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Messages - E-mouse

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46
DF Modding / Re: FIXED_TEMP
« on: November 29, 2008, 09:09:21 am »
Adding it to soil layers would be a bad idea...
I thought that was the point?

47
DF Dwarf Mode Discussion / Re: Building a ship=possible
« on: November 28, 2008, 06:41:39 pm »
Oh yes and trading.
Caravans need a land route to your trade depot, I thought.

I wonder what would happen if you gave "amphibious" to other trading races and wagons, though... probably wouldn't work due to pathfinding issues.

dwarfs will still starve to death, but you migth survive (by purifyng water, fishing, and animal breading)
Actually, I think if you muddy the ground you can establish an aboveground farm on non-soil tiles. Or does that only work with underground crops?
Just make sure you buy or gather some edible and/or brewable ones and bring them on board before you wall up.

48
DF Adventure Mode Discussion / A thought of a challenge for Adventure mode:
« on: November 27, 2008, 10:43:10 pm »
"You have died of old age."

Not difficult with modding, but the thought amused me.

On an unrelated note, if you make a fort over the town where your adventurer retired, will they show up there? Bonus points for being decked out in adamantine equipment and totally overshadowing your military.

49
DF Dwarf Mode Discussion / Re: Why metalsmith?
« on: November 26, 2008, 06:48:38 pm »
Doesn't matter.  If you're able to sell ten times as many anvils, then you're able to sell ten times as many goblets as well.

Edit: And besides, the more rocks you request, the less other stuff you can get.  This may or may not matter, but it's worth mentioning.
I think it basically boils down to the value/weight ratio, to increase the total amount of dorfbucks you can stuff in the caravan to get what they bring - and/or that you actually want. In short, it's a matter of efficiency. (On a different note, cloth/silk crafts weigh virtually nothing, making them crazy-efficient trade goods.)

Another problem is if the caravan can't CARRY enough anvils, or if you have to buy extra crap you don't care about in order to get it on there - not a huge problem, but it encourages them to bring more crap and less useful stuff next year. This is especially troublesome if they don't bring any wagons (i.e. elves). I don't think humans typically bring rocks, either, but wood works as a substitute for weight pushing. If you need it.

And again, without mood Legendary-ing, training up metalsmiths leaves a lot more near-useless junk than going for platemail. I don't know if they weigh the same (I would expect platemail to weigh less), but even mediocre armor has some use in keeping your military dying or injuring each other, if only until you have better-quality ones.

Iron isn't always really easy to get... fool that I am, I've mostly embarked in grasslands and forests so far, and the only reliable source of iron has been melting down Goblin junk. Without magma this also uses up a ton of wood/charcoal, and I've never really been able to outfit my military with full sets of iron armor, let alone steel.

On the other hand, a single anvil is a LOT less to carry to the trade depot than 100 craft items. If you keep your haulers busy and you consider their usual work a high priority, it can save a lot of time if a handful of anvils can pay for everything you're planning to buy.
But platemail can be binned. A heavy bin may take forever for a dwarf to carry to the depot, though.

But yeah, using a legendary one if you get it first can work pretty well.

50
DF Modding / Re: How to make other creatures playable?
« on: November 26, 2008, 12:34:47 am »
I can see it now. Entire Fluffy Wambler Civilizations!
YES.

Did anyone ever manage to get that wagon fort off the ground?

51
DF Dwarf Mode Discussion / Re: Dwarven Superweapons!!!
« on: November 25, 2008, 07:53:18 pm »
I built an ice cannon once. It was just an experiment not part of any defences. When fired it would encase everything within 3 tiles in ice.
That sounds cool (no pun intended). How'd you do it?

52
DF Dwarf Mode Discussion / Re: Reducing attrition vs. ambushes?
« on: November 24, 2008, 07:30:05 pm »
Yeah, I'd enclose a a "tree farm" around the military bunker with walls or trenches. Just leave a three-block entryway for the caravan, preferably right near the entrance to the bunker (so that entering ambushers encounter the military first). Note that walls do have a little advantage over channels - while they both block entry, walls also protect your dwarves from bolts, arrows, and panicking at the sight of the goblin on the other side. For that matter, make a trip through the barracks the only way to get into the rest of the fort - individual sneakers might get past (and will die after someone inside notices them and they try to run), but not finding an ambush with a modest military force is unlikely.

'course, this also means military casualties when you get archers, which can also cause tantrums from military dorfs spending time chatting when they aren't sparring. Avoiding combat on the whole would work best even if it isn't very Fun. A long trap corridor leading into the fort accomplishes this beautifully, and they can hit ambushers before they're even revealed - if you see a sudden corpse appear in the entryway, start forbidding the traps and other loot, bring everyone inside, and put the army on alert.

Also exploity but nice: chain an excess stray animal in a trapped corridor that leads to the animal and nothing else. (1-block line of traps all walled/channeled off.) Sometimes goblins will path to the critter and get slaughtered along the way rather than heading for the main fort, and dorfs tend to not particularly care if a stray creature dies if they DO reach it.

You can also "trap" enemies by closing floodgates or the like around them, or in blocking off the entrance to the fort. A raising drawbridge over a channel works great. This makes it easy to keep enemies out, but then you need to actually kill them... fortifications and marksdwarf snipers work, or you can set up a way to dump water or magma on them. A bit more entertaining than watching them get slaughtered by the traps.


-----

Civilians with the "Hunt" job will don armor and grab weapons (if they're set to do so - set them to something higher than "clothes" and an appropriate weapon if it can be spared), but they'll also spend most of their time outdoors trying to kill the local wildlife. This depopulates the stuff outside eventually due to a flaw in the animal population code, but until it runs out (or if everything on the map is undead or unfit for food) you're going to have a lot of semi-armored civilians running around outside with minimal combat experience. But at least they'll be armed.

On the other hand, I've heard that hunters are somewhat suicidal when encountering enemies. They might fight the ambush squad on their own and will probably die doing so. But they'll help soften 'em up for the military. The only real problem might be the extra junk items to haul back if they die.

I think hunters spend less time socializing since they tend to like going out to hunt rather than going idle. (Also rather than doing most other sorts of work, so it's a bit of a double-edged sword.) This makes them less of a loss going out but limits their usefulness to hunting and an early warning system - assuming they get ambushed instead of the other civilians doing treecutting and wood hauling and looting and whatever.

Also if you try to armor up your entire population you're simply not going to have the materials to do so. Putting it on particularly popular people (if you can find 'em) or those that are likely to venture outside (disable wood hauling or other outside activities for everyone that isn't armored and have them mostly specialize) might be a good compromise.

---

oh god why am i doing this i know nothing about this

53
DF Modding / Re: Mmmmmmmm... fluffy wambler smoothy...
« on: November 24, 2008, 06:19:29 am »
Thusly, dwarves are lactose intolerant.

54
DF Modding / Re: How is thread value determined?
« on: November 23, 2008, 08:10:47 pm »
When I first saw the topic, I thought it meant forum threads.

Carry on.

55
DF Adventure Mode Discussion / Re: You killed my father!... Meh
« on: November 23, 2008, 04:43:01 am »
Knowing who they are and what happened to them recently =/= knowing them.
Or caring, at least.

SCREW BIOLOGICAL FAMILY, WE HAVE BABYSNATCHERS

56
DF Dwarf Mode Discussion / Re: Placating the pointy-eared timber mafia
« on: November 23, 2008, 04:22:34 am »
Elf trading material isn't very good, and the sieges aren't especially threatening...

But the trading material is generally better than the siege loot. Especially if you only buy animals to get some help building Noah's Ark.

It's not completely insane to use up 200 logs, especially if you have carpenters that aren't doing anything better. Barrels are almost always in short supply sooner or later, and wooden bolts are good crossbow training. I've tended to have coal/charcoal shortages as well, but I've never played on a map with magma and I use most of it melting down goblin junk. If nothing else, bolts and charcoal should use up less stockpile space since they're binnable.

What else are you planning to use that wood for, and how quickly could you replace it if you needed to?

57
DF General Discussion / Re: The Big Book Of Dwarfy Things
« on: November 22, 2008, 03:59:40 am »
Walling off lava with large planks of wood.
Pumping magma up through a wooden pump with no ill effect.
Waterwheel-based perpetual motion machines.
Demands for items that have never been heard of or cannot be made.
Boatmurdered.
Killing peoples' cats because they make the place... crowded.
Carrying your newborn baby into battle.
Armor-piercing crossbow bolts.

58
DF Community Games & Stories / Re: BEES
« on: November 22, 2008, 03:45:32 am »
It's a bottomless pit. You fall at terminal velocity until you die of dehydration/starvation.

59
DF Dwarf Mode Discussion / Re: Argh! Elves or hauling?
« on: November 22, 2008, 03:36:52 am »
Yeah, goblin loot and corpses can wait. Retrieve the dead if you want, but forbid the rest until the haulers are idle.

60
DF Modding / Re: Cheese injection
« on: November 21, 2008, 05:32:32 pm »
You know, temperature changes aside, I wonder if a vanilla cheese injection would be like the victim eating cheese, i.e. feeding them.

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