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Topics - Admiral Obvious

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Life Advice / I (probably) lost my home.
« on: November 10, 2018, 11:52:02 pm »
I'm an evacuee of the most recent "camp fire" that happened to burn through my town in the period of under an hour, and is still burning today.

I'm really posting this because I don't really do social media, but I've been with DF for a long time. I really don't know what to do. I feel like I can trust the advice here though.

I'm at the evac shelter here, but I'm incredibly depressed. Mostly because we ended up leaving one of our pets at home, and I'm almost certain that our house is gone, and they couldn't get out (they hid in one of the rooms of the house as flames were bearing down on us).

Has anyone else been through something like this? It feels like I lost everything. Any advice at all would help.

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As an example, one of my dorfs had a bit of a verbal fight with another coworker in the library, and apparently it caused a fist fight (that I was unaware of).

A while later after mulling over the thought, he went from "very quick to anger" to "is quick to anger". It didn't change very much, but it changed.

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DF Gameplay Questions / Fey Mood Requires Yarn Cloth
« on: June 04, 2018, 07:34:23 pm »
Of course, immediately after the caravan leaves, one of my dwarfs gets a fey mood and takes over a craftsdwarf shop. Issue is, we have no animals to shear to make the cloth type he demands for.

I do happen to have a breeding pair of horses, as well as a pair of breeding rabbits (expecting them to breed like... rabbits, for food).

Is there some possible way for me to make this work, or am I going to need to murder one of my first dwarves less than 3/4 a year into the game?

Edit: Never mind, it's too late now. He wants nuts and sort of killed everyone, so time to restart. Still, some advice would be nice here.

4
DF Dwarf Mode Discussion / Is there any reason to encrust ammo?
« on: August 12, 2016, 01:50:19 am »
I'm just a bit curious, since I can't remember the last time I've done it.

Does it make a difference with anything other than value?

Also, does a single gem get "split" into a whole stack, or do gems get crusted into individual bolts?

I ask cuz I managed to dig up a black diamond. In theory the diamond would add some "hardness" value to the shots, right? Or does that not get counted?

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DF Suggestions / Should Weapons/Armor/Stuff be able to break?
« on: March 01, 2016, 02:39:43 pm »
I was just thinking about this while playing around in adventure mode.

I was playing as said adventurer, and went to one of my fortresses that happened to have candy. I went and ordered my weapon smiths to create me a few candy swords in fort mode. Forbid one of them, the highest quality one (masterwork I think), and retired the fort.

I then went to my fort as a dwarven hearthperson, and "borrowed" the sword from the fort, and proceed to randomly go out and kill everything that got in my way, starting with bandit camps, and also a necro tower.

Through playing through, leveling up sword skills, and parrying A LOT, it got me to think. This is the hardest, sharpest, and lightest sword, likely in the known universe. Why cant it pierce shields, or cut wooden weapons in half when parrying?

Why can't this be done? I realize that the game is still being developed, and will for years to come, but why is it that only clothing is something that experiences wear? I'd kind of like to see some sort of addition to combat systems that allow for destruction of equipment, instead of solely destruction of the thing holding said equipment.

For example. Say I've got a platinum (mood) or silver war hammer, and try to smash some elf with a wooden shield, and get the shot blocked. Should the shield not crack, or even maybe explode under the force?

A different example. Cutting through armor essentially does nothing to the state of the armor, even though there probably are large holes in reality within the armor as a result. Wouldn't it be interesting to see armor get shattered, or cracked by low contact area, high power weapons? Maybe the weapon itself could break against superior armor? What about denting via large contact area, blunt weapons?

Last example. What about edged weapons? Slashing at Steel armor with a Copper sword will either do one of two things. Get through the armor, or damage the sword, like cracking, bending, blunting, or possibly even completely breaking the sword.

Wouldn't it be interesting to see material qualities have more of an effect on combat? Does anyone have a mod for this? Are there any ideas you'd like to see in this regard?

My Idea

I was thinking weapons could potentially be divided into "limbs" like your average living thing, and your weapons could experience wear and tear, honestly identical to a living thing, except that your sword can't "die", but instead lose abilities, based on damage taken. Essentially, when something happens, apply a mutator to the weapon.

For example, if the sword is cut in half, it's edged contact area would be halved, it's piercing contact area would be made much higher, and the weapon would be made lighter.

If a sword is dented or chipped, it would lose edged contact sharpness.

If a weapon is cut to the hilt, you will only be able to pommel things with your weapon.

A Mace\Maul can be chipped, reducing the mass of the weapon, and making what edged contact area wider, but also blunter (which may actually make the weapon better in some cases).

Not sure what to think of hammers besides the loss of the head.

Whips/Flails can have their "heads" cut off, essentially making the weapon useless. Possibly the weapon would get an even finer contact edge as a result, maybe it could be blunter, but the contact area would be reduced (or increased, depends on what a whip in this game actually is).

Spears would essentially become sticks if they lose their sharpened head, effectively making a stab a pommel strike.

Damaged armor/shields can lose coverage while damaged, exposing the user to further "issues".

All of these things can be repaired depending on damage taken, at an appropriate forge, because why not?

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DF Dwarf Mode Discussion / How do I install instruments for my tavern?
« on: February 11, 2016, 02:27:11 pm »
It seems that I'm unable to actually install instruments inside my tavern, even though I have 7 spare instruments made, and laying around.

I've double checked that the instruments are available. First by checking if they are in a workshop, which they were, so I made a stockpile for them. That didn't work, once they were moved to the pile. I've tried dumping them, and reclaiming them, that hasn't worked either. I tried moving the stockpile to the tavern, and that didn't work either...

The issue I get when trying to build these are "needs item". Am I missing something, or is this a bug?

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I'm aware that becoming a werebeast "fixes" this problem, but I'm wondering if dwarven (or other) medical science will get to the point that it would be possible to reattach a lopped off limb?

I'm mainly asking due to a recent run in adventurer mode, where I tried to take down a necromancer tower on my own. It went rather well, as I chose a hero hammerer. Up until the point that a zombie elf somehow managed to chop off my arm with a carving knife.

I decided the better idea at that point would to be bravely running away, but I made it the point of taking my arm with me (I don't want to have to come back and fight my own arm again).

Later, went back to the nearest town, that happened to have a doctor, and a surgeon  (no diagnoser). I tried talking to them to see if I could get my wounds treated (as I was also stabbed in the kidney), but apparently this isn't possible in ADV mode as of yet either (I talked to diagnosers before).

I get that, at the moment, you can't have your arm/leg reattached to you, but I can imagine it would be possible to do medically, even in the "age" the game is probably represented in. Has anyone suggested this before, or does anybody know of any plans for something like this?

Secondly, does anybody know if there's a way to get proper wound treatment in ADV mode, or if there are any plans to do so?

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DF Dwarf Mode Discussion / The Book Thread
« on: December 09, 2015, 03:12:25 pm »
I have yet to see a thread where we share some of the stupidest/most brilliant books ever written. So, I thought I'd start one today.

I thought this was a bug the first time I saw it.
Spoiler (click to show/hide)

Never knew a single squiggle could be considered a book.

Edit: Yay, I figured out how to spoiler.

10
DF Gameplay Questions / Weapons.
« on: December 04, 2015, 03:04:04 am »
Has anyone tried to do some !Science! with "foreign" weapons recently? Especially now that, in most instances, military class visitors tend to bring weapons with them from their civilization. I've been mostly playing adventure mode, and am actually curious about which weapons do what.

I'm mostly curious about what types of damage they are intended to deal, particularly the whip, but also the maul, since it should be a cross between a blunt instrument, and a stabbing object.

I'm also slightly curious about weapon efficency when talking about non-weapons (I beat an elf to death with a dead horse, and this, while greatly amusing, started to make me think about... other things that can be used as instruments of death).

How deadly am I if I stab my enemy with a sock for example? What about beating someone up with a helm found lying around?

Just some stuff I'd like to see explored more.

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DF General Discussion / Is there a place to upload worlds?
« on: December 03, 2015, 01:41:23 pm »
I'm mainly asking because I finally got the game to fully generate a large world, high civ, high site, without crashing, and it looks honestly amazing, mainly due to the sheer ammount of distinct different living races.

From what I saw poking around in ADV mode, there are roughly 25 different types of animal men still alive, as well as the fact that all the "major" civs we all know of are still kicking. I don't want to have that chance that I'd lose it, and I also want to share it with you guys here.

I've got a copy in my Google drive thing, but I'm curious if there's an "official" way to push it here. It's about 45 MB in compressed form, and I'm pretty sure the forum won't take a file of that size.

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So, as of today I hit the first cavern layer. I'm a relatively new player to this game, but I knew that there was probably going to be nasty stuff down there.

Turns out there were hostile reptile man blow gunners, so I sealed off my entrance to the cave until I have a relatively in shape military.

Shortly after (roughly 2 months in game time) I noticed that all of the Reptile men had wound up dead according to the entity list, so I decided to open up the cavern to steal their stuff. This went well without issue. I decided immediately afterwards to place a big array of cage, and upright spike traps just before the entrance to the caverns, just to be safe, and still be able to mine out the materials there.

Then, the game draws my attention away, as roughly 20 migrants arrive (one of which I think may be a vampire, but that's a separate issue). I come back about 10 minutes later (real time) and discover that some of my cage traps activated. One contains a Giant Toad. The other contains a Giant Cave Spider.

I wasn't prepared to encounter fun this early in the embarkation (roughly 1 year from striking the earth).

The giant Toad is contained in a Bismuth Bronze cage of master quality, so I don't think it will break out of it any time soon. I just am scared to do anything with that, so I'll leave it alone forever I guess.

My real concern is that I have a GCS in a moderately good wooden cage. I have absolutely no idea what to do with it, and I'm terrified of what might happen if it breaks out of the cage. I've currently got it locked away in a stockpile, far far away from the rest of the fortress, behind a locked/forbidden door.

Any suggestions would be greatly appreciated.

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