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Messages - Sutremaine

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271
DF Adventure Mode Discussion / Re: Anyone know how odors work?
« on: December 20, 2014, 08:40:08 pm »
Smell seems to radiate out in a 90 degree cone, though I don't know whether the outer edge of said cone is a quarter circle or a straight line.

272
DF Adventure Mode Discussion / Re: Opinion on Elves
« on: December 18, 2014, 08:58:59 pm »
By "perfect memory", you mean that the map of a lair etc. never disappears if you play as an elf?  I may have to ignore my hatred and try playing as one, because I really hate getting lost in mazes...
It'll disappear if you go too far away or sleep / wait, but otherwise you can map out quite a large area. A dwarf with high Memory (can't remember if Superior, or just High) can mentally map most of a dwarven fortress, with only the edges of some of the sprawling bedroom levels being cut off.

273
DF Gameplay Questions / Re: Starting Skills
« on: December 18, 2014, 07:27:38 am »
No, the sudden Appraisal XP is good for the very first caravan. The skill gain happens as the trade screen is opened.

274
DF Gameplay Questions / Re: Women soldiers
« on: December 18, 2014, 07:23:57 am »
Well, does DF have size and other attributes (strength, agility, toughness, etc) modifers for different genders?
A few kinds of wildlife have differently-sized sexes. Not dwarves or any other main civ races though.

275
DF Gameplay Questions / Re: Pinpointing cause of "horrified"
« on: December 18, 2014, 07:21:23 am »
Are there few enough that you could take them off refuse hauling entirely? Won't help if they're bone carvers or butchers though...

The thing with the minecarts also seems excessively complicated. I'm not sure I understand it properly, but why not set the minecart to dump the bodies right into a pit that dwarves can't access?

276
DF Gameplay Questions / Re: Starting Skills
« on: December 18, 2014, 07:07:07 am »
It used to be that whoever was doing the 'trade at depot' job would get a huge chunk of Appraiser XP the first time the trade screen was opened. Has that changed?

Do you make sure your broker does the trading, or do you let any dwarf do it?

277
DF Gameplay Questions / Re: Pinpointing cause of "horrified"
« on: December 17, 2014, 10:33:10 pm »
That seems pretty complicated. If you're going to make room for the sentient corpses to be away from traders, why not have all the corpses away from traders?

Animal corpses might be able to produce a reaction, since they do register in a dwarf's thoughts even if the dwarf normally feels nothing. Maybe a particularly fearful dwarf who likes a certain kind of animal can be horrified at seeing one of those animals dead. Maybe not.

278
DF Gameplay Questions / Re: Starting Skills
« on: December 17, 2014, 10:28:09 pm »
Harvesting isn't a skill.

If you have enough seeds, you can do without Grower skill early game. An individual dwarf takes a while to plant one seed, but you have seven of the buggers and they don't need a plot each. Set aside a week or whatever to get the seeds in the ground, and use the wagon animals while you wait for the harvest. You could also skip food plants entirely and bring some animals to eat. Turkeys are good. They're large enough to be meaty, but not large enough to produce a bunch of organ hauling jobs.

279
DF Gameplay Questions / Re: Women soldiers
« on: December 17, 2014, 10:11:00 pm »
Putting the child holding ladies in a training group for the duration seems like a wonderfully useful idea and it holds so many fun mental images.
Could also be useful in case of a military wipe. If you always have some skilled soldiers on maternity leave, you always have some skilled teachers in case something goes horribly wrong.

Or you could leave the women as permanent trainers, and let them wander amongst the general population to be activated in case of nearby emergency.

280
DF Adventure Mode Discussion / Re: What sort of adventurer do you create?
« on: December 17, 2014, 09:58:05 pm »
Speed, so you can run away from things, and Endurance, so you can keep on running. Recuperation is unecessary unless you want your adventurer in Fortress Mode. Memory is useful to have if your RL stat isn't up to keeping track of where your adventurer's been wandering around.

Point in Swimming, point in Reading, a bunch of points in Armour User (so you can run away from things even in armour!), and some points in defensive skills. Wrestling kinda counts, since the skill increases your chances of being able to break away from grabs. Observer probably helps with seeing an attack coming and being able to catch the offending body part, but I'd rather dodge away to their side or back and attack them from there.

281
Sponges aren't indestructable any more. Their tissue can be pulped.

Dingoes are pretty dangerous to a fledgeling adventurer. They might be smaller and slower than wolves, but having a full pack of 12 set upon your sleeping adventurer is pretty nasty if you have any unarmoured parts for them to bite. They can maul your less-armoured companions, which brings much bigger problems if you're in bogeyman territory.

If you've turned up the savagery in your world, it opens up more places to encounter giant dingoes, which are smaller than polar bears. The wiki is very specific on that last point.

282
DF Adventure Mode Discussion / Re: Opinion on Elves
« on: December 17, 2014, 09:06:12 pm »
Since they all have perfect memories, you can also dump that stat and still have your adventurer be able to mentally map large areas.

283
If you start out the adventurer at the fortress i.e it's his home town then you can retire him there and he will be part of the fortress when you unretire. I had this work for me as late as 40.04 (last time I tried). I was also successful in dropping items I stole from other sites in my "hometown".
Won't work in this case -- the adventurer came first. I could totally retire the fortress and send a new adventurer out for basic training though.

284
DF Adventure Mode Discussion / Re: So what do I do with a vampire?
« on: December 15, 2014, 11:50:01 am »
Did you try accusing him of being a night creature?

285
What doesn't work: Retiring an adventurer in a retired fortress, and then unretiring that fortress. The former adventurer is listed as Hostile, and cannot be controlled like any other fortress member.

My current adventurer is part of a civ with one non-ruined site, which is overseen by a goblin administrator. I don't know whether or not this screws things up from the start. Retiring her and then unretiring her restarts her in a goblin site I claimed yonks ago, even if I dispose of that position before retiring in the lone dwarf site (do I need to give the title to someone more appropriate than a dwarven drunk?).

So, how do I get my adventurer to be a candidate for migration to a new player fortress?

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