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Messages - Derakon

Pages: 1 ... 195 196 [197] 198 199 ... 237
2941
DF Gameplay Questions / Re: My first Sinister map...
« on: April 14, 2008, 01:05:00 pm »
To my knowledge, the evilness of maps solely determines what kind of and how much wildlife you get, and has no impact on sieges or ambushes.

What I'd recommend doing for starting on such a map is having each of your starting seven dwarves be Proficient in some weapon skill. Crossbows are a bit iffy because starting ammo is so expensive, but if you have trees, you can make stacks of 25 bolts pretty quickly at a craftsdwarf shop. Crossbows also make for very cheap hammers, though, so it might be worth making a couple of proficient hammerdwarves and giving them copper crossbows. Naturally you'll have an axe if you have any trees, too, and you might as well make your miner(s) into Wrestlers.


2942
DF Gameplay Questions / Re: Creature Endurance
« on: June 07, 2008, 01:15:00 am »
Damaging legs or the lower body will impair creatures' abilities to move, and likely cause them to fall over, which gives a flat penalty to speed (i.e. fewer actions, period, which also means fewer attacks per timeframe). Damaging arms prevents weapon/claw attacks and can render shields moot, but most creatures can also bite to attack or wrestle.

For actually killing things, you want to mangle vital organs, rend the creature's abdomen, or decapitate it. Those are the only reliable combat killing mechanisms I know of. Blood loss can kill things, but it's not very reliable, and practically everything else is survivable. Hell, I was playing with an old-style elephants mod and one of my dwarves lost practically his entire body, including three limbs and both eyes, but what killed him was dehydration since nobody ever cared for him. Probably because he spent all his time passed out from pain.


2943
DF Gameplay Questions / Re: Ambush?
« on: June 06, 2008, 05:11:00 pm »
Giant cave spiders are capable of stealthing themselves. But any time a creature that isn't aligned with the stealthed creature sees it, the game pauses to let you know that they've been discovered. Wildlife will discover kobold thieves and ambushes for you, too.

Be careful with that giant cave spider. They're generally considered to be one of the most dangerous creatures in the game, though profitable (from their silk) if you can capture them.


2944
DF Gameplay Questions / Re: fortification agate
« on: June 06, 2008, 01:08:00 pm »
When in doubt, look the name up on Wikipedia. Aside from some of the creatures (e.g. grimelings), practically everything in Dwarf Fortress has a "real-world" analogue with the same name.

2945
DF Gameplay Questions / Re: Ambushes and Outposts
« on: April 13, 2008, 08:12:00 pm »
quote:
Originally posted by jaybud4:
<STRONG>
I suggest using five, as I've noticed that in the [D]epot Access screen, it takes away one tile AROUND channels/walls for whatever reason.
I know it does for walls, not sure about channels.</STRONG>
This mislead me for a bit too, but in fact wagons are perfectly capable of traveling down three-wide corridors. Just think of the green as saying "the center of the wagon can go here".

2946
DF Gameplay Questions / Re: Getting water from a vertical waterfall
« on: April 13, 2008, 06:12:00 pm »
U-bends are a bug that causes infinite water to be generated.

2947
DF Gameplay Questions / Re: sewing leather images
« on: June 06, 2008, 01:10:00 pm »
It'd be easy enough to check - put "sew leather image" on repeat. Decorations have a tendency to accumulate on the same item, since it's the closest eligible item to decorate when the dwarf picks up the next decorate job. So if they do stack, and you have lots of different kinds of leather, then you should easily be able to get a single item with many images on it.

2948
'q' over the grates to remove them.

2949
DF Gameplay Questions / Re: Problems With Wagons
« on: June 05, 2008, 03:28:00 pm »
Wagon accessibility pathing starts from the depot and expands outwards until it hits an obstacle. So go to your depot, and hit D, then follow the green until it turns red. That should show you what's getting in the way.

2950
DF Gameplay Questions / Re: Empty Barrels in Food Stockpiles
« on: June 03, 2008, 05:31:00 pm »
Normally barrels are assigned to stockpiles when empty so that, when a dwarf needs to store something in the stockpile, there's an empty barrel available and he doesn't have to drop the item on the ground. This conflicts with booze, though, where the item starts out in a barrel. You might well have discovered a bug.

As a workaround, you could make the stockpile 1x2 and live with wasting a barrel on it; dwarves only put one empty barrel into a stockpile at a time.


2951
DF Gameplay Questions / Re: Dwarves not using bins
« on: June 03, 2008, 12:04:00 am »
If the stockpiles are not full, then items will not be binned. If the stockpiles are capped in how many bins they can use, then that number will not be exceeded. Finally, bins can't be used to store just anything. Notably, stones and wood are both unbinnable; the same goes for furniture.

2952
DF Gameplay Questions / Re: Clothing
« on: June 02, 2008, 10:02:00 pm »
You could deal with potential crashes by just making everyone still wear shirts, or thongs, or something. Dunno about temperature extremes, though.

2953
DF Gameplay Questions / Re: Can I catch rain somehow?
« on: June 02, 2008, 04:22:00 pm »
Rain doesn't generate any actual fluid; it makes things wet but not enough to make 1/7 water, let alone anything that'd flow. Murky pools are meant to tell the game what to replenish with rainfall, but that feature hasn't been implemented yet.

2954
DF Gameplay Questions / Re: Champion with Artifact armor
« on: June 02, 2008, 02:51:00 pm »
120x seems ludicrous; I'd believe 12x, though.

2955
DF Gameplay Questions / Re: not a drop of water on the map...
« on: June 02, 2008, 10:01:00 pm »
Lightly-injured (still-mobile) dwarves will be able to deal with their injuries so long as you don't let them rest. But if they aren't moving on their own, then they're [non-]walking dead.

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