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Messages - Detros

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241
It mostly understands military, which is somewhat impressive.

Having run this 24/7 the last few days, here's what it does:

Makes squads
Equips squads
Has squads train by sparring
If a forgotten beast or megabeast attacks, it issues a kill order to the active squads to attack the threat

Now what it fails at:
Reacting to sieges, breaching [SPOILERS], or general multi creature nuisances because it doesn't understand where to station the squads in such a situation. Squads will continue training while most dwarves die only to finally react when they have visual of the enemy.

So in this way I would say that the AI has a better handle of military than 50% of most DF players.
Sure, because once it knows how to send keystrokes to game it can access military screen, setting equipment and such. But knowing where are those squads currently needed is a much bigger task, the more things like put archers here on this wall so when those enemies that are now approaching from north come closer they get shot from behind. Though some such partial tactic part may be possible through specialized templates, of walls with, ehm, let's call it, with rally points, I guess.

242
DF Announcements / Re: Dwarf Fortress 0.42.06 Released
« on: February 11, 2016, 05:31:17 pm »
Ohgodwut. Hmm...how deep can the layers go? Make a little wooden figurine of elves looking offended at a little wooden figurine of elves looking offended at a little wooden figurine.
...and then prepare your carving knife again, show that figurine to some elves, see if they get offended by it and start carving next-level figurine.

243
DF Announcements / Re: Dwarf Fortress 0.42.06 Released
« on: February 11, 2016, 12:13:18 pm »
oh wait isn't Travel advisory suppose to be removed because it seems to be still in announcements.
and the only error that pops up in the errorlog hmm wonder if gutting that out manually will fix some issues?
Check 9555, "Vanilla game simply will not start on MacOS ElCapitan", please. , another report with Travel advisory.

244
Let us know when it starts creating DF calculators and play DF in DF.

245
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: February 11, 2016, 05:04:28 am »
Are all crabs considered vermin? Thieves? Enemies of the State? Is there some explanation for why NPC's show an uncharacteristic hostility toward them?
I have recently picked up Dwarf Fortress again having last played it at the end of 2014, and noticed that in adventure mode dialogue has been completely reworked. While these changes are a drastic improvement, in 0.42.05 I am no longer prompted with a threatening message when I encounter bandit leaders, Titans, Dragons, Bronze Colossi, Forgotten Beasts, Hydras, Night Creatures, or other such foes that used to declare their name and an intention to murder me. Moreover, I am free to wander around tombs to my hearts content without a single threat from their fitfully slumbering denizens, even when I step over their sarcophagus, topple all of the statues nearby, and throw bits of uncooked meat at it. I should note that I am playing as a crab man and using dfhack. Are these dialogues still present in newer versions? Maybe crab men are treated as wilderness creatures?
In some worlds of DF multiverse, crabs are praised and everyone tries to get out of their way. In other worlds, they are hunted and face everlasting persecution. Long live the RNG.

246
DF Dwarf Mode Discussion / Re: Export Wealth Problems in .04, any fixes?
« on: February 10, 2016, 07:23:52 pm »
0.42.06 is out, it should be repaired.

247
DF Announcements / Re: Dwarf Fortress 0.42.06 Released
« on: February 10, 2016, 07:22:35 pm »
   (*) Stopped premature elevation of wagons to historical status
This is the funniest thing I've ever seen on a changelog, bar none.
Even "horses everywhere"? Even "cats dying mysteriously"?

248
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: February 09, 2016, 08:36:52 am »
Yeah, sadly I've lost about 4 or 5 in this fort so far to them getting stuck and me not realizing it in time.
Periodical checks of Health page for hungry units help with locating both dwarves in trees and grazer animals without a proper pasture (say, forgotten in cages).

249
DF Dwarf Mode Discussion / Re: DPRK themed Fortress
« on: February 08, 2016, 08:55:03 am »
everywhere engravings and statues of the leader, but smooth/destroy those that make him look bad
Wait for next version where engravings and statues should offer settings to choose what art to create.

250
DF Dwarf Mode Discussion / Re: DPRK themed Fortress
« on: February 08, 2016, 03:59:34 am »
Spend lot of dwarfdays on building 5-tile wide roads with stones. Blocks are for sissies. Routes for these highways should go from nowhere to nowhere, only sometimes used by incoming caravans or visitors. Citizens are not allowed to use these paths (build overpasses for them).


252
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: February 07, 2016, 06:09:59 am »
Man, I hadn't played in ages, saw a new release and came back. Also hadn't checked the site for a while, so I'm way behind. Some questions I had:

1) I saw in my searchings that books are just sorta barely-implemented, and mostly for entertainment/flavor. What about "poetry" and "dancing" and other things that I'm seeing in my dwaves' descriptions. Do they really do anything?

2) One of my trained emus is now "Distracted," which looking at the wiki is a dwarf personality thing. Anyone know what's up with that, and how to stop it?

3) I've made a few worlds between .04 and now one on .05, but I seem to have a big problem getting an embark with all the neighbors, which I like. (Humans, dwarves, elves, and goblins). I assume turning up the 'civilizations' on the world creation helps, any other suggestions? (I also tried making a slightly younger world than default, but don't know if that helps.)

4) Likewise, for a while now I've noticed that I have no bees that I can find in my embarks. They used to be all over the place in older versions, so that I ended up always having at least one beekeeper and setting aside a default area for hives. But I don't think I've seen a single wild hive or swarm of bees in .42 yet. Is this some sort of bug? Is it some weird biome thing that coincidentally I might have always been in the right biome before, and am not now? Any way to get them if they're not "native" to your embark?

5) Likewise, I've seen that there are junk seeds, like some of the fruit seeds - is there anything you can do with them other than hunt them all down and dump them, somehow?

6) Are vampires still a Thing? I know they had been made rarer than they were when they were first introduced, but I don't think I've seen a single one in .42

ETA:

7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.

8) Anything else anyone wants to add that I should really know about, and that isn't obvious, in the newer releases?

253
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 04, 2016, 05:28:04 pm »
I think you have to be a legendary ranged user to shoot through fortifications with no penalties without being directly adjacent from it, and this set up will leave your fortifications no closer than 4 tiles from an enemy.
No need to be Legendary, Great is enough.

DF wiki says: Enemy elite bowmen and crossbowmen have sufficient skill to fire through your fortifications from any distance within their range and they will shoot right through every time and (likely) decimate your forces.

More about Skill levels. More about Elite.

254
DF Dwarf Mode Discussion / Re: Armok is throwing rocks at me...
« on: February 04, 2016, 05:00:28 pm »
There is one thing you can "build" to withstand a cave-in, and that's a solid block of obsidian.

The other thing you might try is to build something up to where the sky tree is generated to provide something for it to stand on, and thus not fall. This is pure speculation, though.
Well, I can tell exactly where the chunk of reality will land, but I'm not sure I want to try to pump the magma the 100+ z levels it would take to reach the surface.

Looking at it later on, I don't know if I can see exactly where the sky tree comes from, since the first thing that appears is a large multi-z-level debris cloud of black sand. I don't think there's anything that's particular different about the sprite in question except for that one special time of the year when it goes off, kind of like an inverted Old Faithful.

No need for obsidian walls. Any walls work. See my note at bugreport 8752.

255
DF Dwarf Mode Discussion / Re: Do snake pits work well?
« on: February 04, 2016, 04:55:48 pm »
New collectible card game announced:
Magic the Gathering: Planecrawlersss

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