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Messages - Niddhoger

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601
DF Gameplay Questions / Re: How to make Dorf Supersoldiers?
« on: January 25, 2015, 03:37:40 pm »
au contraire, they also perform amphibious assaults. 

Marines could EASILY be the dwarfs that are trained to swim so that they are advantaged when they need to wade into a partially filled drowning chamber.   

Or they could be the dwarfs whom brave the locks to haul mermaids and whalesharks from the cage traps into aquariums. 

Or, as Zemouregal pointed out, they could be the ones deployed across the surface of the moat, with enough velocity to skip off the surface (this is actually totally do-able) so that they might engage an enemy on the opposite bank.

These last could also be characterized as Dwarfey SEa, Air, and Land teams.

And vampires are immune to drowning, thus they would make the perfect amphibious assaulters! YEAH!

I also believe that vampires continue to gain stats after being converted, its other night creatures that get "frozen" stats. 

602
DF Suggestions / Re: Metal Beds
« on: January 25, 2015, 03:34:21 pm »
I'm inclined to believe that sleeping on dirt or moss would be more comfortable than sleeping on an unpadded wooden bed. I mean, it's essentially an elevated wood floor when you think about it.

Its more of a dignity thing, I think.  Sleeping on the dirt floor is for kobolds and heathens.  Civilized folk sleep on a designated bed.  There is some peace of mind knowing that hte bed is clean-ish (compared to the muddy/bug-covered floor) and "proper." 

603
DF Gameplay Questions / Re: How to make Dorf Supersoldiers?
« on: January 25, 2015, 04:27:08 am »
This is a thread on super-soldiers and we have yet to have a single mention of vampire blood-wells!?  Shame on you, forums!

Becoming a vampire doubles physical attributes.  Whats more, your vamp-soldiers will not need to eat, fill their waterskins, or even sleep! They don't even technically need to feed on blood (they will never die of "thirst" in fortress mode).  Just keep them separate from the rest of your fortress, but with plenty of opportunities to "greet" those nice hippies that come to play ever spring!

604
DF Gameplay Questions / Re: Does weapon/armor quality affect anything?
« on: January 23, 2015, 01:23:04 am »
Artifact weapons don't game extra damage.  Its strictly a to-hit multiplier.  This is the main reason why artifact grade weapons from non-artifact grade materials are such a bust.  The only use of them is either a nerf bat for your hammer or to put in a weapon trap to skyrocket room value.  That is... unless no quality->masterwork increase hit AND damage while masterwork->artifact difference is only to-hit.

605
DF Suggestions / Re: Food Preservation
« on: January 21, 2015, 01:05:44 am »
Salt cannot be the only preservation method- not only would it severely punish forts that don't have rock salt/ocean access, but several more alternatives exist for the time period.

Pickling has already been mentioned.  To clarify, any booze is just one step from becoming vinegar, so all forts should have access to pickling.  The real issue is that pickling food alone isn't enough, the container also must be sealed.  Typically, wax (bees) was used to seal the jars shut.  I believe fat can also be used to seal the jars shut.

Smoking meat.  Beef jerking/smoking meats is another "old as dirt" preservation method.  You'd sacrifice a log for a stack of meat.  Mmmmm smoked elk bird spleen!

Honey.  Sugar/honey actually works as an anti-microbial agent.  Traditionally, fruits were persevered in jars of honey.  I doubt dwarven syrup would work, however.  Honey is an anti-fungal AND microbial built in.  Sugar works via dehydration (sugar molecules absorb moisture from the bacteria, killing them). 

With honey/wax both being used in food preservation, the bee-industry would actually become an awesome and integral part of your fortress! Instead of just "oh hey, I got 100 idling dorfs.  At least one can keep bees, I guess?"

Also, lets not forget flour.  This already exists in game, but only as a means to increase food VALUE.  However, flour typically has an indefinite shelf life if kept free of vermin.  Early forts can rely on bags of flour until they can trade for salt/get their pickling industry going. 

For the bravest (most desperate) of dwarven souls, there is always lye.  Basically, lutefisk.  *shudders*

What about ice-rooms? "root cellars" traditionally just required on storing vegetables in a cool, dry place.  With ice walls, you'd have a veritable low-tech freezer/firdge.  Think about it, eskimo's really don't have to worry about food spoilage when everything is ice, snow, ice, and more snow.  At the very least, spoilage should be slowed in winter months.  When the rivers freeze over, food isn't going to spoil very fast (if at all).  Scientists have actually dug up mammoth carcasses frozen solid for 10,000+ years AND ATE THAT SHIT.  Mammoth stew was heavily freezer-burned, but otherwise edible.  Let that sink in before you dismiss disabling food spoilage in a glacier embark.

The only foods that should spoil very quickly are meats though.  Most vegetables and some fruits (apples/oranges) really don't start to rot for a month or so.  Berries on the other had rot within days/weeks.  Meat... if left out at room temperature would rot within a couple days.  Intestines? Practically overnight.  The intestines contain massive amounts of bacteria to begin with.  Second the animal dies those bacteria tend to go wild. 




606
DF Suggestions / Re: Workshop profile more options
« on: January 21, 2015, 12:44:20 am »
Personally, I'd settle for just allowing the manager to respect skill levels.  So you can order "30 stone blocks, no masons over "proficient."  The manager would see your "legendary only" mason's shop and pass over it, so your legendary mason can continue churning out high-quality furniture.  Then the manager sees your "proficient and below" mason shops and spams THOSE with scud labor jobs.  However, if your skilled mason isn't busy doing anything in particular, you can leave the manager order to spam all shops (default behavior).

However, being able to turn off certain labors from certain shops would be more useful (designated coke furnace supplying everything else, pasture FW/plant FW, bone craft shop, stone craft shop, etc)

Either one would probably get me to actually start using the manager again though.  About the only thing I actually use the bastard for is queueing up 50 sets of armor at a time.  Everything else just requires too much micromanaging/fixing manager mistakes to be worth the hassle. 

607
DF Suggestions / Re: Metal Beds
« on: January 21, 2015, 12:36:12 am »
But as has been said... pretty sure beds have to be made of wood because no "padding" is being used.  A wood bed would be far more comfortable than a stone or metal one sans the mattress. 

I totally agree that beds should be made in multiple parts, but I suggest that it should be frame-padding-blanket.  Frame can be anything (wood, stone, metal, glass), then for padding you can either use the standard cloth options (pig tail cloth, yarn) or preferably use animal hair (fur) or feathers.  Right now feathers are 100% useless, even though they have been used for padding (and decorations) since... well the first mattresses probably.  However, "cloth" typically isn't used as padding, but perhaps the un-processed wool (yarn) or animal hair would be more typical.  Finally, you can add a blanket which is derived from cloth. 

608
Build a constructed up/down stair over the down stair, b-C-x.

The building site must already be accessible to w/e you are wanting to construct the stairs out of.  Dwarves cannot build down through a whole/ramp/hatch/stairs, but must be able to stand directly adjacent/on a stair/ramp beneath it.   I think the only thing dorfs can do from above is channel. 

My point is that you needed to have built the bypass first.  Then you can go back and seal off said bypass for pathing issues.

609
DF Dwarf Mode Discussion / Re: How is it meant to be played?
« on: January 17, 2015, 10:21:26 pm »
*shrugs* using exploits as training wheels takes all the fun out of the game for me.  You might as well just use DF hack to generate the metal or fiddle with the RAWs to change goblin melting points so they instantly die when entering the map.  If you can step in and bend the rules whenever you see fit, where is the challenge and sense of accomplishment?  I am not even the only person to say that in this very thread.  Yet now I am the bad-guy for going a little more in-depth in to why they shouldn't be used? Aslandus said he needed training wheels to help learn the game.  I simply "suggested" that he not embark on more advanced areas (low metal in this case) until he is comfortable with dealing with the consequences of not having iron/any military-grade metals.  I didn't call him a n00b, I didn't tell him to go die in a fire, I wan't even condescending (to him) at all.  I was only condescending towards "Urist Tilaturist" WHOM I BLOODY QUOTED for saying that exploits didn't exist, and are in fact "emergent gameplay." 

My point was that if you were going to cheat, at least own up to the cheat and don't hide behind flowery words.  But that makes me a bad-guy, apparently.

I wasn't being a tyrant and telling this n00b to keep his grubby neck-beard away from using exploits.  I simply voiced my opinion and offered suggestions to work around not using it.  Why the bloody hell can't I have a reasonable debate to try and change someone's mind? "Never try to convince someone is your own personal views" sounds like you are hte one trying to force that view on me.  I told him I'd rather him not do it, but that it was his single-player game so w/e.   I never told him I'd shoot his dog or hack his computer or even ignore him if he tried to stop.  I just tried to calmly suggest otherwise.  I never once called him any names or got petty with him.  I simply cannot fathom how that is wrong.

Since I apparently need to clarify things... my point now is that there is no moral imperative stating you can't DISCUSS something with intent to change another's mind.  It's how the entire world functions!  Have you never once tried to argue why X game/movie/song/restaurant is better than Y with your friends? Seriously...  I never once tried to actually STOP a friend from listening to Nickelback, but I can sure as hell try to convince him to stop so long as I don't resort to name-calling.


610
DF Gameplay Questions / Re: How do you release animals from cage traps?
« on: January 17, 2015, 05:19:45 pm »
@Aslandus: Are you sure just pasturing will remove the cage designation? At least earlier, that did not work, and I've had to resort to building the cage first (in the pasture, typically), remove the creature for the cage's list, wait for it to be release, and THEN pasture it.

Nah, it you just have to pasture the animal.  I routinely trap cavern critters then tame them.  Once tamed, I butcher them or assign them to a nearby pasture (behind a door in case of "accidents).  Also, when I buy animals from caravans I just assign them straight to a pasture no problem. 

Again, just don't ever try to pasture a wild (or otherwise dangerous) animal.  Animals that are semi-wild can also revert at any moment to wild state... so should be left in their cages until they are tamed a bit higher than that.  Trying to pasture a dangerous animal just lets it loose in the fort for FUN! to be had. 

611
DF Dwarf Mode Discussion / Re: How is it meant to be played?
« on: January 17, 2015, 05:12:48 pm »
Duping metal is a cheat.  I'm sorry if that hurts your feelings, but there is no other way to look at it.  I said you are free to do it if you want, but I was responding to others trying to pass it off as "emergent gaming" and "unplanned features."  They were trying to cheat and not call it a cheat. 

Remember the core principle of Dwarf Fortress: Losing is FUN! Every time you screw up or realize you made a mistake, learn from it! Once you realize that not all embarks have iron, you learn to only embark on places with "shallow/deep METALS (plural).  This is one of the #1 beginner tips along with not settling on aquifers.  You can also check your civ to see what metals it has access to.  I have built several successful forts that have fought off sieges and megabeasts with only something useless like "sphelarite" or no metals at all within my embark.  You either import all your metals from caravans, or use various traps and bone crossbows (or obsidian clubs, only melee non-metal weapon).  Remember, you can freely melt down imported "large iron breastplates" and "bronze cleavers" or even "steel crafts" for bar fractions.  I just make note of any items I melt down for more than 100% efficiency and remove the extra bars. 

Look, this is a difficult game, I won't deny that.  But if you are new and settle on a terrifying glacier with no metal, a (salt water) aquifer, 5 nearby necro towers and a goblin civ, and your own civilzation is both extinct and lacks any metal above copper... are clearly in the wrong place.  You die and learn from it.  Go back to easier areas.  Its like playing any other game where you take a wrong turn out of the gate and wind up in a high-level area.  You don't go "screw this, I'm cheating to survive!" You turn around and head back into the easier areas until you get a better grasp of whats going on.  Once you have the experience and know-how to flourish in the milder zones, you can start adding on challenges (no/scarce metals, goblins, HFS, aquifers, extreme climates, etc). 

If you are new to the game, don't go "I'm cheating to survive!" when you stumble onto an advanced challenge... you do the best you can and take notes.  Losing is FUN kids. 

612
DF Dwarf Mode Discussion / Re: Temples!
« on: January 17, 2015, 04:48:19 pm »
Except that temples are only going to be place holders.  As stated, there will be no curses or holy wars.  There was no mention of being able to make specific statues/engravings (at least in the last blurb).  What was stated was that you can select a deity appropriate to your civilizations.  There will also be quality modifiers, from "shrine" to "grand temple" I believe.  The only purpose the temple will be to give warm fuzzy feelings to dwarves with devout personalities. 

The only cool thing about this (for now) is that civilizations can start worshiping megabeasts if the critter successfully attacked them enough.  So you can make a grand temple for "Hakkar, a giant winged serpent made of flesh. Beware his poisonous blood!" In this case, sacrifices become mandatory.  At first you can butcher a few pigs here, but to truly stave off the destruction of your fort you will be required to sacrifice sentients on the altar at least once a season.  The method for sacrifice is up to you, but it must be as messy (bloody) as possible.  No true temple will be complete without a fresh coating of blood splatter applied several times a year.  BLOOD FOR THE BLOOD GOD!!!!

613
DF Dwarf Mode Discussion / Re: Would this trap work?
« on: January 17, 2015, 04:33:01 pm »
Not if there's a building destroyer about.

Except that misses the real issue.  Trap-avoid means pressure-plate avoid too... and you said that you wanted something "more reliable than cage traps."  So this won't capture a single thing that a cage trap wouldn't, and in fact will capture several LESS things.  As Grak mentioned, floodgates are NOT immune to building destroyers.  That would trap a common troll for mere seconds.  It would be somewhat more realistic that a cage trap in that a dinky wooden cage shouldn't hold anything more than a small critter, yet alone a powerful warrior. 

To trap a building destroyer you have to stun or web it first  This is done by either having a spider spit web over the trap (by chaining a goblin or dog behind the trap), causing a cave in above the trap tile, or dropping the creature several z-levels on top of the trap (stunning it with fall damage).  Now, some beasts are both "trapavoid," and "web/stunavoid" so there is little you can do about them in the name of in-game "traps."  You can, however, seal them into rooms with raised bridges.  Its how I make "zoos" out of titans and forgotten beasties :)

if you want to trap kobold thieves and goblin baby-snatchers, then your best bet is early detection.  A pair of dogs on a chain near your entrance will spot them. 

614
DF Dwarf Mode Discussion / Re: How is it meant to be played?
« on: January 17, 2015, 04:20:59 pm »
There are no exploits in DF, just features that Toady did not mean to add. There is a thing called "emergent gameplay", and DF has lots of it. The player should not place artificial restrictions on himself. The only thing I strongly oppose is save scumming, since it contravenes the spirit of a roguelike game, but players can do that too if they want.

I fail to see how spontaneously generating 200+ steel bars starting from a single pair of leggings and a magma smelter is anything but an exploit.  Part of the "fun" is working within the limitations of your embark.  No easy source of iron? You gotta import it.  No iron and only dwarven caravan (which lacks iron AND flux), then you have to play a trap-master fortress (drowning chambers and pit-traps- no atom smashing and pathing abuse). 

At least things like save-scumming are only "gamey."  They rely on mechanics of this actually being a video game (as there are no saving in life).  However... things like metal duping laugh in the face of realism and actual physics.  Again, how do you just spontaneous generate an entire army's worth of metal from one item!? How is this anything other than an exploit? Aka cheating. 

Its your game and play it how you want to, sure.  There are no competitions for prizes or even leaderboards here that exploits give you an unfair advantage for.  However, if you are going to use the exploit at least own up to it- don't say "LALALALA THERE IS NO EXPLOIT LALALALA EMERGENT GAMING/UNPLANNED FEATURE LALALALA"

615
DF Gameplay Questions / Re: Multi Race forts in near vanilla?
« on: January 16, 2015, 11:55:32 pm »
We're going to deal with any remaining issues with multi-species forts for this release, and there'll be opportunities to incorporate some visiting critters into your fort on a more permanent basis (most likely mercenaries/adventurers).

That is straight from Toadyone's mouth (well, fingers) in the 1/10/15 update last week.  As it stands, forts are comprised of dorf's and animals.  So if its not a dorf, it's treated like a dog and unable to do any labor. 

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