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 - LegacyCWAL

Pages: 1 ... 37 38 [39] 40 41 ... 74
571
DF Dwarf Mode Discussion / Re: Random Brushfire incident
« on: December 08, 2008, 08:01:04 pm »
Judging by the bedroom design thread, wasting space on giving dwarves more than necessary seems to be in the majority, actually.  3x4 is pretty damn big even by those standards, but still.

572
DF Suggestions / Re: Tools and Equipment
« on: December 08, 2008, 01:45:40 pm »
That raises another point: if more jobs require their own tools, that adds to the list of mutually exclusive jobs.  If masons require hammers, a miner/mason will be about as useful as a miner/woodcutter is now.  And so on.

573
DF Suggestions / Re: Final soultion to the Noble Problem
« on: December 08, 2008, 01:42:59 pm »
It depends on which kind of nobility we're talking about, but pretty much, yeah.

574
DF Suggestions / Re: Tools and Equipment
« on: December 08, 2008, 12:48:03 pm »
In that case, they should be workshop components, like the anvil.
OK, if you need a forging hammer to make an anvil-based workshop, and only an anvil-based workshop requires a forging hammer...then why not just leave it abstract?  Just say that "where it says 'anvil' it means 'anvil and other related objects like a forging hammer'".

575
DF Dwarf Mode Discussion / Re: Help me be more efficient with sieges.
« on: December 08, 2008, 12:43:35 pm »
options -> Forbid

576
DF Suggestions / Re: Final soultion to the Noble Problem
« on: December 08, 2008, 01:57:19 am »
I don't think Nobility should suddenly turn into Bufferman just because you have to tickle their fancy especially since their "Punishments" are Lax so long as they are happy. In fact Dwarves ENJOY jail.

People have survived in Fortresses never doing a single thing for their nobility just fine. If anything the punishment for never fulfilling the Noble's needs is too lax. (And once Tantrum Cycles of doom are removed, Nobles may become ignorable)
The problem is that if something provides a negative without any positive, people are going to get rid of it.  If nobles do you no good, and ignoring them punishes you, the player is going to give the noble a lava bath.  If you make the punishment for ignoring them even MORE harsh, all it's going to do is ensure that the player makes damn sure to have the lava plumbing up and running before the nobles arrive.

There's really only two ways to change the current state of nobles:
1) Make it good to leave them alive, or
2) Make it bad to kill them.

Or some combination of the two, of course.

So if you want to make nobles even more extreme versions of what they already are, that's fine.  Just know that making the nobles more extreme versions of what they are now will do nothing more than shorten their lifespan, with the pain, complexity, and swiftness of their deaths going up in proportion to how much more of a PitA they are.

577
DF Dwarf Mode Discussion / Re: Bedroom Designs...
« on: December 07, 2008, 09:53:47 pm »
Hrm, perhaps even better: each block of four 3x3 rooms could have an up/down stair where their corners meet.

578
DF Suggestions / Re: Tools and Equipment
« on: December 07, 2008, 04:13:49 pm »
The point is that it's big enough to use as a weapon (and therefore worth tracking as a discrete item), not that it's a good weapon.  You can use pants as a weapon if you want, too.

Oh.  Right :-[

579
DF Suggestions / Re: Military dwarves getting strange moods
« on: December 07, 2008, 03:50:13 pm »
Wait for the magic arc

Sorry, I had to ;)


More seriously though, since artifacts are seriously badass versions of normal items, I'd say a moody wizard would get a seriously badass version of a normal spell (or ability or whatevery they do).  Like if wizards get a generic magic bolt, a moody wizard could wind up learning (and being able to teach, I suppose) a magic ballista bolt.  Something like that.

580
DF Suggestions / Re: Auto dig seams
« on: December 07, 2008, 02:51:07 pm »
I'm just concerned about cave-ins....  It'd be just like DF to have dwarves get greedy and fail to check and collapse your hole cave...
Cave-ins only happen now if you screw up with designating what to mine/channel/whatever (or if you want it to happen, of course).  As long as something is connected to some sort of support somewhere, it'll stay up.

581
DF Suggestions / Re: Tools and Equipment
« on: December 07, 2008, 02:46:35 pm »
Anyway, here's an updated list of possible tools.  I think they all pass Skid's sensible "usable as a weapon" standard.
  • Utility knives (for leatherworking, fish cleaning, butchering, exceptionally minced plump helmet, etc.)
  • Chisels (for all stoneworkers)
  • Hammers (for smiths and stoneworkers)
  • Saws (for carpenters, woodcrafters, and bone carvers)
  • Shovels (for farmers)

Saws don't usually make very good weapons.

582
DF Gameplay Questions / Re: Wondering pets
« on: December 07, 2008, 02:44:35 pm »
1) When in doubt, use plump helmets.
2) Cooking booze borders on cheating.
3) Buy food from the caravans if you want to get some variety.
4) Kill the elves.



...OK, #4 isn't specifically about farming, but should be done anyways just on general principles ;D

583
DF Dwarf Mode Discussion / Re: Help me be more efficient with sieges.
« on: December 07, 2008, 02:29:04 pm »
Currently I'm trying to build some megaprojects on my map but have made zero progress due to sieges. They're not a challenge or anything since I have 50 axedwarves (my fort wound up being named Axeclan so I had to), the issue is the cleanup. I don't have a chasm or other bottomless pit to use so here's my technique and if anyone has a more efficient or time saving solution other than just outright hiding the items let me know.

I send out my army and slaughter everything(I wait till the siege is right outside my fort), and all their items are forbidden. I then send my dwarves back inside and mass dump everything. I then go into the stocks screen and undump corpses and parts (I want those in the refuse pile not my main fort). Everything else is then dumped in a garbage tile that's near but not next to a pit with magma in it. Once it's all dumped I mass designate melt on the pile. Anything that's metal is marked so I unforbid them and let the dwarves haul it to my stockpiles where it later gets melted. Then I move the garbage dump zone to my magma pit and dump everything that's left in there.

I thought this was a good method, but even with a full population it takes so long that before I'm even done dumping everything, another siege comes. This has gone on for like 5 sieges now and I'm not getting anything done so is there a quicker way because this is getting tedious.
First, how far away from your entrance is your dump?  If you put a spot that's near your entrance but safely out of the line of fire, each trip will take a LOT less time than having to haul every sock and loincloth halfway across the fortress.

Second, don't necessarily dump everything.  How far away is your trade depot from your entrance?  If it's close, put a finished goods stockpile near it and unforbid - but NOT dump - the GCS stuff.  That not only shortens the cleanup trip, but saves a trip later when you want to get it near the depot so that it can be traded later.  The same goes for weapons and armor stockpiles: you can just have the gear taken to those if they're close by, and have them melted down from there.  It'll be a slightly longer melting job, but a much faster cleanup job.

Third, you may have to just have to resign yourself to a cluttered entryway until the sieges die down.  Getting that many sieges that close together is very uncommon unless cleanup is taking a VERY long time.

Fourth, if all else fails, you can pump some magma up there to dump on the stuff.  The iron gear will be fine and can be picked up afterwards, but all those (narrow gremlin leather codpieces) laying around won't need cleaned up afterwards.



Edit: Just wanted to add a method I used in my last fort.

1) Dig a 1x1 channel next to the usual battlefield.  I mean like practically on it.
2) Put a bridge over it, and link the bridge to a lever.
3) Dig a tunnel between the bridge-covered pit and your fort so that you can get to it from underground.
4) Put a deactivated garbage dump zone where your guys will dump things in the pit when it's activated.
5) After a fight, retract the bridge, activate the garbage zone, unforbid the corpses so they're taken to their usual spot, and mark everything else for dumping.  Everything will be taken and thrown in the pit after a trip of a half-dozen tiles or so.
6) After everything is cleaned up, pull the lever again to cover the pit with the bridge.
7) Now the crap is where your dwarves can do whatever you want with it, even during a siege.

584
DF Gameplay Questions / Re: Wondering pets
« on: December 07, 2008, 02:02:18 pm »
If you designate a meeting area zone, they tend to hang out there.  They may still wander off from time to time (and the cat WILL wander*), but they'll stay there for the most part.

Also, if you set up the cage, you can assign all the stray animals to it.  Yes, all.  Note however that animals won't get pregnant inside the cage (though they will still give birth if they're pregnant before you stuff them inside it).

Additionally, you can throw them all in a pit and/or put them behind doors set to "keep tightly closed".

*Cats go and chase vermin.  Yours probably hangs out in the stockpile because vermin tend to go after your food.

585
DF Suggestions / Re: Final soultion to the Noble Problem
« on: December 07, 2008, 01:38:54 pm »
I could be crazy, but I've kinda gotten the impression that mandates come from a noble trying to claim and item of type X and not finding it.
You aren't crazy for thinking that, but it still isn't correct.  When a noble makes a mandate, they usually will claim at least one of what's made (at least if it's a trade good like a toy, craft, or mug), winding up with thirty of their usual mandate request laying on their bedroom floor.  They'll also claim whatever they damn well please, which is usually the same thing as their mandate and will also tend to wind up on their floor.  But there's plenty of things they do not, in fact, claim, and there's plenty of times there will be eleventy trillion of something laying around and they mandate more of it anyways.

An example that sticks in my mind is from my last fort, where the Duchess/Countess/Baroness Consort kept demanding 3 Rose Gold Items.  That's probably why it sticks in mind, since it turned her room magenta, but I digress.  I always just made goblets for her, and she wound up with what seemed like fifty laying around, but I still had a fuckton sitting beneath* my trade depot waiting for me to get sick of them and either export them or melt them.


*I put my trade goods stockpile one z-level down and directly underneath the trade depot so that all my stuff is at the top of the list and my dwarves have the shortest possible distance to walk:
Spoiler (click to show/hide)

Pages: 1 ... 37 38 [39] 40 41 ... 74