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Messages - Iamblichus

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1
I can understand wanting to impose your political views on a AAA video game, one that is going to be played by countless numbers of impressionable young people, but worrying about the politics of DF?  Come on- DF has a small, mature player base and while DF is influential with game developers that influence is solely due to mechanics not content.   What is the point of making political changes to the content of DF?  I would bet that less than 1% of DF's small player base has had their politics influenced by this game.   The only two reasons I can think of to inject politics in to DF is to troll or if someone suffers from an uncontrollable compulsion and has to inject politics in to every aspect of their lives. 

2
DF Gameplay Questions / Re: Stopped getting traders and migrants
« on: June 13, 2017, 07:44:00 pm »
Thanks, tried a few of the lua scripts in that thread but unfortunatly they didn't work.

3
DF Gameplay Questions / Stopped getting traders and migrants
« on: June 13, 2017, 01:54:25 pm »
Playing LNP 43.03.  Stopped getting migrants and caravans.  Was getting both elves and dorf traders previously.  Had three migriant waves before capping the pop in LNP.  Removed pop cap. Civ is not dead.  No pile of corpses outside the trade depo.  Depo is accessable.  I turtled for the two years and then had a five month zombie siege I waited out so I never actually traded with the dwarfs or elves.  Haven't got a caravan since the zombie siege though I have had goblin seiges since then.  Looks like someone else had a similar problem recently - https://www.reddit.com/r/dwarffortress/comments/cb6gg/no_traders_or_migrants/  Any thoughts?

4
DF Dwarf Mode Discussion / Re: Options for Recognizing Dwarves?
« on: March 17, 2017, 03:00:56 pm »
It takes a bit of work but I like to give my dorfs family or clan names.  When I get a wave of migrants I look through their relationships.  I trace the genealogy back to a founder of the family and name all of the dorfs after him.  I've gone so far as to have separate wings of bedrooms for each clan.  I make sure the eldest dwarf in each clan get really nice rooms.  Unfourtunatly you starting 7 don't seem to have any family history but most migrants do.

5
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 02, 2016, 10:11:02 pm »
It seems the two main questions are, can units jump z levels and does a one square floor overhang prevent a unit from moving upwards diagonally?  Depending on the answers to these questions I can see four possibilities for what would bee the minimum requirements for a unclimbable wall=

Floor Floor
Wall

Floor Floor Wall
Wall


Floor Floor
Wall
Wall

Floor Floor Wall
Wall
Wall

6
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 02, 2016, 10:01:27 pm »
For a quick defensive setup?  I would say start with a 1z high wall.  Then add another z to that.  Then floor the top of the walls.  And finally add the overhang.  By putting the overhang 2z levels up, I do not believe a unit can reach up to gain a handhold on it.

But if a unit is able to climb one z level it could then theoretically move diagonally to the side of the overhang.  There does seem to be some question if that type of diagonal movement is possible when a floor is used as an overhang.   

7
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 02, 2016, 09:53:46 pm »
But being 1z high, I think it's still possible for creatures to jump and grab that overhang wall even if it's 2 floors away from the surface wall.

According to Bumbler in post 10, jumping a z-level should not be possible in fort mode as it is not possible in adventure mode.  I guess I am going to find out as my walls are now-

Floor Floor Wall
Wall  Road Road Road Road Road

8
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 02, 2016, 01:39:20 pm »
To build (using constructions) a wall that cannot be climbed, you must realize these three things:
  • Climbers & Fliers can move Diagonally in the Vertical direction
  • Each Z level is composed of a 'floor' region and a 'wall' region
  • Constructed Walls fill in the floor below them but not the floor above them.
These three points are shown in the two images below:

Spoiler (click to show/hide)
In this image, a side view shows a Forgotten Beast finding a poorly capped stack of up/down stairs and climbing in.  As down stairs and up/down stairs only reveal the tile directly below them, the presence of caverns just off to the side went unnoticed, while the 'hole' in the floor allowed the FB to fly or climb right on in.

Spoiler (click to show/hide)
This image shows a side view of some constructed walls on the surface.  Each constructed wall also builds its own floor beneath it; this is why you cannot build a wall on top of an already constructed floor.  However, it does not build a floor above it.

Combine the two situations, and you have enemies ignoring the overhang and simply climbing right onto the top of the wall through the 'gap' in the floor, as shown here:
Spoiler (click to show/hide)

The solution for the wall pretty simple: construct floors on top of all walls that could potentially face the enemy (don't forget walls holding roofs up!)

However, remember they can still climb diagonally away and up with this design, though this doesn't seem to happen often.  In which case they may bypass the gap you closed off and just climb over the wall entirely, like this:
Spoiler (click to show/hide)

At which point you shift the upper wall out one additional tile with a floor, so this is what happens:
Spoiler (click to show/hide)

Which makes an outer wall that cannot be climbed.  Which is the exact point the game sends a Flying Titan your way:
Spoiler (click to show/hide)

I think the issue with diagonal movement explains what I saw with the gnome in my OP. So in terms of constructing a quick defensive wall after embark, do you have to have a two square overhang or will a one square floor overhang work as has been stated earlier on in this thread?

Would-

FloorFloor
Wall

work? Or do you need-

FloorFloorWall
Wall

9
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 02, 2016, 12:01:17 am »
So...for a wall to work..you need something like:

            Wall?
     Floor
Wall
Wall

????

No acording to the post just above yours you only need

      Floor
Wall

That should be unclimbable

10
DF General Discussion / Re: Isn't there just too much detail?
« on: February 01, 2016, 10:38:48 pm »
Bay12? Free of flamewars? I'll give the gay dwarves thread as a recent-ish example.

Also Deon dorsi specifically mentioned "without external utilities", which seems fair. There is no way to get to know more about dwarves' previous groups without legends viewer or opening a copy of the save in legends mode. Same goes for figures on engravings and many other things.

There was a flamewar about that? I vaguely remember people disagreeing, but nothing serious.

Practically requiring people to use external utilities and/or mods to understand, and quite often to play, the game is a shoddy, amateur mistake that other game studios get crucified for.  I will never understand why people give Toady a pass for it.

As it stands DF absolutely does not require external utilities to play. I'm not sure how people manage to get stuck on the idea that the obtuse interface is literally impossible to wrangle. Utilities have their function, and one can hope to see them incorporated into the base game one day, but everything great about vanilla DF can be enjoyed without DFhack or therapist or stonesense. Yes, even 3-d visualizers can be substituted by imagination.

And if you can't see why DF has as much respect as it does, consider how independent projects are judged not only for their production of content but also for the motivation behind that production. DF has both worthy motivations and intriguingly unique content. People flock to this game and stomach the interface, the bugs, and the interface bugs for a reason!

Well personally I waited for DFHack and Dwarf Therapist before I started playing the newest version but I don't think that detracts from Toady's accomplishment in any way.  On the contrary, as strong, active modding community is a hallmark of a great game.  I wouldn't want to play SimCity 4 without NAM and a bunch of other mods but that doesn't mean it isn't one of the greatest games ever made.

11
DF Gameplay Questions / Re: Defense in the beginning game
« on: February 01, 2016, 10:14:13 pm »
One thing to know about werebeasts is that they only appear on the full moon.  Look at the wiki entry for werebeasts and it will give you the exact dates.  You can create a burrow that encompasses all of your underground area.  Then create an alert, called underground, and assign the burrow to it.  A day or two before the full moon set the underground alert to CIV (look up civilian alerts on the wiki).  All of your dwarfs will go underground and you can seal them off from the outside.  I think the full moon period only lasts for three or four days, anyway once you see the werebeast leave the map you can let your dwarfs back out.

12
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 01, 2016, 08:38:20 pm »
Just dig a moat around your wall.  I prefer 3 tiles wide, and make the bottom layer 5 tiles wide.  With the two extra tiles going inwards "under" the wall.  This is simply the easiest way to get the two-tile "lip" that can't be diagonally climbed up.  Bonus points if you dig it into the first few stone layers and smooth it up.  Its much quicker than building tall walls that need lips over them.  And when you dig into stone, you get a usable item to make stuff with. 

You still need at least 1z-level of wall, though, to block ranged units if nothing else.  You can then build a second layer with fortifications.  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.

I hadn't thought about digging under the walls like that.  My only concerns about your design that you might need a paved road around the outside of the moat to keep the trees out of jumping distance.  And of course, you will need to pave or fill the moat.  I'm still uncertain as to how much space is needed from the edge of the wall to the first tree.

edit- In your example you mentioned digging in to stone which would not require paving but if there are a few layers of soil you would have to worry about trees in the moat.

13
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 01, 2016, 07:31:20 pm »
There seems to be a difference between:

b-C-W (constructed block wall), then d-A (designate carve fortification) which create a fortification with a roof (floor on z+1)

compared to b-C-F (constructed fortification) which creates a fortification with no roof, this latter seems to have issues on being climb-able or jumping through.

Any idea if building a floor on top of b-C-F solves the problem?

14
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 01, 2016, 06:19:26 pm »
I haven't had anything climb single tile wall (with carved fortification) overhangs.  I did have a goblin dodge through the wall tho.  It looks like they can quantum teleport like sparring dwarves sometimes do.
Code: [Select]
_F
W
D

(It is on top of a bluff, D is a dirt wall, W is a block wall, F is a block wall with fortifications carved into it.)

I just looked at the wiki there is a confirmed bug with fortifications-
 Creatures can now jump through fortifications Bug:8160

15
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 01, 2016, 06:04:11 pm »
How do I build a wall that can't be climbed? I had read in previous posts that overhangs were unclimbable but that is not the case. I built a two z-level wall where the second z-level overhung the first and goblins and gnomes have no problem climbing over it.
If you're using a wall overhang, it needs to be two tiles wide. Climbers can climb diagonally up if they can grasp the side (they can't with floors, so a single tile works for them.)

Quote
I also had read that fortifications could not be climbed but I had goblin archers hanging on to my fortifications shooting in at me.
Not only can fortifications be climbed, but you can jump straight though them while hanging on.

Yes, creatures can jump 1z, then hold onto the wall surface, and proceed to climb from there.
Adventurers can't jump up z-levels, and I'm reasonably sure NPCs can't either. If you build something like an upside-down pyramid, it's not climb-safe regardless of jumping.

So, if I am reading this correctly,  a single z-level wall  with a floor overhang should be unclimbable?

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