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Messages - Sver

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226
DF General Discussion / Re: anti-villains...heros? adventurers? other?
« on: December 08, 2018, 12:37:54 pm »
Well, there are some obviously evil potential plotters, such as demons, necromancers, vampires and, to a lesser extent, bandits/criminals (judging by the Toady's presentation, criminal plots are reasonably less genocidal). Possibly, even night trolls.

And we already have various worldgen adventurers, including beast hunters and mercenaries, notably so. I agree that it would be good to see them being utilized by local governments against such supernatural threats.

227
DF Dwarf Mode Discussion / Re: I love the fortress
« on: December 08, 2018, 08:15:18 am »
I love the tantrums
I love the thieving keas
I love constructions
I love the dwarven cheese
I love the fortress
It's such a brilliant game
Boom-de-yah-da boom-de-yah-da
Boom-de-yah-da boom-de-yah-da

228
DF Gameplay Questions / Re: Artifact Leggings vs Masterwork Greaves
« on: December 08, 2018, 08:02:46 am »
Armor quality matters very little in combat calcs, so greaves are generally a bit better. The difference is not drastic, though, and leggings are a little lighter, so it really bogs down to whether you care more about passive protection or endurance.

Artifact greaves, on the other hand, would be great, because they would never suffer permanent damage in combat. For steel leggings this is irrelevant, because they'd never suffer damage anyway, no matter their quality, unless met with a divine/candy edged weapon all of sudden.

229
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 07, 2018, 09:54:23 pm »
You'd need to add [ANIMAL_ALWAYS_PRESENT] under the [ANIMAL] tag to make sure it's always available. Otherwise it will only get tamed if present in the world and near the civ.

Also, you don't need to set frequency to 0 - just remove the frequency tag and all the biome tags. And make sure your copied creatures have a unique creature tag (I assume you know it, but saying just in case).

230
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 07, 2018, 03:47:26 pm »
Yes. You'd just need to make sure that all the creatures you want to be used have the [CREATURE_CLASS:your class tag here] in their creature raws.

231
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: December 06, 2018, 04:51:19 pm »
Should work alright with my mod as long as you overwrite his item_weapon.txt with mine and then manually add my item presets into his entity_default.txt.

I'm not sure about Revised, as I have no idea what changes All Races Playable makes to the creature files. They'll probably need manual merging, e.g. editing the conflicting files to include the features from both mods.
Alternatively, you can go on and overwrite everything from his mod by the Revised files, except his entity_default.txt. Then open both his and Revised entity_default.txt files and manually add the Revised changes (tagged with "Revision", iirc) into the ARP file. This way you'll loose the whatever creature changes ARP makes, though. My mod, as usual, will need to be installed after all of that.

232
DF Dwarf Mode Discussion / Re: Helping prevent rain stress?
« on: December 05, 2018, 03:38:01 pm »
There is no reliable way to counter it or manage it without putting a big damn roof over the whole fort, so I disable the weather in d_init.txt. Then only enable it back on if I need to clean the surface from blood, in which case I just burrow the dwarves inside.

233
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: December 04, 2018, 01:12:49 pm »
Random feedback on this: I thought that "greatarmsdwarf" sounded a bit silly, so personally I've gone with "armsdwarf" (and "armsman") instead, and "Armsmaster" for the master title. I'm not sure if it's historically accurate (I don't think there's any real definition for armsman though), but in the context of the game I think it sounds a lot better than greatarmsdwarf or -man.

I don't mind people going their own way with these - I just suggested the ones I personally use. As for historical accuracy, neither "armsman" nor "greatarmsman" are an accurate way to describe some sort of "various two-handers user", because there were no generic terms for that. Though, "greatarmsman", as awkward as it is, at least makes it clear that "this guy uses big toys".

Also flailsman loses its plural for the master title, so personally I went with Flailsmaster instead.

I was going back and forth on that one, but, in the end, decided to follow the example of the swordsman/Swordmaster pair. I don't really know which is grammatically correct for flails in this context.

234
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 03, 2018, 05:42:08 pm »
Yep, without problem. After the caravans unload their goods and you press [t]rade, you'll be given a choice with which civ you want to trade now.

235
that sounds fair and well, but would be rather tedious to be done on a 3x3 (or smaller) embark.
for various reasons i'm still using 44.09 so stress is less of a problem.
are you using a fix plan for whre which building gets built and in which size dimensions?
i like to go with medieval city plans, fortress plans or monestary plans.
i'm thinking of monastaries, Ideal cities https://en.wikipedia.org/wiki/Ideal_city and planned communities https://en.wikipedia.org/wiki/Planned_community .
i even tried to build a monastary-temple-farmstead-fortress once and failed epicly when a werebeast attacked and we didn't even finish the foundation and moat yet.

On a flat or mostly flat 3x3 embark it works alright. If space is really too much of a problem, quantum stockpiles are always an option. I should also mention that I don't keep a lot of furniture, stone or wood lying around - those get aquired and processed only as needed.

I don't really use plans, rather some references from google, which I only follow loosely. I rebuild and repurpose building quite often during the mid game. As for scale, commoners' houses are usually about 5x7 tiles (including walls), the castle's keep - 13x13, the main temple, and the rest is everything inbetween. Separate manors can be as large as 20x20, but those I've only ever built on larger (4x4) embarks.

I always bring some initial weapons and make wooden shields early on, just in case. On the fair note, I've never had a werebeast attack in the first year (since 34.11, at least), which seems to be a commonly reported thing.

236
Depends.

I build fairly big above ground forts, which are really more like towns than motte-and-bailey castles (which wouldn't have a market, e.g. depot, at all), so there is enough room for everything. Late game houses are at least two stories tall, so there's plenty of space for stockpiling on the ground level.

There is a "market", where the depot is packed tightly together with various workshops and the houses where the craftsmen live.

Medic has their own house, where the hospital is located, which can be expanded if the need for hospital beds grows. The castle's barracks can be repurposed for a hospital temporarily, if the things get really bad.

I use individual dinning rooms (for commoners it just overlaps with their bedroom), so taverns are more like little gathering places where people meet (undistracted by furniture etc., as suggested in this thread), scattered around the town. The ones outside the castle are open for all, while the ones inside are citizen-only.

The library is merged with the main temple, which is a dedicated building.

I don't do open quarries for fps reasons. The mines (together with the smelters and such) are usually outside the walls, but that is never a big problem because they are only used occassionally, and thus, don't require constant defense. There is a fence and a door, and I can move a bunch of guards nearby when the bars/blocks get hauled out, but that's about it. I keep the metal bars in various stockpiles within the town/castle, somewhere near the forges where they get processed as needed (fairly quick, as armor and weapons in my mod are expensive to make). Motivates me to be more cautious with resources during the sieges, which would hardly be the case with a nigh-infinite supply of metal within the walls.

237
i know of motte&bailey and there are problems to that aswell:
https://www.youtube.com/watch?v=lpRnTxIAqLU
and putting it all into one of the outer baileys of one big castle doesn't make it much better, because you might not be able to fit all the required farms into.

In reality - no. In DF - with ease, as the farming yields are incredibly huge even on tiny plots.
Same goes for the problems, really - the invader AI is just not smart enough to exploit these weaknesses.

238
Not necessarily so. For one, there were motte-and-bailey castles, where the peasants' part was also fortified, even if to a lesser extent.
Also, it is the lord's duty to organize proper protection for peasants: patrols, guarding posts etc. Since any DF fort is basically a war-torn frontier (from a realistic perspective), the peasants themselves could very well be mandatorily armed (historically, they stashed their weapons at home, but that's too cumbersome to manage in DF) and trained, much in the same way the English did, for instance.
Finally, individual/family houses, fences and locked doors stall most enemies long enough for the military to arrive. Werebeasts in my forts of such desing were particularly keen on trying to demolish (floodgate) fences, transforming back and getting trampled.

239
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 03, 2018, 10:39:32 am »
Presumably that causes issues if you're receiving caravans from two different civs who are at odds with each other...

Yeah, but it is extremely rare for two civs of the same type (race) to be at war. I used to generate dozens of worlds just to read the legends, and I've only encountered it twice.

240
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 03, 2018, 08:07:57 am »
So asking for ingoing tribute stops wars?

Not sure, but I recall if you only ever ask for tribute (instead of razing, pillaging or occupying) and do so successfully (e.g. without any combat), the war will not even start. So you'll have caravans bringing tribute and then normal caravans too.


Also, does this mean I can have more then 3 caravans a year? A month?

Yep, a month. For instance, you can have three human caravans each summer. I assume you can also attract a lot of additional snatchers and sieges, if you "contact" multiple goblin civs, as they're always chaotic evil.

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