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Messages - morikal

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31
DF Dwarf Mode Discussion / Re: Best weaponry for my dwarves
« on: March 28, 2011, 01:23:54 pm »
Several things:


1)
Vanilla DF, silver warhammers are the deadliest against humanoids as proven by testing (says on the DF wiki).

That, of course, if they're unnarmored.

No, that was if they ARE armored. Unarmored the axes were better.

2) I haven't done any testing myself, but, from reading the weapon testing thread, and the wiki pages regarding weapons & armor, it appears to me that the test was biased. Adamantium armor is pretty terrible at stopping blunt force:

http://www.bay12forums.com/smf/index.php?topic=53571.0

My conclusions from that data (which may be outdated... I think it says its from at least 31.12), as well as from various posts about how quickly things kill:

 - Vs foes wearing armor of a material which is lower in the chain than your weapon (e.g., bronze armor vs iron weapon, iron armor vs steel weapon), any of the weapons are reasonable. For quick kills vs unarmored foes, swords or axes are best.

 - If you have steel weaponry, I'd suggest steel axes and silver warhammers (or steel if no silver available). Depending on what you face, send the axes against less armored foes, hammers against more armored foes. I'd probably toss in some spearmen or marksdwarves for fun. Probably spearmen, as I've heard of lots of problems with marksdwarves right now.

 - With less than steel, it appears that spears & hammers are probably the way to go. (From the above post, it appears spears of less than steel quality hit far more often than other slash/pierce weapons of less than steel quality). Spears vs the less armored foes, hammers against the more armored foes.



EDIT: and looking at that post again, it looks like steel swords are better than steel axes... hmm. I'll have to run some tests at some point.

32
DF Gameplay Questions / Re: Super underground?
« on: March 28, 2011, 12:33:38 pm »
I'm using piston method for magma pumping. It is faster, easier and more dwarfish then pumpstack imo.

I read that thread, but didn't really understand how to build it. I don't mind having a 30 z-level fort.

Although I'm somewhat indecisive about distributed vs centralized...

centralized bedrooms would allow placing them away from noise more easilly. Centralized dining room allows greater food choice (so dwarves can pick things they love), and easier to get them all a happy thought from the awesome dining room.

Decentralized means the crafters are more efficient, since they eat, drink, and sleep near their workshops. Would allow a more spread out fort to be efficient still with various industries. But requires a lot more haulers. I tend to prefer this design though since then I can just sort of haphazardly build things as I need them, without much planning.

33
DF Gameplay Questions / Re: Super underground?
« on: March 28, 2011, 12:15:39 pm »
If you aren't building stone megaprojects i suggest reducing caverns height. 5-10 z-levels caverns still look good and 30-50 levels to magma sea is usually enough, extra unused levels just slow down both dwarf movement and fps.

Yeah, that would be nice. I'll do that on my next fort.

Its a little confusing about caverns... it appears that with a 4x4 embark area, I get either 3 or 6 separate caverns?

I do want the extra creatures/challenges from caverns, but don't like having only a couple z-levels of solid rock between the 3...

I guess I'll go play with custom settings next time I start a new fort, and maybe make 3 very short caverns instead of 3 5-z-level caverns, which appears to be the default.

But yeah basically I want to be able to have fully cave-adapted dwarves living underground. Underground farming, tree farming, animals to slaughter for food/leather until I get up a breeding industry (if I ever do, now that grazing or something is needed?).

Hopefully caravans won't get attacked above-ground....



34
DF Gameplay Questions / Re: Super underground?
« on: March 27, 2011, 04:04:57 pm »
So how do you make a drain that won't get clogged?

35
DF Gameplay Questions / Re: Super underground?
« on: March 27, 2011, 11:32:58 am »
Hmm so my dwarves all died of thirst... guess they didn't want to walk all the way back up to the wagons to get a drink? (I had over 100 beverages left)

In terms of magma splashback, is the splashed back magma going to form obsidian and block my drain? Or do you mean just make sure that, e.g., I don't have a waterfall that drops straight down to magma, because magma will come back up and fry dwarves standing on the grate? (Drain down a bit, then put a square of horizontal digging, then down to sea?)

36
DF Gameplay Questions / Re: Super underground?
« on: March 27, 2011, 10:47:16 am »
Huh, the magma sea wasn't as deep as I thought... only 65 z-levels down.

Also, can I drain an infinite source of water into the magma sea safely? Or will it turn to obsidian after a while and start flooding my fort?

37
DF Gameplay Questions / Re: Super underground?
« on: March 27, 2011, 10:38:24 am »
Oh I've been carving out ramps so that wagons can get down from trade caravans...

Also, I read a long while ago that dwarves tend to have accidents on up/down stairs, sometimes falling all the way down. So I didn't want to make a 140z-level shaft of just up/down stairs, since that would kill any dwarf who fell... Are the dwarves no longer prone to accidents on up/down stairs?

38
DF Gameplay Questions / Re: Super underground?
« on: March 27, 2011, 09:14:20 am »
Oh crap forgot all about clay & sand... if I want glass & clay industries, I'm guessing I'll have to have a dwarf trek up close to the surface?

How do you dig down very quickly without being slaughtered by things living down in caverns?

I'll have to look into the stone pots. I haven't played much since 40d (played some though).

39
DF Gameplay Questions / Re: Super underground?
« on: March 26, 2011, 10:50:34 pm »
Right then, to the depths!

40
DF Gameplay Questions / Super underground?
« on: March 26, 2011, 10:42:01 pm »
Is it viable now to dig a temporary shallow fort, train up a bit of military, then dig all the way down to magma, and build your fort around that area?

Are there enough underground trees around to support any wood needs?

If my depot is down 100 zlevels or whatever it is (maybe more like 90 z levels, if 100 is the very bottom), will caravans make it, or will they turn around and leave before they get there?

Or is it more reasonable to figure out a way to power a huge pump stack to get magma up? (Or have a LONG walk between my magma powered industries and everything else?)

41
DF Gameplay Questions / Unable to cut gems?
« on: March 26, 2011, 03:29:11 pm »
I'm not sure what I'm missing... I've got a jeweler's workshop set up next to a gem stockpile. I've got 3 rough blue jades in the stockpile.
I have a dwarf with gem cutting enabled.

When I go to the workshop and try to add a new task, I get the menu with 'cut gems' and 'encrust gems', but pressing 'c' for cut does nothing. (Same with encrust, but I don't have any cut gems I could encrust with, so thats as expected.)

Am I missing something?

EDIT: Using the job manager I was able to add the jobs, and they show up in the workshop. But going through the workshop interface didn't work.

42
DF Dwarf Mode Discussion / Re: This game blows my mind...
« on: January 10, 2011, 06:54:41 pm »
You should check out what is, IMHO, the funniest of the pages on the DF wiki:
http://df.magmawiki.com/index.php/DF2010:Unfortunate_accident

EDIT: huh... looks like it changed since I was last there... still pretty funny though.

43
DF Dwarf Mode Discussion / Re: McDwarfy's Happy meals
« on: January 10, 2011, 06:26:56 pm »
Try dwarven syrup for filler.
How many units of syrup are gained per unit of plant?  I know with quarcain that you get 5 leaves per plant.  When you can easily get stacks of 5 plants and even stacks of 8 (possibly more, im  not sure what the cap is) that gives stacks of 25-40+ leaves.  The only filler i know of that will exceed this is meat butchered from large animals.  Forgotten beasts, elephants and the like.  (if you like modding elephants to leave a pile of 1k+ meat as a baby, as I do, you get super happy meals)

Dwarven syrup is pretty stupid. You get 5 units per plant, like with leaves, yet the value is 20 or 25 per unit, like sugar/flour. This makes it something like 4-6 times as valuable as any other plant in the game.

That's because its liquid dwarf-crack.

44
DF Dwarf Mode Discussion / Re: I'm stuck in a rut
« on: November 30, 2010, 05:34:51 pm »
I found something to do! I took your suggestion, Vactor, and made a decentralised fortress. I spent two whole seasons walling up a big perimiter and then sketching some sample burrow layouts. Then I began building the burrows, each one focusing on a single industry. All of my food comes from the food burrow, all of my trade goods from the trade, etc. I have a dedicated team of haulers and masons/miners running between the burrows keeping everyone stocked on food and supplies and it looks awesome - like clockwork.

My favourite bit is the specialisation - each burrow-dorf has his own assigned bed and the more lively burrows have dedicated haulers who live solely to facilitate things within the burrow. As an example, my food burrow is currently feeding 30 dwarves and has one farmer, one butcher/tanner/brewer/chef and one food hauler who takes all the products up to the food stockpile for the cross-burrow haulers to distribute. Thanks for the suggestions everyone!

Huh... I tried this a few months ago, and got stuck on various bugs around burrows & hauling...

for example, my brewer did not have food hauling enabled, but he would get stuck repeatedly picking up his completed barrel of booze, and then dropping it, cancelling due to there being no available dropoff.

Has this been fixed?

45
DF Gameplay Questions / Re: What are the current big bugs to be aware of?
« on: October 17, 2010, 01:36:03 pm »
Hmm, well, I think I'll hold off a while longer.

My main interest is military (and balancing that with all the non-military stuff, but I want to support a large, effective military that can run around killing things). I mean, I guess I could have some fun, but probably not nearly as much as I'll have once more bugs are fixed, so I'll just wait it out.

Thanks for all the responses!

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