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Topics - AlexanderTheIncompetant

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1
DF Gameplay Questions / Arms trade
« on: November 26, 2016, 03:28:35 pm »
  What happens to the items you trade away to caravans?. Do they just cease to exist or does the game actually simulate their use outside of the fortress, and if so can you find them in the world afterwards. I'm particularly curious about if weapons and armor you sell them will be used on the battlefield and affect the fortunes of the particular civ in battle.

2
DF Gameplay Questions / Questions about military
« on: March 27, 2016, 09:28:35 pm »
 I have a few questions about the military.
1) Apart from ranged and melee, do the weapons types have any notable differences, and if so, what are their strengths and weaknesses?
2) Are single weapon squads better than mixed weapon squads, and should I add a marksdwarf or two melee squads and vice versa?
3) Do dwarves in higher z-levels see farther away?
4) If I give my soldiers weapons and their training equivalent, will they try to use their training weapons in battle?
5) Do marksdwarves recover bolts?
6) Can I make my soldiers form positions like a shield wall?
7) What happens if I separate a soldier from an object they're attached to?
Thanks in advance.

3
DF Gameplay Questions / Questions about farming
« on: March 23, 2016, 07:50:57 pm »
 Is there a way to know how many plants will be produced each season? Although since yield is in part randomized a better question would probably be how many seeds will be planted. And what is the best way of improving production? Usually I make huge farms supported by a small army of growers (about a tenth of the population), mostly unskilled migrants, and a single skilled brewer constantly brewing to improve seed production, which produces decent surpluses (triple digits growth every year), although I've seen on the wiki and forums that a few or even a single skilled grower can sustain most fortresses, although to me it seems that the fortress would be vulnerable to the death of even a few these growers, or the loss of its seed stockpile, since I don't think that method would produce many surpluses. Any help is appreciated, and thanks in advance.

4
DF Gameplay Questions / Planters don't want to work
« on: May 16, 2015, 12:08:52 pm »
 Since I ran out of plump helmet seeds, my planters don't want to work, event thought there are now enough seeds (although the stocks are slowly disappearing, I'll just buy some more from caravans) and more than enough plots, most of which aren't even being used. Also, on a side note, I have one max size plot that produces prickle berries.

5
Curses / Can't go fight evil
« on: May 10, 2015, 08:26:45 pm »
 For some reason, I can't go fight evil, the only tings that I did are 1) causing havoc in the genetics lab and 2) going to the clinic for 2 months.

6
Other Games / I have some problems in lcs.
« on: May 10, 2015, 08:20:42 pm »
 Recently, I've been having some problems in lcs, for some reason, I keep loosing the ability to go forth and fight evil (even when my liberals are in the active liberals section), and I also don't understand how to gain fame other than by causing chaos. Can anyone help me with this please?

7
DF Suggestions / Better custom items
« on: May 09, 2015, 08:19:44 pm »
 I think items (all of them) should have three levels of customization by their makers:
 1) Race specific, ie Dwarven designs are based on mountains, tools, rocks, metals, Goblin ones have weapons, organs and blood, Humans have castles, books, farms and villages, Elves have trees, animals...
 2) Civ specific, related to their name, or maybe their location and neighbors.
 3) Individual preferences, like what is now used for statues and engravings.

 For example, A shield made by a Dwarf of a civ called the oaken manors that has borders with Goblins and hates cows might paint the shield in rock grey with an image of a cow being brutally murdered near a manor.

8
DF Modding / Isometric tileset
« on: May 06, 2015, 04:59:46 pm »
 I just had an idea recently, would it be possible to make a tileset that would look isometric?
 Also, does Stonesense work with the current version do DF?

9
DF Suggestions / Feasts and more
« on: May 04, 2015, 05:30:20 pm »
 I think mayors should have more types of interaction with the population. For example, organizing feasts, memorial services other events to commemorate whatever. They could also identify certain problems with the fortress and inform the player in the nobles screen...

10
DF Suggestions / !!SCIENCE!!
« on: April 26, 2015, 01:44:53 pm »
 It would be interesting if DF had a science system, but instead of having a tech tree like in most strategy games, there there would be knowledge about a certain thing (stored as books in dedicated buildings and spreads as rumors in between individuals), the more knowledge there is about a certain thing, less/less talented scientists are required to discover properties of a thing. Properties have 2 uses: 1)giving more knowledge about the thing they are a property of, and 2) creating a new use for the thing when inventors are assigned to create new designs. Properties could also be discovered during world gen, mostly basic ones such as cloth burns, glass shatters and so on and so forth.
 
For example, your fort has 2 properties of glass, 3 of booze and 1 of cloth, 9 of steel, 4 of wood and 7 of cobwebs. You then assign a inventors to procedurally create a new design by mixing the properties, so he could for example invent the Molotov cocktail, the glider or whatever. One problem I see is how the game will come up with names for the inventions.

TL;DR, Scientist discover stuff about things which allows inventors to create new designs.

11
DF Gameplay Questions / seeds keep running out
« on: April 26, 2015, 11:42:46 am »
 For some reason, every plant I assign to my farms keeps running out of seeds. Could anyone help me with this? Thanks.

12
DF Gameplay Questions / Arbitrarely caged dwarf
« on: December 29, 2014, 12:18:21 pm »
 Greetings fellow overlords.
 For some mysterious reason, one of my dwarves has been caged, despite not appearing in the justice screen and that I only have ropes assigned for justice. Could anyone help me on this?

13
DF Gameplay Questions / Brewers randomly cancelling
« on: December 28, 2014, 07:52:55 pm »
 Greetings fellow overlords.
 Recently, my booze levels have dropped drastically due to apparent lack of fruits/plants (according to the announcements),despite the fact that I have farmers working around the clock, producing many types of plants, peaches and other fruit lying around under trees and herbalists bringing in berries. And the plant stockpile is nearly at 100. Strangely booze levels were at their highest when the fortress was in near famine with almost no plants (or pretty much anything else really, which is why it was a famine).

14
DF Suggestions / Turreted war elephants
« on: December 26, 2014, 02:40:02 am »
 Greetings fellow overlords.
 I am somewhat skeptical that this hasn't been suggested before, especially with a community like this one, but apparently it hasn't so I'll do it myself.
 Elephants can be trained for war, but can't be mounted by backfiring projectile launchers, serrated battering rams, dwarves armed with sticks swinging from half cut up ropes, and covered in stupid looking war paint. Why? that would be awesome! It would be a valuable export, squad carrying deathbeast, high velocity fourlegged animal with flaming weaponized tusks!

15
DF Gameplay Questions / Post siege starvation
« on: December 24, 2014, 06:49:56 pm »
 Greetings fellow overlords.
 Recently, I sent my dwarves underground as a civalert during a giant attack. My fortress was not prepared for this and by the time the militia arrived, the beast had been over exerted by a goat (I'm not kidding) and single punch rendered it unconscious. I released the population once the threat had been eliminated, however, a few in game months later, the food stores had dropped from 300? to 0, and a similar incident occurred during a were beast infection, although it was less dramatic as the civ burrow had a farm and the main food stockpile in it. Although I am beginning to recover, I would like to know what happened. Here's what i did during that time, if it can be of any use: moved masonry, forges, carpentry etc. further underground, along with their respective stockpiles. Smoothed a lot of walls. Built new dormitories. Trained the military some more. Started building fortifications around the bay like area where the doors are. Placed traps. Dug down a bit to build a airlock type thing defended by siege weapons and military to defend against certain things.

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