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Messages - Jake

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1486
DF Dwarf Mode Discussion / Re: Beware those who kill off Soap-makers!
« on: October 31, 2008, 09:15:41 am »
On a semi-serious note, I have actually seen tallow soap as a requested trade good at 200%, regrettably on a map without any sand.

1487
DF General Discussion / Re: Disposal of Goblin Armour
« on: October 31, 2008, 09:10:16 am »
I hadn't stumbled on the usable/non-usable setting yet; thanks guys.

1488
DF General Discussion / Re: Disposal of Goblin Armour
« on: October 30, 2008, 12:56:21 pm »
A little molten rock I can handle. But several tens of thousand tons of it, full of fire imps and magma men and Armok knows what else? Nope, you can keep that; I'll take my chances with those whining pointy-eared hippies, thank you very much.

1489
DF General Discussion / Re: Disposal of Goblin Armour
« on: October 30, 2008, 09:31:38 am »
The trouble with those options is that goblin armour always seems to end up getting mixed in with the stuff my dwarves can put to use, which makes carting it to the depot a pain in the rear, and I seemingly never manage to get hold of as much fuel as I need; I make it a policy to steer clear of magma, which I consider to pose an unacceptable health and safety hazard.

1490
DF Suggestions / Streamlining Metal Recycling
« on: October 30, 2008, 08:33:07 am »
Why not have any items designated for melting that are a necessary ingredient for an alloy be used directly without being melted down first?

1491
DF General Discussion / Disposal of Goblin Armour
« on: October 30, 2008, 08:23:44 am »
The more I think about it, the more melting it down seems like a bit of a waste of fuel and effort if you're on an iron ore-bearing map; the same amount of coke takes the same amount of time to produce three times as much metal from one lump of any sort of ironstone, which seems to be rather a feast-or-famine affair in DF.
So, what do you folks suggest? Sell it to the merchants, try and tweak the raws so I can chuck it straight in the crucible to make pig iron, or just pile it up in great menacing heaps on either side of the main gate as a warning to those who might assail my fortress?

1492
DF General Discussion / Re: His only such point: Your points of honor
« on: October 30, 2008, 07:18:25 am »
- There is always a reasonable number of spare beds in the barracks in case someone gets evicted.

- There is always a year-round source of potable water for the wounded and anyone thrown in jail.

- All prison cells cells are tolerably comfortable, with a bed and an engraving on the wall so the prisoners at least have something to look at. Also, anyone sentenced to eight hammer strikes for any crime less than murder gets a full set of plate mail.

- Dwarves are buried with honour, their mortal remains conveyed to a secure location safe from scavengers until such time as a coffin can be provided.

- When my dwarves are struck by strange moods, regardless of their usefulness, every effort is made to accommodate them. My miners will be ordered to tear the mountain apart looking for gems, and if the merchants won't barter an anvil for all the goods in the warehouse then I'll pay them in not kneecapping them with a crossbow.

- The above situation or when the fortress is facing a serious, immediate threat of starvation are the only times at which I will even consider robbing merchants.

- No civilian is ever left to the mercy of a goblin invasion. If they're between him and all the side entrances, the lever to drop the main gate is not pulled until he's inside of it or has been cut down.

- Traps are kept to a minimum, and cage traps never used at all; goblin warriors are permitted the honourable deaths in battle that they so crave... inasmuch as them all charging along my signature marksdwarf gauntlet towards a last-ditch line of weapon traps and getting mown down counts as a proper battle.

- Kobold thieves disturbed by a civilian before they grab fortress property are left to run for it. Fortress property does not include any bits of goblin armour and other battlefield debris the dwarves haven't got around to doing anything about yet.

1493
DF Dwarf Mode Discussion / Re: Why not crossbows?
« on: October 22, 2008, 09:10:57 pm »
Out of interest, English also didn't tend to use Pikes, which by the end of the 15th century had become almost the default infantry weapon. The obvious reason? Pikes are most effective against cavalry. Cavalry in England was already pretty much nerfed by all the damn longbows ... so the English used bladed polearms which are more effective against foot.
I think you're referring to halberds, though I've seen historical reenactment demos of the more conventional variety of pike dating from the English Civil War, sometimes paired with arquebussiers or musketeers against whom cavalry was still some use. And crossbows must have seen some use, as longbows were both an absolute bugger to aim without years of practice and less than brilliant against plate-mail; from what I understand of the physics, crossbows are better-suited to firing on a flat trajectory, and therefore have a greatly reduced probability of striking at a glancing angle and bouncing off.

1494
DF Dwarf Mode Discussion / Re: Defense Guide finished
« on: October 22, 2008, 08:50:39 pm »
I've tended towards a bit of a middle way between the two camps. I usually dig a long entrance tunnel and carve fortifications on either side and between the doors at the very end, with one row of traps just inside the tunnel mouth to soften them up and another right before the doors as a last-ditch defence. The trade depot generally gets its own separate tunnel close to the finished goods stockpile with a single row of traps as a deterrent, or even stays up on the surface; my fortresses are always set up with an eye towards self-sufficiency in the essentials so it's generally not a catastrophe if the goblins trash it. Both tunnels can be sealed off by rows of floodgates, so I can position my marksdwarves at my leisure and either wait for the goblins to get bored and wander off (my preferred option if practical, as the others tend to make rather a mess), send my small squad of intensively-trained and well-armoured melee fighters out of a side door to flank them or raise the gate in apparent surrender and let the poor gullible sods wander into a shooting gallery; a gauntlet of twenty-odd crossbows on either side of a tunnel that's only wide enough for four creatures to march abreast would give even a megabeast some trouble, and even if it survived to the very end and booted in the door, every able-bodied dwarf in the fortress would be waiting to scrag it.

1495
DF Suggestions / Re: Internal Security
« on: October 22, 2008, 07:50:15 pm »
Hell, as long as the guards try to incapacitate/grapple/subdue dwarves in some way before stabbing them, it would be nice, especially if tantruming dwarves have a chance to actually stop once they get whopped upside the head by a mean-looking guard.

An extra use for the Intimidater and/or Pacifier skills, perhaps, with a weapon that trains them? And I do think there should be an outside chance of inflicting lethal harm with at least some of these weapons, but it wouldn't be that hard to come up with something relatively harmless; a stout sick wrapped in several layers of sacking, for example, or a blunted crossbow bolt with a small bag of sand or sawdust on the end.
I am kinda sad... from the title I thought this was a suggestion about making certain Stockpiles vulnerable to theft and thus giving us a reason to bulk up the security surrounding it.
I actually mention something like that a little further down, though I was thinking more about shops than stockpiles. Law enforcement definitely needs an overhaul first, though; I personally think the last thing DF needs is yet more ways to start tantrum spirals.

1496
DF Suggestions / Re: Internal Security
« on: October 22, 2008, 05:41:04 pm »
Sorry; I still get the init and raw files mixed up. And as far as the tantrum/berserk thing goes, it'd be nice if there was a middle grade of tantrum where a dwarf just hauled off and punched someone but stopped short of inflicting lethal harm, but I'm not sure if that's possible without some fairly drastic adjustment of the AI code.

While we're on the subject of dwarven law enforcement, how about adding theft and robbery to the list of potential crimes?

1497
DF Suggestions / Re: A different approach to skills
« on: October 22, 2008, 04:07:53 pm »
I'd be happy for dwarves to level up faster in related disciplines, like if a metalcrafter was given a blacksmithing task or a stonecrafter told to do some masonry.

1498
DF Suggestions / Internal Security
« on: October 22, 2008, 04:00:23 pm »
Is anyone else tired of mopping up after their fortress reenacts the Rodney King riots when a dwarf gets shot and killed for simple vandalism? Here's a couple of ideas I'd like to prevent for curbing this phenomenon:

1. Making the probability of stunning and/or rendering unconscious a variable in the init files, making it possible to arm the fortress guard with low-damage weapons that still have a high probability of knocking a dwarf out.

2. Changing the way the fortress and Royal Guard react to tantrumming dwarves, maybe by generating an 'arrest miscreant' job that works a bit like recover wounded whereby they have to grab the dwarf in question and drag them to the cells.

3. Adjusting tantrums and berserk rages so that merely tantrumming only causes dwarves to break stuff rather than attack other dwarves or animals. Ideally the death of a berserk dwarf should also generate a somewhat smaller unhappy thought than someone dying in a cave-in or goblin ambush.

So, thoughts?

1499
DF Dwarf Mode Discussion / Re: Why not crossbows?
« on: October 22, 2008, 03:16:27 pm »
As I understand it, crossbows and longbows coexisted quite well for many years because their weaknesses were balanced by each other's strengths. Longbows have better range and can be fired faster, crossbows have more stopping power and better pinpoint accuracy. The game interface and AI don't really allow for it yet, but eventually I'd like to respond to an invasion with a large force of bow-dwarves up in towers to provide suppressing fire whilst a smaller, more intensively-drilled force of crossbow-dwarves pick off squad leaders and other high-value targets from atop the walls or intermixed with a force of spear- or even pike-dwarves to receive the charge.

1500
DF Suggestions / Re: Engrave text on walls, objects etc.
« on: October 21, 2008, 06:12:02 am »
I'd happily settle for the ability to manually select the subject to engrave from fairly broad categories like 'Fortress History', 'Mythology', 'Nature' etc. A system for doing notable fortress events in chronological order would also be nice, particularly if it could be set to automatically update; imagine having the election of each new mayor, the creation of each new artefact, every siege recorded on the walls of the Great Hall or the mausoleum as they take place.

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