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Messages - Sarmatian123

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706
DF Gameplay Questions / Re: How do you handle Clothing?
« on: January 19, 2018, 04:31:28 pm »
I am not sure *why* I have not had to address this yet but it simply has not become enough of an issue to design and create an industry.

I'll give you a reason. Armor. Cloaks for military Dwarves. There is only so many chain mails you can put on. Then breast plate. This is where armor officially ends, but I read on wiki and forums, that some people tried with success stacking leather cloaks on top and had huge success with it for Dwarven survival on battle field. Feel free to !science! that. Cloak goes over everything but hands and feet I think. Cloaks!

707
I just love this feature. :D I have an improvement suggestion. Your own settlement on the map has no number for population. I know my settlement has 110 population, but should't map show it as well? It shows population for other settlements. Just a thought. Ignore it maybe?

708
DF Gameplay Questions / Re: How do you handle Clothing?
« on: January 19, 2018, 03:12:34 am »
If I'm gaming fortress value I'll just set aside a few adamantine for artifacts or whatever.

If you starting new embark, you can pop adamantine above iron in inorganic_material.txt. Then you need just forbid basic material, when moody Dwarf starts a job. It works if there are other materials but the basic one though. Although, if Dwarf has preferences, you can't play on the RND for the right one. I am stuck with left adamantine mitten for example. What a useless artifact... Though in 0.44.05 I noticed you can move artifact to Depot for trading. Maybe I should try selling it? :D

709
I think a shield's material doesn't matter for its ability to block.

No. Neither quality, nor material. I cherish that fact. Simple, fast and easy defense for military Dwarves at start of the game. Even if you stick them besides shield only with copper/steel hammers.

However shield's material doesn't block ability to have shield named and put into your artifact list. For some reason. This naming mechanics is killing me... It should be limited to adamantium items imho.

Nah. In worldgen, people name regular items. Maybe it should be an init option.

Really? Then I hate those people. :D :P :D Whatever limits this naming madness... I am for it. :D

710
DF Suggestions / Re: Shields and Wear
« on: January 19, 2018, 02:59:20 am »
Additionally I agree that there should be a repair mechanic, but that seems a bit out of the scope of this thread.

Joker. Repair mechanics to broken items mechanics. :D Why not ask Toady for cleaning mechanics to the filth spreading mechanics as well, when on it? You will get a magic expansion instead. That's what is in the development pipe. Not a rework of 10 years of all military issues, all bugs and all antiquated uniform features. Even military screen, as the only screen in DF, won't even resize with window resize. This is how bad military is supported in DF. The only thing I hope, which will get fixed still in this bug fixing releases is... having all military Dwarves returned from mission and/or dead on mission. Not suspended in eternal "travel". What a horrible bug. Better stay now away from sending missions. Though I love the new map feature in the civilizations menu. I just love it. :D I can't believe we didn't have it earlier.

711
I think a shield's material doesn't matter for its ability to block.

No. Neither quality, nor material. I cherish that fact. Simple, fast and easy defense for military Dwarves at start of the game. Even if you stick them besides shield only with copper/steel hammers.

However shield's material doesn't block ability to have shield named and put into your artifact list. For some reason. This naming mechanics is killing me... It should be limited to adamantium items imho.

712
Also, equipment, I just select 'metal high boots' and dorfs figure it out for themselves from the best available. If you need to micromanage your dorf's boots so much, you should probably use Therapist.

I don't have kick ass gaming computer, so I need cpu for DF and not for some partially useful utility like The rapist.

Yeah and military Dwarves are geniuses on figuring stuff out. I have hard time missing those 3 named stinking leather shields in list of my artifacts... Next embark only *MASTER_QUALITY*adamantium*MASTER_QUALITY* for all those bloody shields too. No willow wood. No leather. Those two materials should even be banned and disabled even for usage in shields with this entire crazy naming mechanics.

I remember those glory days of A500. I had 15'' monitor too. Old times that was. Today, when you resize screen, then you are doing it for "reasons". For convenience and when interface decides for you "go to hell, we are back in A500 glory days", then something has to be wrong, even if I don't send you pictures. Don't you think something is broken? Visually?

713
DF Gameplay Questions / Re: Web-Spinning Forgotten Beast - Capturable?
« on: January 18, 2018, 02:09:52 pm »
dwarffortresswiki.org/index.php/DF2014:Forgotten_beast
"Forgotten beasts are hard to catch, being both [TRAPAVOID] and [NOSTUN]; however trapping them is not impossible. All webbed creatures become vulnerable to traps, except for the ones that have a webbing attack of their own: having a giant cave spider shoot web on your cage traps will render them into perfect FB-proof nets. Your new prizes can be put to various uses; the most obvious ones consist in dropping them onto various invaders - forgotten beasts are hostile toward each other and will attack any wildlife or civilized creature they may encounter - but with careful micromanagement, the opportunities are limitless."

So I guess this trick I wrote about works on FBs in general, but not on web-attack FBs. [nostun] makes any attempts at knocking them off futile as well. There is no way, you can put webbing FB in cage.

You could always try to make tiny 3x1 room with floor, roof and walls out of clear glass blocks. Still, a wall is a wall and if Dwarves could see FB through it, they would still freak out. :D

714
DF Gameplay Questions / Re: How do you handle Clothing?
« on: January 18, 2018, 05:10:45 am »
I play vanilla DF. I create Quantum Stockpiles for each type of cloth. Then make sure there are few cloths of each sort. Usually goblinite solves it for me. So long they have some garbs in them, the Dwarves get only negative thoughts like "have rotten cloths fall off from me", but nothing else.

Thing with cloths is, it chews on your cpu, so you don't really want many cloths in your fortress. Even negative thoughts about cloths rotting off the Dwarves is better, then mass cloth production.

I consider cloth industry as a classic DF-noob trap. :)

715
DF Gameplay Questions / Re: Web-Spinning Forgotten Beast - Capturable?
« on: January 18, 2018, 04:59:50 am »

I'm a Pokémon/Forgotten Beast collector. Our Fortress was established to house the largest Mint for our Nation in addition to taming/capturing all new exotic species/beasts.

So, a bit of a role-playing, a bit of hobby-collecting, & a lead-up to a nice Colosseum show-down fight that'll occur during the Centennial Anniversary Party.

I see. First create the silk farm with this FB, like I suggested. Next build some cage traps in the webbing room and put dog on chain to get FB to spit some webs all around there. Then using bridges make path for FB to walk through those webbed cage traps. Bait with another chair or something? I read on wiki, though never actually tried it out, that webbed cage traps can still capture web spinning FBs.

If the webbed cage traps fail, make sure you can walk FB back to its part of the silk farm. Even if it can't be in zoo, it can still be functional part of your fortress.

716
DF Gameplay Questions / Re: how do newbies deal with dust/gas FB.....
« on: January 17, 2018, 08:00:39 am »
Whatever the cave in catches under itself, it propels upwards. Logs, mechanisms (I use wooden supports for cave in ) and even water. Cave in also creates its own dust after cave in. This dust throws things around. Even filth, blood and such is being blown around by cave in's dust. Alike water btw. You can surround cave in area with a wall to stop dust from being generated around it. However dust is still generated on top in upward and sideways manner and this dust can and will travel even through walls.
DF v 0.44.01-0.44.03 are bugged and no, I didn't play those 3 versions. 0.44.04 with 2 stutter fixes got me upgrading though.

717
DF Gameplay Questions / Re: how do newbies deal with dust/gas FB.....
« on: January 17, 2018, 02:14:55 am »
I think I've heard crossbows work okay against things that seem like they should be invulnerable to everything.

I noticed my oak bolts kill pretty effectively animals, while some other types of wooden bolts just bounce off from animals to no end. Use willow bolts for training maybe?

718
DF Gameplay Questions / Re: Web-Spinning Forgotten Beast - Capturable?
« on: January 17, 2018, 01:58:54 am »
Why would you like to cage a web spinning FB? They don't breed. You can't tame them. Is it for display in your zoo? FB have monetary value?

Why not to simply put the mentioned FB to work in your silk farm? Just make path for FB to enter it at a proper spot and bridge to close behind it. Bate it on end with 2 chairs, so your Dwarf has time to pull the trigger. The silk is worthless, but it comes with your FB fancy name.

719
DF Gameplay Questions / Re: how do newbies deal with dust/gas FB.....
« on: January 17, 2018, 01:41:10 am »
Thing with FB is that they are hostile to each other and to goblin invasions. They also kill anything alive on sight. So capturing FB in a room closed by a bridge ASAP, before FB dies uselessly on map, is your highest priority. Disable hauling jobs on miners. Put all stockpiles collecting from outside to "collect from linked only". Forbid all wheelbarrows and other stuff outside burrow. Enlarge burrow temporarily to dig a hole for FB ASAP.

Sometimes you can use FB, depending what material it is made of, to:
- train your marksdwarves on them (shooting from 1 level above for the dust, I guess)
- collect cheap FB silk, but still silk, in a silk farm (use chained dogs as bait and bridges to control production)
- destroy irredeemable FBs made of weaker stuff (risky business, as you can lose your precious FB, better just floor roof in the room and use a cave in on rejects, or release it during invasion)
- use FB in traps and dust-fire-poison-web shooting towers (I think you need to use 2 lines of fortifications, when the trap is set for demons passing by)

What I am getting sad over is Titans. They can learn and can be caged like regular animals. However Titans don't breed and it is a soft naked target with no economic uses for it. Intelligent species, not only hostile, but also animals are getting me so sad when they are being hunt down by my hunters. I wish I didn't have to kill them, but it is what you always have to do with uninvited immigrants/invaders. :P~ Indeed, so breathtakingly sad... I wish we could catch them, retrained them, and make slave colony of these specimen. If they could haul stuff and be a meat shield for my Dwarves during invasions, I would even create for them their own shelters on my embarks and five them tools, armor and weapons, though no cloths (their degradation eats into fps). Using Trolls instead alpacas could be interesting, because of alpacas' grazing factor. :)

720
The military screen should take up around 80x25 tiles, so with WINDOWEDX:160 and WINDOWEDY:80, that should be about half of the width of the screen and a little over a quarter of the height.

By your own admission, if military menu would be resized, I would get a column of master quality high boots, which would be 4x higher. So instead of clicking 14 times page down, when assigning every single high boot to every single member of my 10th squad I would click just 3 times. This is so much of harassment that would go away, if this menu would just resize like everyone else.

If you get 75% of a screen a black screen, you still say "not black" screen? Even mobile games played on desktop have their screen resized. My monitor is not using halogen flashlight and when 75% of screen goes black, then 75% screen goes black. Though I played DF barely for last 2 years, so maybe therefore I am still noticing this "insignificant" detail. :P~

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