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Messages - Snappydude

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31
DF Gameplay Questions / Re: Military Specialization
« on: October 06, 2008, 12:19:09 am »
Plenty of ammo of both the practice and lethal varieties, BTW...

32
DF Gameplay Questions / Military Specialization
« on: October 06, 2008, 12:16:51 am »
So, y'see, I had some Master Marksdwarves I was training up. I decided to cross-train them in hammers, so they'd get some crossbow-smashing skill and level their armor/shield use a bit. However I let them get all the way to Legendary Hammerdwarves.

Since "military dwarves stick to what they're best at," even if I switch them back to crossbows they'll just spar in the barracks and hit each other over the head with them all day. When they go on duty they won't engage the enemy at range or indeed, pick up any ammo.

They're still pretty kick ass, but I want my marksdwarves back. Is there any way to trick them out of their hammering fixation? I miss my rampart snipers...

33
DF Dwarf Mode Discussion / Re: Dwarves or dwarfs?
« on: September 24, 2008, 12:24:05 am »
Or how about "dorfs?" :P

34
DF Dwarf Mode Discussion / Re: Dwarves or dwarfs?
« on: September 24, 2008, 12:23:13 am »
I've also seen the word "dweomer" in more than one unrelated place.  It seems to be both singular and plural.  As far as I can tell it's just a pretentious way of saying "dwarf" or "dwarves" (or "dwarfs" if that's your thing).  Any idea where the heck that came from?

The only time I've ever seen that word is in the D&D spell "Analyze Dweomer." It wasn't for interrogating dwarves :P

It was used for analyzing powerful enchantments... interesting because said powerful enchantments were never really referred to as "dweomers" to begin with.

Anyway, I vote "dwarves."

35
DF Gameplay Questions / Re: Whole map is wagon inaccessible
« on: September 24, 2008, 12:08:38 am »
The subject line sums it up. The whole bloody map is inaccessible to wagons, except the brief underground tunnel that leads up to my depot.

Forgive me if you're already aware of this...

The accessibility indicator works the opposite way from how you might think. Instead of the green "accessible" area starting at the edge of the map and working its way in, it starts from the depot and spreads out until it hits something that is impassable to wagons. By seeing looking where along the path the green ends, you should be able to find out what the obstacle is.

From the sound of things, it's probably a newly grown-up tree. Building [paved] roads can [permanently] solve this problem.

36
DF Suggestions / Re: Mechanic Wall
« on: September 09, 2008, 02:16:40 pm »
"Bearing?"

37
DF Dwarf Mode Discussion / Weapon switching?
« on: September 08, 2008, 02:47:57 pm »
Quick question:

Let's say I train a squad of dwarves equally in hammers and crossbows, and assign them to carry two weapons. Will they use crossbows at range and switch to hammers when their enemies close?


38
DF Dwarf Mode Discussion / All aboard the failboat...
« on: August 25, 2008, 04:07:57 pm »
Or should I say, "funboat."

I embarked on a site with a chasm... upon arrival I discovered that the chasm was open to the surface. My wagon was parked RIGHT NEXT TO IT. I drafted my woodcutter, to whom I had gifted some combat skills just in case, and stationed him there while my other dwarves hauled ass and cargo to a safer location.

Then, just as I was digging an entryway, I was formally ambushed by three troglodytes... and a giant cave spider. My dwarves fought bravely but were quickly webbed and eviscerated.

FORTRESS FAIL :)




39
DF Dwarf Mode Discussion / Re: Dwarvish inversion theory
« on: August 25, 2008, 03:58:37 pm »
Growing population brings the gamerate wayy down, and absolutely makes everything take longer in RL time.

It would be interesting to come up with a model for how fast work gets done in real time, and see where the "sweet spot" is population wise.


40
DF Dwarf Mode Discussion / Re: magma
« on: August 24, 2008, 02:28:00 pm »
Don't know about #1, but IRL magma becomes lava when it emerges onto the surface of the earth. They're basically the same thing, only magma = subterranean and lava = surface.

41
DF Dwarf Mode Discussion / Re: Trapping wild animals
« on: August 22, 2008, 08:43:43 pm »
Hm, yes. Thanks for the suggestions. Soon the goblins will be met with Gorilla Warfare :)

42
DF Dwarf Mode Discussion / Re: Trapping wild animals
« on: August 22, 2008, 05:30:35 pm »
I added the [trAINABLE] tag for gorillas, so I'm planning on making an army of war apes :)

43
DF Dwarf Mode Discussion / Trapping wild animals
« on: August 22, 2008, 03:12:07 pm »
How do I catch large wild animals? Cage traps, right? Do I have have to wait for them to randomly step on them or can I bait them with something? How do I do this?

...and what would be a good bait for, say, gorillas? :P

44
DF Dwarf Mode Discussion / Dumping Question
« on: August 19, 2008, 01:57:39 pm »
I have a quick question about how dumping works. I was going to figure it out by experimentation but I figured I'd ask first.

Let's say I want to dump rocks in one pile by my mason's workshop, and butchered chunks in a hole deep in the earth.

I disable the pit dump, enable the rock pile, and mark a bunch of stones for dumping. The dwarves will begin hauling rocks to the pile.

Now, if I disable the rock pile and enable the garbage pit, I can imagine the dwarves will either
(a) Continue to haul rocks to the rock pile, as it was the one that was active when the dump job was created,
(b) Dump the rocks in the pit, because it's the only dump that's active now.

I guess it's a question of when the pathfinding occurs... when the job is created or when the dwarf takes on the job...??

If it's (b), is there a (better, more reliable) way of differentiating my dump zones as described above?

45
DF Gameplay Questions / Re: Mess in butcher's shop?
« on: August 02, 2008, 03:32:46 am »
Butcher's shop is inside, the refuse stockpile I'd like to send parts to is outside (and it's plenty big).

I have dump sites set up, but I'd rather not have to designate each chunk manually if I don't have to...

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