death god! It would be pretty cool if praying to the Gods and gaining their favor meant anything, but really hey just serve as places to pray and create nightcreatures. 

Certain forgotten beasts could also contribute.  Leave a syndrome-spewing forgotten beast alive for too long/let it reach the surface and it could corrupt the countryside.  Too much corruption could shift you into an evil biome.  Uncorking the HFS should definitely go a long way to corrupting your site as well.  Corruption could also spread from necromancer towers.  During undead sieges, repeated reanimation could curse the region.  You'd need a way to counter this though, perhaps a priest from a sufficiently nice temple could go out and cleanse the land/purify the remains of zombies/thralls. 

303
DF Suggestions / Re: Sending out trade caravans
« on: November 10, 2015, 01:50:03 pm »
We'd need some type of fortress-milestone for sending out our own caravans.  Otherwise, we could get into the silly situation where your starting 7 repurposes its wagon/pack animals and sends out your broker to trade.  I am not saying this is a good idea... just silly.  So we'd want to at least be a town (have a mayor), but I'd rather set it to a barony.  Sending out a liason and sponsoring trade routes reeks of nobles.  Like captain of the guard, you'd get another position pop up: Trade Minister.  S/he'd be like the manager for trade routes.  You can select which sites to trade with, and toggle what you want from them while checking what they want in return.  I don't know about anyone else, but when the dwarf liason tells me what the mountainhome wants I can't remember that crap.  I usually just take a screenshot- its definitely a nightmare if I am juggling forts or haven't played in a while.  A place in game to check all of this would be a god-send.  From this menu you'd also select the parts needed to build a proper caravan, then mark the items for trade along with either quotas or a priority system on what to trade for.  The skill of the broker you put in the wagon seat would ultimately decide your profit margin.  This... would also be much simpler if currency was re-implemented.  However, then you'd have to question the value of currency from different sites and also the metal-content of said coins... and that gets into currency wars alongside trade-route wars >.> Besides, what would the elves use, wooden coins? Leaves? Psh.  Hippies. They don't even like using bones on a species-wide level. 

Yes, yes, we can make liasons from other races appear by tweaking the code, but its still for just one site.  Going on what GoblinCookie said earlier, we'd be seeking to seize that "first traders advantage" in setting up new routes with untapped sites.  We also might end up trading with multiple sites of the same race, so we'd need different liasons for that.  Toady also mentioned that he wants little villages of hill-dwarves to pop up around fortresses.  While these probably wouldn't need a caravan (or one caravan could visit many), it would still be several distinct sites to keep track of what they need/want (trade minister).  We could also send peddlers to them, possibly.  Historically, these would be the bread-baskets supporting the main city with food in exchange for manufactured goods.  It would be cool if we could completely supply our fort with food/cloth via these peasants, while sending out weapons, crafts, etc in exchange. 

As far as setting up a caravan... that wouldn't be so hard.  Our base wagon breaks down into just 3 logs, so I'd doubt we'd need more than that + a carpenter to assemble it.  We might want some leather to represent the covering and a rope or two to represent the reins, though.  Attach the beasts of burden, appoint a trader, attach some guards, and then load her up with goods.  Tell them what to buy and where to go.  Its already ludicrously easy to over-produce goods, so it shouldn't be hard to load it up with enough junk... er "valuable goods of the highest craft-dorfship" to make it profitable. 

The main problem is that trade if fundamentally broken as it is.  We need far too little from a caravan and can produce far too much with far too little effort.  There'd need to be an over-arching total industry overhaul.  Some form of reason to actually keep trade routes up.  As it stands, we basically just buy a little extra food and cloth in the first caravan or two.  After that, we only pick up metal items to melt down.  If you already have iron and flux, you'll likely never want to trade past the first year or so.  Strange-moods won't request metals you haven't smelted yet, so you wouldn't need to pad those numbers outside shiggles.  Food would need to be harder to make (soil shouldn't be equal and it shouldn't last forever, soil depletion!) or dorfs would need to eat more.  Crafting would need to be slowed down in either quantity or quality (paired with higher tier of quality available from trade).  It is rather silly that no one seems to be a legendary ANYTHING until they show up at your fort.  A year of making rock crafts later and they are legendary! Truly, in the entire 1000+ year history of my world, this is a first. There would need to be some form of supply/demand so we couldn't flood the market with stone trinkets forever.  There need to be more supplies from other sites we'd want.   Perhaps there could be things like spices and incense that would boost happiness tremendously- luxury goods that only appear rarely.  Perhaps trinkets and items from other sites would have an inherent "exotic" value multiplier to them?  Toady mentioned having special recipes for cooking that could be randomly generated and become hallmarks of taverns, so perhaps a similar mechanic could be at play for trade.  Certain sites become "known" for a trade good.  Think Persian Rugs becoming a hot luxury item, but on the dwarf-fortress scale.  Medieval brand names, if you will.  These would have much-higher values/happiness boosts to them, but only come from specific sites.  Again, trade needs a huge boost if we are going to start trading with even more sites.  I feel overwhelmed as it is just trading with humans, elves, and dorfs.  If I am not in a metal-poor site, I ever ignore them or trade them token goods for the sake of appearances.  Jumping that number up to 10 would be superfluous in the extreme for the current game.


304
DF Dwarf Mode Discussion / Re: Arena and Live Training tips?
« on: September 02, 2015, 12:24:15 am »
Your best bet is pitting.  Build your arena, then at least 2 z-levels up build your "pit."  Dorfs are stupid, instead of hauling the cage to the pit, they'll actually release the zombie and try to lead it like a cow to the butchers.  This... never ends well.  However, if the cage is built adjacent to the pit, you can easily dump them from there.  Otherwise, you'd have to set up lever-activated cages to release prisoners.  Basically build an animal stockpile but disable empty cages.  Now, dig out channels (covered with forbidden hatches) so that every square of the stockpile is at least diagonally adjacent to the pit.  So long as you don't have any other caged animal stockpiles everything gets diverted here.  Alternativelly, you can intentionally build cages next to the channels if you catch several usable beasts (like you trapped a cavern entrance and want to butcher/tame/breed crocs, jabberers, etc).  Then make the entire area a pit.  You can then freely (and safely) pit the animals/prisoners into the arena below. 

As far as the arena itself... I usually just dig a pit near the dinning hall.  I smooth all z-levels of stone for my pit (to thoroughly prevent climbing), although if I'm feeling fancy I'll engrave the upper layers as I dig.  There is only one entrace, a bridge.  Behind this entrance is a barracks for the dorfs I want to live train. Behind this barracks is another bridge.  I toss the victims in and then lower the bridge for the soliders to poor out.  You just really want to avoid pitting creatures directly on top of your soldiers, as falling ANYTHING can be deadly (them worn out socks can be deadly!) There really is no need for that many bridges unless you just feel a burning need to be that fancy.  War dogs also tend to be poor attackers- they are mostly good for sniffing out ambushers/thiefs and being fodder.  If you want a way to kill off anything that gets out of hand, you can always use bridges... however this means sacrificing any wounded dorfs in the arena.  Personally, I'd just have a second squad on standby if things get harry. 

Personally, I love setting up the tops of the arenas as meeting areas.  I'll place statues and engravings along the walls, and windows to form the inner "wall" to both keep over-excited Urists from jumping into the fun and dumbass kids from just falling down.  Windows don't block sight either.  The main reason for this is that witnessing fights trains both observer and discipline.  Its one of the few things you can do to train useless leeches... er I mean children.  Gaining observer and discipline on your whole fort also helps keep them from freaking out over bodies/intruders, and helps them spot thieves and ambushers.  Lastly, observer is very important in combat itself, and can help a civilian fight off wild animals or such.  It mostly helps when a dorf is surrounded though, which your civy likely won't survive anyways... but it does help!

305
Careful with shallow and deep metals, I ended up getting zinc, galena, and to rub salt in the wounds, native silver everywhere.

You can use the zinc and lead to power level your blacksmiths / metalcrafters, and silver to make warhammers until you can get better materials off of caravans or dead gobbos.

You are implying that there is a better weapon than a silver warhammer? Naturally the gold and platinum varieties... but talking artifacts is cheating! You'd be best just making everyone a silver hammerer and channeling any other metals into armor.  Silver hammers are more or less on par with addy edged weapons from the item testing arena. 

To the OP, this is a quote straight form the wiki: "Sedimentary layers are, on average, the most economically valuable of the four stone layers."  Not only do they contain -all- iron ores, but they also have two different flux stones as possible layers (dolomite, limestone, and chalk).  Aaaaaaaaand it is the only layer that contains coal and lignite. To sweeten the deal, it also contians Kaolinite (porcelain!).  As has already been said, outside of igneous extrusive (volcanoes and vents) with its hematite, no other layer type has iron.  Considering that sedimentary layers are also the only source of tin... this layer is your make or break for military production... Granted, you have to be near a volcano to lack a sedimentary level, but you could look for "shallow metals" and "flux stone" as your highest priorities when finding a site.  Flux stone is notorious for giving false positivies, but if you want iron/steel (or at least bronze) production, you want your richest diversity of metals to be on the surface. 

306
DF Suggestions / Re: Declaring War
« on: September 01, 2015, 11:36:12 pm »
I'm not so sure about this.  Currently, wars happen due to a clash of ethics.  Goblins and kobolds have ethics that cause them to be at constant war with everyone else (kidnapping and stealing).  In fact, you can make the goblins friendly by either deleting that tag or adding it to your dwarfs, you even get goblin caravans bringing troll fur socks in the winter (its actually already in the game, goblins are just always at war).  Elves declare war on the dorfs for cutting down trees, dorfs declare war on the elves for being dirty hippies (oh, and the whole cannibalism thing- dorfs respect remains of sentients).  Humans find slavery and torture acceptable, and don't mind if you kill a sapient for a good reason.  They also find collecting of trophies to be acceptable.  They do find EATING people to be abhorrent (like dorfs) so they often war with the elves too.  However, that trophy taking, killing sapients sometimes ok, and slavery stuff sometimes cause them to war with the dorfs. 

Again, all of the current wars are based on a conflict of ethics.  What happens when you want to declare war on a human civilization that doesn't collect trophies? Or could you declare war on another dwarven civlization? I dion't think your Urists would need a reason to butcher the elves, but they do sometimes bring gifts of giant tigers.  My point is this, just declaring war for shiggles doesn't fit into the game wanting you to declare war on infidels (extreme conflict of ethics) or acts of aggressiion (butchering caravans).

307
DF Suggestions / Re: Multiracial fortress
« on: September 01, 2015, 11:07:25 pm »
Toady even confirmed that you can play non-dwarf fortress! If you invite several non-Urists into your fort and then kill off all your Urists, the game will not end.  You'd be playing.. snake-man fortress! Beware their venonmous bites!

308
afaik, retired forts are considered standard worldgen created sites, and worldgen continues around them.  I've retired fortresses to have them be attacked and taken over by goblins.  I learned the hard way that defenses mean nothing in these fights- its just a straight simulated fight with equipment/skills (I know only retire forts when everyone is a trained and equipped soldier). 

That being said, you'd obviously need to use two different civilization and have one of them at war with another.  If you simply mod one to have the standard child snatching/thief tags it'll be at war with all humans/dorfs/elves.  However, you'd actually want to embark as athe gobbos then have them war on the dorfs you'd later play... The game simply doesn't handle intra-faction fighting.  You never see dorf vs dorf wars or even gobbo vs gobbo wars (although they do murder on the individual level).  So I'm pretty sure it'd be buggy as hell if you tried to get two "dwarf" (you embark and create forts, migration, etc) civilizations fight each other.  I'm pretty sure the game would consider both "dwarf" civilizations.  Even if you modded the game to play as gobbos, then unmodded to play as standard dwarf after "seeding" an area... probably super buggy.

How about... you just generate a different world to find more gobbos? Even large worlds with short histories are relatively quick to make.  Just crank up the number of civilizations to max.  You should be able to further increase civilization size in the advanced world gen settings.  You can also lower the number of megabeasts, as they can wreck civilizations as well. 

309
DF Gameplay Questions / Re: Kobold forest retreats & human caves
« on: August 20, 2015, 08:37:27 pm »
Kobolds and animalmen frequently inhabit sewers under villages. 

Also, were-creatures take up refuge in lairs (including caves).  I'm not 100% sure if refugee groups will take shelter in caves.

310
DF Gameplay Questions / Re: mining
« on: August 20, 2015, 08:26:36 pm »
The vanilla equivalent to this is a toggle when you select mining.  Normally mining is d(esignate)->d(mining/default selection).  Once there, you can cycle through options using "a" You'll see the choices on the bottom of the screen (same column that the designation menu is in).  You had selected "automine gems/ore" but you can also tell it to only designate ore, only designate gem, or designate all (default).

311
Yes, they will hang out at the edge of the map.

This is very !FUN! on reanimating evil embarks >D

312
DF Gameplay Questions / Re: Tantrum Spirals?
« on: August 19, 2015, 04:15:05 pm »
The whole point of hte revamp was to "normalize" stress.  One-two bad things arent' supposed to immediately break soemone, just as one-two good things don't immediately fix someone.  Dwarves are supposed to break after several seasons of trauma that slowly broods.  Good thoughts can help offset, and even reverse this, but it doesn't happen immediately. 

All in all, its a good change.  Dwarf therapist will show you hte most stressed dwarves still, so you can find them early.  Also, any dorf that starts meeting with your mayor is getting cllose to blowing a gasket. 

Also as mentioned, there are other insanity flags.  Dorfs can snap and go beserk, they can strip and run around babbling incoherently, or they can go catatonic (curl in a ball and wait to die).  It depends on their personality.  Dwarves can be naturally more resilient tostress or naturally neurotic messes.  They can love trading or feel disgusted at being the broker.  They can love fighting or hate it.  You can have awkward thought preferences where a dorf "felt satisfied at a good fight" immediately followed by "horror at a lost loved one" when the two are directly correlated...

313
DF Dwarf Mode Discussion / Re: vampire blood..
« on: August 19, 2015, 04:09:59 pm »
It is possible to do! The idea is to contaminate your well with vampire blood, whereupon your dwarves will drink from it.


i was thinking of trying it out the next time i get a vampire in my fort. was just wondering if anybody had done it before. and what would be the best way to get a steady supply of vampire blood up.


so far i have been thinking of something like spike traps and grates above the sewer system.

This exact thing has been done.  Spike traps over a grate over your cistern connected to a well.  Forbid all booze (and don't make anymore).  Pretty soon all of your dorfs will sip from the "blood well" and become vamps themselves.  I'd imagine the cistern would need to be small enough not to dilute the blood.  Complaints are that the spike traps serve as a danger room- pretty soon your vamp becomes a perfect dodger with high agility.  Your entire fort should be vamps (or at least several of them) by then, so you could just replace your "seed" vamp with a freshly turned cheesemonger w/ no dodging experience.

Hell, Toady has even joked about this (vampire blood wells) in some of his devblogs.  He mentioned he loves that hte most about us- we weaponize EVERYTHING (including FBs, worn out socks, fluffy wombat heads... etc).

314
DF Dwarf Mode Discussion / Re: Fluid
« on: August 18, 2015, 04:20:04 pm »
If its in the butcher's shop, you can try deconstructing/rebuilding it.  Otherwise, you can "clean" containments by purposely flooding your fort.

315
DF Dwarf Mode Discussion / Re: Embarked on a Lair
« on: August 18, 2015, 04:11:48 pm »
I settled on lairs before, the occupants are surprisingly docile.  I spent 2 years in a (world-generated) reclaimed fortress before finding its previous owner.  There was an FB just chilling in one of the back bedrooms the entire time.  Even after it killed the first dorf that walked in hte room, it just resumed chilling in the hallway.  They aren't in "rampage" mode, so they only act defensively.  You can safely wall them off in tight spaces, so long as your dorfs never enter its line of site.

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