Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - dwarfish

Pages: 1 [2] 3 4
16
He holds a monthly Q&A. Have you tried actually asking him a question?
oh didnt know he does that now

I hope you can see where I am going here...
i just meant there is more than one group of nerve cells running down a limb and for all of them to be served the arm would need to come off completely

ig i'll make the thread. then other ppl can make forts like mine where everyone is armed and armored in steel (and silver blunt weapons) and regularly cycle drilled (without needing to micro manage the barracks). Then you guys can (more easily) embark in terrifying biomes too!

17
DF Gameplay Questions / Re: Avoiding Flour
« on: April 14, 2021, 02:05:44 pm »
...so we dug down to cavern layer 2 in my most recent fort. The entire layer was nothing but webs. Webs as far as the eye could see. We now have 2000 silk threads in our storage areas and counting.... I can only buy so much green dye from the humans. I'm not OCD, and I'm not Mathalor, who started this thread, but I am trying to make a truly astronomical amount of dimple dye right now. Just to say I did.
yes but did your really need all that dyed cloth right away?

18
DF Gameplay Questions / Re: Best Weapon For Master Warriors?
« on: April 14, 2021, 02:02:55 pm »
Pick axes are like spears, except they don't have a useless blunt attack that your dwarves might try to use.
this is a piece of misinformation. spears do straight stabbing damage while picks do a sort of tearing damage at an angle. you'll notice picks severing nerves and limbs a lot more often against small humanoids than spears but cause less bleeding against larger beasts. tearing damage is a combination of slashing and stabbing effects and picks use the miner skill

i dont personally use picks outside of the early game though. i love seeing the badass military tiles on my troops and pick users always end up as wrestlers and look unarmed from a tile perspective

Edged/piercing: Adamantine, Steel, Bronze, Iron, Copper
it's a very bad idea to make any adamantine weapons, it will result in a bloodier bath if you ever have a loyalty cascade and the weapon grade is higher than your armor grade


in an undead biome you should have 50% of your military at least with blunt weapons, maces for stronger dwarves and warhammers for weaker ones. you can have as much as 100% blunt users and it works because no armor stops legendary blunt weapon users from causing muscle and spinal tears from the force of their blows

i regret not going 100% on my undead embark, too many reaminated severed limbs, but i guess for larger beasts reanimated limbs are easier to pulp

for weaker dwarves try to give them lighter weapons with smaller penetration area such as short swords or warhammers. they'll still be able to keep the enemy busy when they're fully trained. large contact area and low strength (for example, using a maul on a dwarf with only 1500 maxed out strength) is usually the worst

19
There's no "secret knowledge", just lots of obscure bits of information which can only be discovered by reading the right wiki page, looking up old forum posts, or even reading the source code for tools like DFhack. There are lots of discoveries which are deemed so insignificant or self-evident that people don't bother posting about them.
If you think what you've discovered is useful then make a thread about it or add it to the wiki.

hmm... why don't we use an example then. i have an explanation for why visiting scholars run off with your books.

the reason is because they need to haul the book to read it, but since they aren't considered any kind of member of your fort they won't get a "store item in location" job attempt after they are done. if they had any fort member setting they would at least attempt the job and then drop the book if it's not a valid job for them. sometimes such a failed attempt will not generate a job cancellation because the game doesn't attempt the task if it isnt valid in some cases. but for visiting scholars since they arent any kind of member of your fort, they arent even checked at all

now. how many other ppl know this?

What would be the point in that?
Just ask Toady if you want to know anything about his game.
yea but he's usually too busy



One thing I don’t get is DF’s _complete_ lack of nerve regeneration.   In real life, it’s only the central nervous system (I.e. the brain and spinal chord) that can’t regenerate.  The nerves in the peripheral nervous system can regenerate just fine after being damaged.

not quite true but real life nerve injuries are rare outside of the spine for a reason. if a laceration only damages the muscle layer it means it didnt go through the bone to the muscles on the other side. new nerves will not grow and im not sure existing severed nerves can reconnect.

but i am sure that other nerves in undamaged muscle parts running down the arms will grow stronger and may even further extend into the parts with severed nerves (the cells themselves grow larger, not new cells).

thus in reality it's very hard to disable a limb from a laceration that doesnt go through the bone to the muscle on the other side

20
There is no "secret knowledge", DF is just complicated.  Lots of things to discover, and a running battle to keep documented.  Keep going!


RE: formating, would you mind capitalizing the first word of every sentence? I know it can be a pain with some phones, but it looks soooo much better.
Oh, and you can change the tread title!  So instead of "should I make a thread" it could be "Hey look at the cool feature(s) I found (DF Hack and more)!"

Pretty awesome way to play you got there, I haven't fiddled around with visitors petitioning for citizenship.  Best I ever did was get down to one surviving founding dwarf, who was barely alive (comatose one time I think), getting replenished by the migrant waves.
any mature fort needs to open up to visitors at one point or another. it's the only way to unlock the "interrogate" feature once suspicious visitors plot against you. yes you risk artifact loss, and dwarves permanently leaving once corrupted to give stolen artifacts and items to the boss even after the initial mafiosi is dead in your tavern but without the interrogate feature you cant use your sheriff to drag any stuck dwarf into the office to reset them

i've had strange moods become stuck after the vengeance system caused strange mood dwarf to attempt to aid the other dwarves and then they would just stand there while they dehydrate and not complete the artifact or cancel the mood after. interrogating them forces them to soft-restart the uncancel-able mood job. could easily result in berserkness and a loyalty cascade otherwise


sorry i cant capitalize the start, im on a keyboard, not phone, but im lazy and sometimes say alot


are you SURE SURE there is no secret knowledge community veterans keep to themselves?

21
DF Gameplay Questions / Re: Yeti breeding
« on: April 13, 2021, 11:55:32 pm »
How do urist acquire these fine specimen. I am currently looking for good war animals that are not dogs.
by cracking into the second cavern layer before the number of undead there reaches more than 100 and hoping there is still rutherer and jabberer populations alive. i didn't do it in time and had to flood my entire second layer with magma

22
DF Gameplay Questions / Re: Avoiding Flour
« on: April 13, 2021, 11:52:51 pm »
i simply don't mill at all unless im willing to tolerate some flour being made as a result. otherwise i brew everything first then mill the rest. i don't continuously farm but instead only turn on planting usually from spring to summer or summer to autumn; after, i disable farming for everyone with therapist.

you really dont want to use stockpile links for commonly used tools such as bags for instance. the constant hauling back and forth and linking to workshops that use bags is more fps loss and work than it's worth.

better to not have links or even stockpiles for bags and let them clutter in workshops and simply queue the task at appropriate times; well, unless you're OCD and completely fixated on the production of dyed cloth

23
i wish there was a like button for posts on this forum

24


I enjoy that you name all your dwarves 'citizens'. I think you should always just make the thread, and skip making the 'should I make this thread' thread altogether...

citizens is cuz i started with a dead civ with no holdings, so a good portion of my population came from visitors who petitioned for citizenship. but then there are many suspicious ppl that come with them so it became like a game of Mafia. i named my captain of the guard "Sheriff" so he could confirm anyone who wasn't obviously sus. for the obvious ones the hatches magically locked when the came close and the only way in was through a spikey tunnel, often times crawling with undead corpses that suspiciously look like their accomplices...

didn't name the mayor or bothered to change the general labor therapist name for my fort after cuz im lazy

didn't wanna make a complete guide right away cuz im lazy, plus i didn't know if it was one of those well-guarded Dwarf Fortress secrets known only by veteran players who keep it amongst a close circle or if it was already known by many ppl but they just dont talk about it.

this community honestly never found the way to disable off-duty individual combat drills for v47? am i rlly the first? it requires no special hack or external utilities like dfhack

25


i cant bee-lieve it doesnt show up. also what is the right ratio for splitting hives? the wiki says it's a 40 max, i have 28 on harvest and 12 on split to try to prevent my dwarves from running outside to grab wild colonies. not afraid of the undead giant buzzards or anything but the humans sometimes ambush me

26
oh. i wasnt asking for advice. i meant i found out how to prevent those

didn't know there was a full heal command but that seems a bit gamey. i only heal nerve damage because it seems like one of those things that's super annoying. too easily occurs and doesn't hurt enemies as much as it hurts you. any serious injury can disable a limb so it does nothing as a mechanic to stop hostiles, but once your dwarves recover they're crippled for life from an injury that damaged the muscle layer

EDIT:
Spoiler (click to show/hide)

27
using df hack to heal severed nerves and spinal injuries

and preventing dwarves from doing individual combat drill when not active for the current month amongst other things

when i did try to look for information like these i never found any up to date ones myself

28
i want to stop dwarves from cooking with mead but it doesn't show up under drinks in my game's kitchen menu

29
thanks for the replies guys.

the issue seemed to go away by itself after some time in my fortress but there was a large military downtime where i deactivated all squads so they could haul all the corpses from a human invasion. im not sure if it just went away by itself or if it was cuz of the deactivations and downtime

i'm getting conflicting information about squad settings though, what is the right way to set melee and ranged squad training orders if the multiple train 1 for ranged and train 2 for melee settings are outdated?

30
DF Gameplay Questions / Re: How Many Times Reject Barony?
« on: April 08, 2021, 09:41:39 pm »
no limit

Pages: 1 [2] 3 4