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Messages - Sutremaine

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6511
DF Dwarf Mode Discussion / Re: One item embark
« on: May 05, 2009, 09:29:27 pm »
Make a big food stockpile with 0 max barrels; your dorfs should take the pods out to stick them in the pile and leave empty barrels behind.
Mine never do that. They just leave the barrels where they embarked. I have to get the bookkeeper set up so I can dump and claim the items manually.

6512
But in the next release, stuff like this is handled by the material its made of.   Stuff like brittleness and malleability and density are all modeled.  Your suggestion would be a step back in terms of realism.
I haven't been following development all that much. Since I read the wiki even before I downloaded the game, I want to be surprised a little this time round. If it's all going to be done sometime in the future-- including being able to layer body parts to form an armour shell, which is mainly what I was interested in-- then that's great.

6513
DF Suggestions / Armour body tokens -- a more fine-grained damblock
« on: May 03, 2009, 12:21:16 am »
Not a replacement for damblock, but an addition.
Body tokens [ARMOR_HARD], [ARMOR_SOFT], [ARMOR_NONE], and [ARMORLEVEL:n].

The first two would protect the body part to which they're attached until they're broken or worse, at which point the protection would cease. Hard armour (shells, bony frills, etc.) would protect against piercing and slashing but less against bludgeoning attacks, and soft armour (thick skin, thick fur, etc.) would soak away hammer damage but be weak against a strong arm and a sharp sword. Multiple armour parts attached to the same body part would provide extra protection through chance. For instance, a dwarf facing a creature with one mangled upper back plate and one unbroken one would have a 50% chance of striking the unbroken plate. [ARMOR_NONE] would be available if you wanted to have the opportunity to pull off a dramatic lucky shot without having to force your way through a layer of armour.

Protection could take the form of a modifiable number from which the material strength of the weapon is deducted. So a creature with [ARMORLEVEL:200] and soft armour would reduce damage from a plain bone bolt by 150% (so, zero damage), damage from a plain steel bolt by 67%, and a masterwork iron bolt or anything better would go right through. If it had hard armour anywhere, the masterwork iron bolt wouldn't be enough to bypass the armour completely. A masterwork iron hammer, on the other hand...

I know basic subtraction isn't good enough given the current material damage ranges in DF, but it's just a quick start (armour vs. ammo in particular would likely be near-impossible to balance with vanilla DF as it is). The damage reduction should probably be applied after the attacker's Strength is taken into account and before most other things, but that's really Toady's area.

Having some of the armour level carry over to the creature's hide would be nice too, since kitten leather is currently just as protective as elephant leather.

6514
DF Gameplay Questions / Re: Captive Giant Cave Spiders?
« on: April 30, 2009, 08:15:47 pm »
My entire fortress was wiped out by it.  ???
Couldn't forbid the caught dwarves stuff fast enough.
<o>rders, <F>orbid, toggle options as necessary.

6515
DF Modding / Re: Why is this rock barrel so darn heavy?
« on: April 29, 2009, 08:32:02 am »
I think that hauling DO give stat increase, as my dumpers get VERY strong with only running around dumping stones.
How are their social skills?

6516
Don't know if it matters much but I'm using Dvorak on a laptop, and never noticed any problems myself.
What OS? I'm running XP on a laptop (an old one, if that makes the slightest difference) and d11 is ignoring my Dvorak keyboard entirely.

Where can I find d9?

6517
DF Dwarf Mode Discussion / Re: instant death
« on: April 28, 2009, 09:54:02 am »
Never ever EVER?  Not even in a million billion years?

Okay, so noted.
I normally go through the raws and remove the [NERVOUS] tag from all bady parts. Doesn't help with brain damage (and possibly head injuries), but it does sort everything else out. I wish dwarves would heal light grey nervous injuries at the very least, even if it takes as long as a yellow injury.

6518
If you don't have any silk, then you can use plant fiber, but this is less valuable and takes more labor, so thats more of a stopgap than a primary industry.
Cave spider silk and plant cloth have exactly the same value, and webs can be gathered from only one area of the map. If you want to separate your skilled weavers and your web-collecting lackeys, you've got to play around with workshop permissions as well. Unless you're not growing any crops at all, you'll already have the infrastructure required to deal with cloth production.

I like the textile and glass industries, even though I never bother even setting up the second until I have ~20 dwarves and some idlers. There's too much to do before that, and since mining levels up so quickly I have the glassmaker and warsmith do that until I have enough dwarfpower. (This also protects your source of quality weapons and armour from sudden death in surprise melee.)

Some kind of stoneworking is also a must. Earlier on I leave that to my mason and mechanic to get them trained, and switch to the lighter stone crafts as the fortress progresses. Same for bone carving, although that's actually useful as a source of bolts and crossbows.

6519
DF Gameplay Questions / Re: How to defend a flat embark point?
« on: April 27, 2009, 11:48:09 am »
Sounds more like his idea of defense and yours is markedly different.

....
Okay, I see what you mean about working areas -- natural ramps can be dealt with by a single miner and don't carve up the level below as a channel would. It is possible to force invaders to enter the fortress lower than the archers, although I'm not sure it's possible to fire on them consistently and safely as they descend. (I built the original right up at the edge for some reason, so I've no room for further testing.) I think you could work something out with channels though.

Thanks for the mention of firing stations. When I rebuild, I'm going to run some stairs up from the main archer stations and build a couple of small towers.

6520
DF Gameplay Questions / Re: How to defend a flat embark point?
« on: April 26, 2009, 09:38:21 pm »
I think I'm missing something here. What's the difference between digging an area straight into a mountainside, and digging a level down and then excavating the exact same space? I know it's quicker to dig multiple levels at once on a slope because there are more access points, but apart from that I don't get how a flat embark requires any sort of special defence.

6521
DF Gameplay Questions / Re: Too much food, not enough booze.
« on: April 23, 2009, 06:50:26 am »
Yes. Except for booze and bags*, a barrel can only take ten individual items.

I really wish barrels and bins had some kind of at-a-glance fullness indicator. As it is, I never use them for anything but liquids because it's easier to see what you have, and where, when it's strewn all over the floor.

*I think the limit is ten bags per barrel, but bags can hold multiple objects.

6522
DF Suggestions / Re: Gender Differentiation
« on: January 22, 2009, 06:49:33 pm »
Do you really think it would be sexist to say that guys are generally stronger than gals?
For human men and women who exist in the real world, no. For fantasy human men and women, it depends what kind of world the author is trying to model and how well they pull it off. For dwarves, it would depend how much of the game beyond the tech level is intended to stick to human medieval European norms.

6523
DF General Discussion / Re: Did you spoil HFS for yourself?
« on: January 22, 2009, 08:31:52 am »
I tried not to, but after enough (2D) wiki articles I had a general idea about the pits and the adamantine. The 3D version only combined them, which didn't come as much af a surprise. I did spoil the HFS itself by using reveal to check out the ore patterns (the floors were a surprise, however. So... much... depravity), as at that point I thought all ore veins crossed z-levels and I wanted to see what everything looked like.

If you don't have such things revealed on embark screen and also don't use the finder, knowing about the existance of HFS can actually enhance the thrill of the game (especially if you are afraid of the HFS):
This.

I might do the same for chasms as well. The last place I embarked with a chasm had it open to the surface, and of course I had no way of knowing whether there were GCS in them there hills.

6524
DF Gameplay Questions / Re: Pressure Plate controlled cistern.
« on: January 20, 2009, 10:46:50 pm »
If this is the case, would it have worked if I had set the pressure plate to 0-6 instead?
Yes, although your pressure plate needs to be on the highest z-level you want the water. Putting it on the bottom of the cistern will close the intake as soon as the first z-level is filled, which will leave your two-level cistern half-full.

Quote
I read the instructions on the wiki for using a pressure plate on the bottom of a cistern to control it's depth, but they didn't make sense to me so I didn't follow them.
Pressure plates send an 'On' signal when the water level in their square is between a predefined minimum and maximum, and an 'Off' signal when it isn't. The state in which doors, floodgates, bridges, etc. are built is the 'Off' state.

So, to use the wiki's example, a pressure plate set to 0-5 and connected to a floodgate will tell the floodgate to be 'On' at a water level of 5 or less and 'Off' at a water level of 6 or more. Floodgates are built in the closed position, which means it'll be open when the water on the plate is at 0-5 and closed when the water level is 6-7.

6525
DF Dwarf Mode Discussion / Re: Inspiration for Dwarven Cheese?
« on: January 20, 2009, 10:08:52 am »
Besides, isn't Blue Cheese, rotten cheese? Last time I've seen it, it's barely blueish-pale white, not blue.
What kind were you looking at? Blue cheese generally resembles marble, as the mould that colours (and flavours) it is lovingly mixed into the cheese instead of being on the surface where it's easy to cut off.

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