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Messages - Niyazov

Pages: 1 ... 11 12 [13] 14 15 ... 47
181
DF Gameplay Questions / Re: Corpse and looting.
« on: May 26, 2012, 10:55:20 am »
I get confused with the 'F' key.

If for example the item is. ([Large Copper Dagger]) does that mean I have claimed it? Or is it without the brackets?

() parentheses indicate that an item was manufactured outside your fort
{} curly braces indicate that an item is forbidden

This page should help you

182
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 26, 2012, 10:04:59 am »
hey. hey. hey you guys. nickel wasn't purified until 1751. maybe I'll start a 12-page thread about how terrible nickel is.

183
DF Gameplay Questions / Re: Number of weapons in trap
« on: May 26, 2012, 09:56:05 am »
much maligned is the spiked ball. It also has 3 attacks and copper spiked balls are just as effective as copper discs, silver spiked balls regularly cause heads to crack even through helms.

2 iron serrated discs and 2 spiked silver balls in a trap, making it a field of 5 deep will kill a lot, and what passes through will be seriously injured.

Personally, after this field I have 3 rows of upright spear traps with copper or glass spikes, then a row of cages and again 2 rows of upright spears. After that I tend to make a pattern alternating cages, spikes and weapon traps. A 20 tile long corridor in this setup will kill anything. Most likely, you wonder about the spikes.

I assume you use some cages too, to get sparring dummies and leaders have a habit of getting trapped, making the rest of the squad hang around, most likely jamming a lot of weapon traps. The next squad runs right over it. By setting some cages (I actually start with some spikes at the entrance, then cages spikes alternate untill I get to weapon traps way in the end) with spikes around, you trap 2, 3 or more, then kill the squad with the spikes. Next squad gets to the next row, gets trapped and killed. Now all cages are full, spikes on repeat and anything that gets past the spikes gets chopped and smashed by the spiked ball/serrated disc combination. If anything gets through, my militia (non-danger room, all natural) can probably deal with it (2 marksdwarf squads, 2 mixed with axes, hammers and swords, 1 lasher squad, 1 recruits/wrestlers squad).

It was in fact so effective that I made 2 new entrances to the fort with different traps, fewer traps or whatever, because nothing was coming through

The good thing about the spikes is that they also affect goblin demonic leaders and titans

This man speaks wisdom.

184
DF Gameplay Questions / Re: Making bronze from ore
« on: May 26, 2012, 09:52:52 am »
I have no idea why trifle pewter even exists since fine pewter and bronze are better than it in every meaningful respect.

This is because Toady likes realism, and, in the real world, ley pewter, which has a high lead content compared to more valuable pewters, is commonly used to practice working soft metals and for cheap items like "lead" miniatures.

Right, lay pewter is fine since it has a different composition and uses lead. I'm talking about trifle pewter.

There is no situation (moods excepted) in which you would ever have a reason to make trifle pewter.

It does not have a unique color (same as tin, zinc, nickel and billon).

It has a worse material value than bronze and fine pewter although it is made from the same materials.

It requires more fuel per bar than fine pewter.

Out of curiosity, what would you change to make trifle pewter more worthwhile?

I would remove it. There's no need for three kinds of pewter and the real-world difference between trifle and lay pewter is minimal.

I would also give/restrict the metals' special uses in the game to reflect their real-world uses, e.g. lead for assembling (gem?) windows, brass for mechanisms and pipes, nickel silver for instruments.

Right now being able to make anything out of any metal renders most of the metals uninteresting once you strike iron, gold, silver, etc. Perhaps instead of completely restricting uses, the value of an item or the thoughts it gives could instead be enhanced if it's made from an "appropriate" kind of metal.

185
DF Gameplay Questions / Re: Problem with yarn
« on: May 26, 2012, 09:37:45 am »
It was a macabre mood. He used flying squirrel remains.

Oh, cool. I didn't know that was even possible.

186
DF Gameplay Questions / Re: Unusual Vampire suspect
« on: May 26, 2012, 09:37:15 am »
what do you mean by "pinging"?

parentage does not determine vampiracy; dwarves become sterile once they become a vampire

187
DF Gameplay Questions / Re: What do I do? Were-something
« on: May 26, 2012, 09:35:06 am »
It says it is weak and small in it's description, IDK if that helps.

WTF??

They are elves, humans, dwarves, goblins or animal people who turn into an animal-like monster during the full moon.

However, it is possible that the phase of the moon will change and it will transform back into a person before it even reaches your fort.

188
DF General Discussion / Re: Was this an Error?
« on: May 26, 2012, 09:30:06 am »
Huh, I just took it in course that you didn't know that miller's name just by looking at him.  You knew he was a miller because of the color of his tile his attire, and perhaps tools of the trade.  When you strike up a conversation, he introduces himself.  Interesting to note that they're now historical figures.

Thanks for breaking the fourth wall, Grieger.  Thanks.   :P

That's actually kind of brilliant - when you put it like that, not only does DF Adventure mode suddenly make sense, but you realize all other RPGs don't. It's going to ruin my immersion every time I see a new NPC's name over his head in any other game - wait, how would I know his name? I haven't even talked to the guy yet.

maybe fantasy NPCs all wear name tags? "Hello my name is LORD SKULLDRINKER"

189
DF Gameplay Questions / Re: Hunter cancels Hunt: No ammo
« on: May 26, 2012, 09:27:44 am »
well, got a screen now from someone with 10 single copper bolts in his quiver, if my word isn't enough, could you send me to a good image storage thingy whatever it's called?

ah, found one with 4 stacks of 5 bone bolts and 3 one bolt stack of copper bolt(s)

tinypic, sadpanda and imgur are all fine and don't require registration.

190
DF Gameplay Questions / Re: Outpost Liaison
« on: May 26, 2012, 09:26:28 am »
Alrighty. So, because I really don't need anything from the outside (I just buy booze and such if running low) I can pretty safely ignore the meeting and just go with the normal priority levels. Then, a bit off-topic question: how many times can you raid an elven caravan before they send their forces my way? If it's something like once, I could use those pointy-eared bastards as a pretty decent starting boost in my upcoming evli embark.

I'm not sure but I think elves may treat being offered wooden items as more insulting than stealing all their stuff. In any case you will need to do it a lot. I haven't seen an elven diplomat in a long time, but if you get one killing him/her is a good way to trigger an attack.

191
DF Gameplay Questions / Re: What do I do? Were-something
« on: May 26, 2012, 09:23:14 am »

What does this mean? What should I do?

Werebeasts are historical figures who were cursed by a god or bitten by a werecreature during worldgen. They are elves, humans, dwarves, goblins or animal people who turn into an animal-like monster during the full moon.

A werebeast attack is like a semimegabeast attack- it is a strong aggressive enemy who will try to get into your fort and kill your dwarves. Some werecreatures are very strong; others are not- it generally depends on the strength of the animal type they derive from. A wereelephant is a terrifying foe; a weremonkey is probably not but still should be treated with caution.

However, it is possible that the phase of the moon will change and it will transform back into a person before it even reaches your fort.

If a dwarf is bitten by a werebeast during the attack hard enough to cause an injury more severe than bruising, it may transform into a werebeast every full moon, leading to !!FUN!!.

192
DF Gameplay Questions / Re: Coal.
« on: May 26, 2012, 09:11:56 am »
wood isnt the best source of fuel.... when you embarked, was there "flux stone" near all that other stuff (soil, deep/shallow metals and all those things). If yes, let your miners dig around and see if you can find bitominous coal or lignite. Both can be smelted into coal (b. coal is better then lignite, but both are in my eyes better than wood), which will speed up your industry ;)

And your mayor mandates goods and materials he likes. You can find about his preferances by loo(k)ing at him and pressing Enter

To clarify, coal occurs in sedimentary layers close to the surface. "Flux stone" on the site finder means that there is a layer of limestone, dolomite, chalk or marble somewhere (although some embarks with these do not show flux stone on the site finder for some reason). Since dolomite, limestone and chalk are sedimentary but marble is metamorphic, seeing flux stone on the site finder is not a guarantee of coal and coal can appear in embarks without flux stone listed.

Bituminous coal yields roughly twice as much coke (which is refined coal, like charcoal) as lignite but they both yield a ton of fuel so be sure that you have enough bins and stockpile space to store it all.

One final caveat is that you need at least one bar of refined coal to start running a smelter, so if you have a ton of bituminous coal but no refined coal you will need to burn a log in a wood furnace to get a bar of charcoal before you can get started. After that the process will be self-sustaining.

193
DF Gameplay Questions / Re: Problem with yarn
« on: May 26, 2012, 09:02:57 am »
Nice!  I would totally wear an earing made from the bones of a flying squirrel

flying squirrel are vermin; how did you get flying squirrel bones?

194
I suggest a variation on the Grand Goblin Melter:
http://mkv25.net/dfma/movie-2424-grandgoblinmelterdemo

Instead of magma, use water. Once the water reaches 7/7 on the far side of the trap, the bridges retract, letting the drowning goblins fall however many z-levels you like. The water can get filtered from the goblins using grates (so the water falls further, and the goblins smash on the grates), the water gets pumped back up to trap-level, and the corpses and clothing are available for pickup.

This might be safer than any other fall trap design, because the fall isn't available to fliers if they don't trip the pressure plates.

Note also the rows upon rows of weapon traps on the far side of the fall trap, for those who are fast enough to trigger the trap but not get caught in it.

this is a good suggestion and I'm going to try to implement it. Won't falling goblins smash through grates, though?


195
DF Gameplay Questions / Re: Making bronze from ore
« on: May 25, 2012, 10:36:31 pm »
I have no idea why trifle pewter even exists since fine pewter and bronze are better than it in every meaningful respect.

This is because Toady likes realism, and, in the real world, ley pewter, which has a high lead content compared to more valuable pewters, is commonly used to practice working soft metals and for cheap items like "lead" miniatures.

Right, lay pewter is fine since it has a different composition and uses lead. I'm talking about trifle pewter.

There is no situation (moods excepted) in which you would ever have a reason to make trifle pewter.

It does not have a unique color (same as tin, zinc, nickel and billon).

It has a worse material value than bronze and fine pewter although it is made from the same materials.

It requires more fuel per bar than fine pewter.

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