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Messages - Admiral Obvious

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31
I dont know what to make of this. I tend to assign two or three tavern keepers and many performers - never seen anyone die of drink, bar fights have been rare. I seem not to get problems with rotting leftovers with a decent tavern keeper or two - their personality might be behind some incidents.

If your dorfs don't have the traits which make them temperate to some degree (by that I mean as long as they aren't maxed out gluttons), then they generally won't drink themselves to death. If they are completely over the top though, they will probably die, either due to a drunken brawl, or alcohol poisoning.

32
DF Gameplay Questions / Re: Dwarves won't equip most foreign weapons
« on: June 07, 2018, 02:50:54 pm »
Im pretty sure the AI for dorfs when using the 2H sword is to "slap" their enemies with it, so they don't actually swing with the "pointy end" like would be common sense to do.

I think also, a heavier weapon is easier to parry since the swing is slower, and that gets exacerbated by the strength, or lack thereof of the dorf. It's partially why, if I can get a whip, even though the warm up for the attack is slow, the actual attack speed is insane.

33
DF Gameplay Questions / Re: Dwarves won't equip most foreign weapons
« on: June 07, 2018, 02:17:22 am »
Lowering the size requirement to 60000 is a good way to make dwarves equip these kind of weapons. I also think it can work even with already generated worlds by modding the raws inside that world's save folder.

I have to add that, from my experience, foreign weapons aren't necessarily more effective than the dwarven made ones. Not sure if it was due to their quality or the fact that I issue my dwarves with shields along with two handed weapons.

I mean, when I do my science in the testing arena, the two handed is arguably objectively superior to a regular shortsword when it comes down to raw damage, mostly due to the size of the cutting edge. Plus, there's
 the fact that the weapons tend to be heavier to pommel stuff with. The only downside to them I noted was a slightly lower attack frequency. I think you can still use a shield in one hand while using a two handed weapon regardless of size, that's been a thing as long as I remember.

I never got to give a halberd versus a spear a try though, but I might some time tomorrow.

34
DF Gameplay Questions / Re: Fey Mood Requires Yarn Cloth
« on: June 07, 2018, 02:08:06 am »
Thanks for the advice. I just got LNP installed again with DFHack in place, so I don't need to be worried about job specifications on what can, and can't automatically be weaved/deyed. Auto-loom is off though, just in case.

This time I've made sure to take a pair of sheep too. I just find it a tiny bit strange that only 3 types of animals can produce wool, but I suppose it makes sense. Hopefully it won't happen again, because somehow my civ ended up nearly dead after the last fort. The world is completely overrun by elves, and I don't think they'd be wanting to trade, and the dwarven caravans seem to have stopped coming, along with the liaison. It should be FUN.

35
"Urist McFarmer died of suffocation, covered in Vomit after singlehandedly downing 20 seperate barrels of booze, and getting into a few brawls"...


That's the way I'd want to go.

36
DF Gameplay Questions / Re: Fey Mood Requires Yarn Cloth
« on: June 05, 2018, 05:24:18 pm »
Well, before things went horribly wrong (seeing as this dwarf was my only swordsdwarf) I did attempt to slaughter one of the horses and see if it would help.

I think the weaver claimed the item and did something with it before the Moody dwarf got interrupted by one of the cave creatures (I already poked down to the caves at that point).

Needless to say, it didn't go well at the time.

I'm not into the groove of understanding the game like I did 2 years ago, but it's fun to dip my toe back into the water for this game, especially with the new off site raiding mechanics.

37
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.

38
DF Dwarf Mode Discussion / Re: Iron gauntlets showing some wear?
« on: June 03, 2018, 05:52:37 pm »
Did that particular dwarf participate in any sparring, or a brawl?

I'm pretty sure getting hit at all does impart some extremely minor wear to the article.

Or course it gets worse when actually "used" though.

39
DF General Discussion / Re: Future of the Fortress
« on: March 11, 2018, 02:28:58 pm »
Will there be any limit to how powerful magic is?
You'll really need to define what you mean by that. What does "powerful" mean to a race who have the innate ability to transform into a bucket?

Generating a world in which children can destroy the earth at will, would be kind of annoying, sure, so in that respect I imagine there are certain 'limits'.
That's kinda what I'm talking about, just overall how powerful can magic be (can people get turned into inanimate objects, can a single spell kill everything on the planet, is it possible to have a spell that makes it permanently winter, etc.) just looking for the limit of how crazy the magic system can be.

I imagine that there would be the scale on how much magic there is, where a "low tier" magical world would be more or less equivelant to the current necromancy/alchemy systems, and a "top end" magical world would probably end up becoming "Everyone is now a wagon, also I set the whole world on fire, have !FUN!".

40
DF General Discussion / Re: Very low resource utilization on Ryzen?
« on: June 10, 2017, 06:22:47 pm »
The game doesn't use very much processing power, mainly due to the fact that most everything is on a single core. As for memory, throw the game into a Huge + Everything on max world gen and watch how it eats up your system memory.

41
Water tends to not care what's put into it. Depending on the size of the thing, certain/most weapons wouldn't be able to sever any body parts.

42
DF Dwarf Mode Discussion / Re: Effects of Caves on World Gen
« on: December 23, 2016, 10:23:42 pm »
I don't think you can embark on a cave. If you can I've never seen anyone who has done so.

I thought caves were supposed to be for stuff like Kobolds and Dragons.

43
DF Dwarf Mode Discussion / Re: Iron = useless crossbow bolts?
« on: December 23, 2016, 10:13:04 pm »
The larger the creature the heavier the armor, although I don't know if weight is factored into resistance. Trolls are fairly large and ogres are larger still (the elven cararavans can haul away half a dozen or so sets of ogre clothing at most before reaching their weight limit).

Fat did protect the Roman gladiators (as well as aiding the amount of bleeding produced, which pleased the crowds), so gladiators were actually fairly fat.

The way to get fat dwarves is to get them to move as little as possible, so dorfs who spend their time in workshops tend to get fat. The current nutrition model (or lack thereof) probably doesn't distinguish between different kinds of food apart from the favored food item aspect.

You can drain dorfs of fat by fire. If they survive the bleeding they won't recover the fat, and I think that provides some protection from future fire damage. Regardless, you're better off training your dorfs to dodge, use shields, and give them good armor (that they're trained to wear), as well as hitting the enemies.
Does this lack of fat have any downsides? As for armor, I stuck every dwarf in a military unit, give all the real army proper iron armor until i finish all the steel, and the civilians get leather, a shield and wrestling training, i figure that will get basic combat skills and armor user to every dwarf, so I can have a pretty solid army if i switched them into metal after they gain some skill. Can I set multiple squads to the same barracks for training, currently ive dedicated a huge area of a floor to barracks for training civilians, though i suppose im 250ish dwarves against over nine thousand goblins, on a self imposed mission to save the world, so large military training area makes sense.

As for the removal of fat. I'm almost certain that it's a bad idea to do that, because fat itself counts as a layer of skin according to the game. So you've got the skin, the muscle, the fat, and the bone. Fat is actually a good buffer against some very awful weapons (like wooden swords) and helps a little bit against blunt stuff in my experience.

As for multi squad barracks. You sort of can, if said barracks has multiple things in it. The seperate squads won't train together though as far as I remember.

44
Was the werebeast a part of the Dwarven civilization? If so, there might be some sort of minor loyalty cascade that happened there.

45
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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