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Messages - Orange-of-Cthulhu

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31
Easiest high value is an engraved constructed floor, since engravings still have very high multipliers. It would probably do wonders with even zinc or lead.

Never thought of that.

Do you then encrust some blocks before hand, and they keep the encrustation when they're floored?

32
For me this is an easy way to get high quality bedrooms - especially in this fort because I haven't found gold or platinum yet.
Steel has the same value with gold. You can just make steel cabinets, chests, or statues.

I do for statues for temples, but I think it's too much work to make a chest and cabinet for everybody of steel.

Some of the bedrooms are fine already with a decorated bed and then just a wooden chest and cabinet.

33
DF Dwarf Mode Discussion / Re: Waging War (Requesting Advice)
« on: May 25, 2023, 08:07:35 am »
My current game has my civ at war with neighboring elves. I've never messed around with missions or raids before, but I'm toying with the idea of making a commitment to this world to fully conquer their entire nation. That being said, I'd like some advice and answers to a few questions

When I send squads to attack another site, how much of the population should I assume are military?

I found mysef, that you basically can't tell if a site is heavily defended or not. Most sites are not, but then a random site can demolosh your army of steel clad axelords.

Size seems to me to matter enourmously in off-site combat, much more than skill and gears. So if they have some big creatures like elephants or whatever, you can be in trouble.

I am thinking, maybe it is good to do some recon by spending a squad of expendable dwarves first to check out what's there. IDK if any would survive though to tell the tale?

It's either that or an admittably pretty low risk that a random easy-looking site destroys your army so you have to make another one.

Another option is maybe to raid all the livestock first, to clean out the animals in the site so the army only faces elves, whom they should destroy.
IDK which way is easier.

34
I managed to get furniture gem-encrusted without too much hassle.

The beds got various attention by the jeweler, resulting in some of them being encrusted over an over again, raising their worth to like 3K dwarfbucks. They actually look like artefacts with many spkes, images and so on. I guess they sometimes get so encrusted because I make the beds some time before I need them, so they get to stay longer in the encrusting area.

So you slap one of those bad boy into a 2*2 smoothed bedroom, and it's a grand bedroom just from the bed.

I'm more worrying now about ending up with a lot of bedrooms that are so good the nobles will get angry about it.

What I did was:

- Only one stockpile in the fort set to accept cur gems and the furniture I want to encrust, beds, statues, chests, cabinets.
- Stockpile must not have bins, otherwise they get encrusted.

The gemcutter is right next to the stockpile.

The manual part of is that once in a while, you need to toggle the gemcutter shop from only taking from the furniture stockpile and encrusting, and when it runs out of gems you switch it to take from everywhere and cut gems. I have another jeweler on the other side of the stockpile set to cut gems in perpetuity to replenish the gem/furniture stockpile.

As a bonus, I built workshops crafting workshops set to decorate with bone, ivory, shells, hoos. And a metalsmith set to stud with [which ever metal I don't need for anything else really, like led or zinc.] I didn't chain these or anything, but just banked on them hitting the furniture from being next to them. And it works. They do decorate the furniture, along with many random items. They seem to prefer crafts, armor and clothes.

But it's not a problem to me. It's actually mostly usefull, as all the non-worn clothes are getting so much bling-bling that an xsockx becomes worth like 300. So I can fulfiill my trading needs almost only with worn clothes that I want rid of anyway. I haven't checked if anybody gets happy thoughts from wearing super-expensive armor or clothes.

So the furniture has like gems, bones, shells, studs in copious amounts. It's a breeze to get high quality bedrooms. It's also easy to get the temples to 10x value, just make a few statues once in a while and they get so decorated they're worth a lot.

As a negative effect I almost can't trade with the elves, as pretty much everything has got shells or bone on it, which means the elves won't take it.

All you need to do is to check on the encrusting workshop every now and then to se if you need to toggle it. For me this is an easy way to get high quality bedrooms - especially in this fort because I haven't found gold or platinum yet.

35
DF Dwarf Mode Discussion / Re: Good setup for encrusting furniture?
« on: May 22, 2023, 01:04:59 pm »
you could cut the gems in the same jeweller's where you encrust them.

or, you could remove the stockpile links altogether if you aren't picky. or, if you are, you can do job manipulation with dfhack. that's what I do personally.

like this, when I want to encrust only rutile coffers:
Code: [Select]
job item-type 2 BOX
job item-material 2 RUTILE

so `job list` shows as such:
Code: [Select]
Job 821907: EncrustWithGems (repeat working quality=4)
    material: tsavorite
    item: none (furniture)
    figure: 0
  Input Item 1: cut gem
    material: tsavorite
  Input Item 2: box/bag
    material: rutile
    flags1: improvable furniture not_bin
    flags3: unimproved

I never used dfhack, but I found out it's doable if you remove and recreate the stockpile and shops once in a while.

I made a stockpile with a gem shop for gem cutting at each end. So when the stockpile runs out of gems, I deconstruct a gem shop and enlarge the stockpile so the gems from the deconstructed shop enters the stockpile. And vice versa.

It's not THAT much of a hassle actually, I managed to get all the beds encrusted.

36
DF Adventure Mode Discussion / Re: Best material for whips
« on: May 22, 2023, 07:20:25 am »
Ive found that whipping on the legs is very helpful on those heavily armored opponents who keeps evading everything. Had a swordmaster who kept dodging everything and I broke his legs with the silver whip and then proceded to hammer his head in with my silver mace. That armor did him no good against that.

I found that whipping to the head has a good change of one-shotting opponents, if they wear a helmet or not. I never fought anybody competent with a whip though.

37
When a dog (or whatever trainable creatures you want) is assigned to a pasture with livestock, and some of said livestock escapes, they go out and wrangle it so your dwarves don't have to waste a ton of time doing it themselves. You could add a third training option so that you need to designate actual sheparding animals. If you were to take this route, I'd give them a speed bonus similar to how war animals have higher attack and hunting animals have higher stealth because sheparding dogs (German, Border Collies, Australian) are little fur missiles pretty much across the board.1



1Seriously, Google "fur missile" they are all sheparding dogs save for 1 pug in some swag a couple pages down.

I like it. It would be fun to watch dogs chasing llamas around and herding them back to the pasture.

38
DF Suggestions / Re: Adventure Mode: Resizing clothing and armor
« on: May 22, 2023, 07:16:27 am »
Finding clothing and armor is a big problem in adventure mode. Especially when you play animal people, which I like to do. I assume that future updates will introduce ways to craft or buy stuff but a quick solution for now would be to allow players to resize clothing and armor they find.

I think you should be able to order from the already existing shops for clothes and armor in human towns. I guess from dwarven sites as well, maybe you could buy from the trader at the trade depot.

Like you click "order" and then you get much the same menu as in a workshop in fort mode, where you can choose size plus choose between the materials avalable in the shop.

As an added benefit it would create a use for money and a use for being in a good standing in a site, so there's some extra stuff to do right there. The first mini-mission would be to make money for a nice set of armor.

39
DF Dwarf Mode Discussion / Good setup for encrusting furniture?
« on: May 22, 2023, 07:12:45 am »
I made a stockpile for furniture and gems and linked it to a gemshop set to encrust.

The problem is that the stockpile run out of gems all the time, as the dwarves are taking their sweet time moving gems to that stockpile.

I am cutting the gems first as it seems you can't encrust furniture with rough gems anymore. So the gems tend to linger in the gemshop for cutting.

The manual workaround I did was to regularly deconstruct the gem-cutting workshop as it makes the dwarves move the gems to the stockpile. But it's sorta inconvenient. I wonder if there is a way to stream line it?

I intend to also bone-decorate the furniture later on. I guess I'll get the same problem with the gem-encrusted furniture lingering in the workshop and doesn't get moved along for the next step in the process.

40
You can download the first released version of the game, press ? on any screen and see "Losing is fun!" in green text. It wasn't a community thing, it's been in the game since the beginning.

Ah that's cool. I thought it was some random forum person that invented it.

41
I've played dwarf fortress for a while, both free and steam version, and I had an question, is it possible to complete adventure mode?
I know this topic was touched at some point  but I had an idea which u would like to consider.
In my opinion to complete adventure mode you have to die of old age, if that's possible (im not sure myself), well in any case it's just an idea of my -bald head-

It's tbh easy, You pick some animal man that you think live the shortest, maybe an ant man, and then you just sleep, eat and drink in a tavern ill you die.

Actually, that would be a much wiser choice of lifestyle than what I usually make adventurers do lol.

42
DF Suggestions / Adv Mode - UI for telling stories
« on: May 05, 2023, 09:35:35 am »
It's very troublesome when you want to tell about your exploits.

If you killed 7 night trolls, you have to search for the story and then tell it 7 times. This you need to do every time you get to a new site and you want to increase your rep.

I assume the search will be fixed in the coming update.

BUT can we get added functions like:

1: "Favorite stories". Have 10 slots of the stories you usually tell. This way you can skip the searching and just click "Tell story > Favorite story > and BAM."

2: Really big meta stories!

As it is, you never really can tell people how awesome a hero you are. If you have 130 kills, well good luch with telling about all 130 stories in a tavern. You'd need like a spreadsheet to cross of the ones you'd told, and even if you managed to do that, it would take really, really a long time to tell 130 stories. IDK, like an entire day IRL.

So if you could co like Create metastory > Enter story name [My kills] > Add stories to metastory > Save.

Then you could tell about ALL your 130 kills in one go, and you'd get the recognition you deserve.

For RP it also feels weird that it's literally impossible to say "Hey guys, I killed 130 goblins! How cool is that?". And instead you need to be like a super boring guy, telling the details of when you killed goblin 23, 24, 26 .... 130.

It's also a mechanic that doesn't work. It's intended you tell about your exploits and get rep, but you can't do it due to the UI. If you have like 140 kils you're proud of, I tell about like 2 or 3 before I get tired of hitting ................. to get it done.

43
Just wondering if the community knows where it came from exactly? It must be from the Bay12Forums. I'm guessing somebody used the phrase in a forum post and it caught on and sorta became the DF-slogan.

Somebody wrote somewhere Zach said it first. It seemed like mere rumour, but it piqued my curiosity.

44
If this ever gets fixed, I'd propose to just change it so that the food the soldiers drop become "normal" status food that can be eaten or hauled by everybody.

I like the idea that the soldiers are arrogant and just drop food on the floor like "somebody else fix this."

(I believe the issue is that the food the soldiers drop is still "owned" by the soldier, so that nobody ever moves it.)

45
+1

It's very sort of engineerish to make a character. It feels more like you're choosing specs for a vacuum cleaner than creating a person.

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