Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Iapetus

Pages: 1 ... 12 13 [14] 15 16 ... 27
196
DF Dwarf Mode Discussion / Re: How do you guys start a fortress?
« on: September 07, 2011, 06:36:12 pm »
If so, do you just leave the stone laying around in your rooms?

Generally, it doesn't matter if stone is left lying around.

If you try to build on top of stones, the builders will automatically move them out the way first.  (Exception: if the stone is forbidden, marked for dumping, or "tasked" for use in another job then it won't get moved and the construction job will get suspended).
 
As has already been mentioned, if the stones look ugly or are confusing, they can be hidden.

If you want to actually get rid of them, the easiest way is to put a mason, craft or mechanics workshop near the biggest masses of stones, and set them to continually make rock blocks / doors / stone crafts / pots / mechanisms etc.

The other way to get rid of them is to select them for mass dumping (either in a garbage crusher, magma, or in a "quantum stockpile" near your mason/craft workshops), but that takes a lot of dwarfpower, so should be left until you have a large and under-employed population. 

Stone stockpiles are a waste of time, except for specific uses (e.g. stockpiling ores near your furnaces, coloured stones near a specialist mason's workshop, and possibly a small stock of "ordinary" stone near the mason/craft/mechanic workshop).  But you don't need or want to be stockpiling every stone you dig out, as it is a hideous drain on dwarfpower for no benefit.

197
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 06, 2011, 03:28:22 pm »
The Halls of Gold is in its 14th year, and the Dangerous Boulders are thriving, with a population of 172 (shouldn't get much higher, as I've reduced the pop cap), a total created wealth of 3,155,771 dwarf bucks, exports worth 499,486 (exceeds imports), and 23 artefacts created (the last of which was a tetrahedrite piccolo - despite my attempts to manage artefact production, I havn't had many actually useful things made).

My main work projects at the moment are building a more impressive gatehouse on the outer wall (which is coming along nicely), and trying to redesign the water supply for the hospital so I can get non-stagnate water (hopefully it will work this time).

My baron still has his old obsessions: "More hammers!  More pig iron!", and I've been able to indulge her without too much effort.  (My mayor is unfortunately rather less dwarfy, and wants nickle and earrings, but I've been able to keep him supplied as well).

The most interesting event lately was when a dwarven caravan got ambushed three times, and manage to fight off the gobbos every time.  On the third ambush, a goblin bowman attacked a swordsdwarf from point-blank range, the guard struck at the gobbo, and the gobbo dodged... into the 16 z-level high skylight above my main meeting hall/booze stockpile, where my carousing dwarves were startled by the sudden appearence (and explosion) of the equally startled gobbo.

198
DF Dwarf Mode Discussion / Re: Dual Wielding Military?
« on: September 06, 2011, 02:59:32 pm »
If AI-controlled fortress-mode dwarves fight the same way as human-controlled adventurer-mode dwarves, then carrying multiple weapons won't give you multiple attacks per "round".

What it would give you is more opportunities for the RNG to give good attack options.  (For example, one weapon might give the option to make a "difficult, not-square" hit to the head, but the other might allow an "easier, very square" hit to the same place.

That said, I have heard that holding multiple weapons gives an overal penalty to hit, and my experiences seem to support this.

The other potential advantages of carrying two weapons are that if one gets stuck in, you can still use the other one without having to extract it first, and that you can carry different types of weapons for dealing with different types of enemy.   But  I've rarely seen fortress-mode combat reports where weapons stay stuck in for long, and giving each soldier several weapons seems like excessive weight and cost for a problem that could more easily be solved by just having mixed squads.  (And it becomes even worse if carrying multiple weapons can give a significant to-hit penalty).

199
I believe that's why a pound has it's name, because it was a pound of something, probably not gold.

Silver.

http://en.wikipedia.org/wiki/Pound_%28currency%29

200
DF Suggestions / Re: Logs and Blocks
« on: September 03, 2011, 06:42:51 am »
Oh, one thing I just thought of. While the trees in this game do produce unrealistically small amounts of wood, they also grow unrealistically fast, often maturing in under a year (IIRC), so it all balances out.
I think of the trees in DF as types of bamboo: low and fast-growing.

Alternatively, think of them as being coppiced http://en.wikipedia.org/wiki/Coppice
(tl; dr: some trees, if cut down near ground level, will rapidly regrow lots of small branches, which can be harvested regularly).

201
DF Suggestions / Re: Talking to any npc. Even bad ones.
« on: September 03, 2011, 05:42:59 am »
-Ignores the chatter about spelling that spans half the thread-

It would be nice to list your huge kill list while naming the nine brothers, three sisters, fifteen cousins and the parents of the bandit you are fighting, especially if this would actual effect his behaviour, like make him enter a berserk state, or if you killed his/her wife/husband (respectively) he/she might just suicide instead.

Urist McDwarvenOutlaw: I am Urist McDwarvenOutlaw, master of Urist McNoLimbs... bla bla bla.
Urist McAdventurer: Yeah, well I am Urist McAdventurer, exterminator of Murdercoffins, the capital of The Raging Storms, the local goblin civilization.
Urist McAdventurer: Master of the McDwarvenOutlaw family, whose baby, Urist McDwarvenOutlaw I left alive in pity.
Urist McAdventurer: Killer of 65 clowns, whose feared weapon I wear on my side. -Shows off masterwork cotton candy Battleaxe-
Urist McAdventurer: Now you shall die like your 18-member family and the rest of your camp whom I massacred earlier.
Urist McDwarvenOutlaw is stricken by melancholy!

You know how that goes.
You are surrounded by incessant cackling
The bogeyman kicks Urist McAdventurer in the head, bruising the muscle, jamming the skull through the brain and tearing the brain.
Urist McAdventurer has been struck down.
Urist McGameplayer has become enraged!

202
DF Gameplay Questions / Re: Choosing Baron based on more than name?
« on: September 01, 2011, 04:47:40 pm »
I try to inspect all my dwarves when they arrive, so I can assign them jobs etc appropriate for their preferences (e.g. a herbalist with preference for "steel" and "battleaxes" gets weaponsmithing turned on).

If I find someone who would be a good canditate for a particular noble role, I'll give them a nickname to indicate that.  Then, when it comes to actually choosing a noble, it is easy to find the relevant dwarf.
E.g. a weak, compassionate dwarf would make a good sheriff, while a dwarf who likes copper and hammers would make a good baron, assuming you have a plentiful supply of copper.

203
DF Suggestions / Re: Squad Improvements. (Squad building enhancement ideas.)
« on: September 01, 2011, 04:20:22 pm »
I think there should be various filtering options for the list of dwarves on the right of the military screen, e.g.
All dwarves (as it is now)
All dwarves not in squads (so you don't take dwarves out of a squad)
All dwarves in squads (for reorganizing your military without civilians cluttering up the screen)
All dwarves with military skills
All dwarves with a specific skill and/or level
All dwarves with minimum attribute levels (so you can put your weak dwarves in the guard, and strong tough dwarves in the militia).

Also: don't jump back to the top of the list whenever you assign a dwarf to a squad!!!

I'm not sure we need a separate system for distinguishing between militias and standing armies.  You just need to give your "army" the best equipment, and set their schedule to alternate training and patrolling, with occasional breaks, and disable all labours except pumping (so the work out in their spare time), and give your "militia" basic equipment, a mostly "off duty" schedule, and keep their normal jobs.

(I suppose the entity raws could be changed to have separate militia and army officers, with the main/only difference being the name, just to make it easier to distinguish between the militia and army squads).

204
DF Suggestions / Re: Skill Consolidation
« on: September 01, 2011, 04:08:07 pm »
I'm not so sure about this.  Most of metalcrafting is basically casting.  Goblets, toys, coins, etc.  Some of the crafts, like musical instruments, require more advanced tools, and chains are pretty much hammer and tongs work (with a press if you can get it) -- I've never understood why it wasn't under blacksmithing. 

I assumed metal crafting also involved things like cutting, welding, precision hammering, pinning, etc as well.  Basically, most of the things that normal smithing involves, but at a much finer scale.  (And copper and bronze weapons traditionally were made by casting).

So on the one hand, the fact that it is at a smaller scale could justify needing a different skill, but on the other hand, they are similar enough that combining them wouldn't be unreasonable.  (More reasonable than tailoring and ropemaking being under the same skill, anyway).


205
DF Dwarf Mode Discussion / Re: Narrow Women?!
« on: August 31, 2011, 04:49:12 pm »
Who/what is this Slendy?

206
DF Dwarf Mode Discussion / Re: Funniest/most bad-ass fortress names
« on: August 31, 2011, 04:46:56 pm »
I can't remember what my best (or worst) random fortress names were.

But one of my recent fortresses was given the custom name Góstangtholavuzgeshud Berim, "The Awe-Inspiring Deep Mine Fortress of Artifice".

207
DF Suggestions / Re: I am disturbed right now
« on: August 31, 2011, 04:32:43 pm »
Oh lord, DM images.

OP, please lock the thread, it's just degenerating into a flame fest.

Degenerating into?

This was a flamefest from the OP.  Seriously, insulting Toady (calling him selfish), complaining that - in an alpha - long-term goals takes precidence over the UI, calling it "bullshit", implying that Toady deserves to be fired, etc, is just bad form and rude.  Hardly the way to get people (let alone Toady) to take you seriously.

(But yes, this probably should be locked).

208
DF Suggestions / Re: Skill Consolidation
« on: August 31, 2011, 04:15:54 pm »
Some nice ideas there.

Regarding bows and ammo:
I support merging ammo making and (cross)bow making into the same skill.  (In fact, I was considering suggesting it myself).
I know technically fletching and (cross)bow making are different jobs with different skills, but it is no less reasonable than using the same skill for making bone bows and skull totems, or wooden shields and wooden barrels.  And it would make bowyers more useful while reducing the overload on the craft workshops.  This should include making metal bows, as (I would assume) making a precision machine out of metal is more similar to making one out of wood than it is hammering a metal bar into a blade or club.

Regarding the various flesh processing skills:
Mergeing butchery with animal dissecting, and fish cleaning with fish dissecting would be good.
Combining them all into one could also work, although is not so critical.

Regarding other crafts:
I like the suggestion of having a general "crafts" skill that affects multiple other skills in the manner of "fighting" and "archery".
Merging wood and bone crafting would be a good idea, as they are both relatively similar skills (at least compared with the other crafts), both produce a lot of the same items (cheap crafts, ammo, low-quality weapons and armour, and maybe in future skull and horn cups).

I'm not so sure about combining them with stone crafting, as there is less overlap between products (and realistically, the skills required are more different).

I find that both metalcrafting and metal smithing are underused skills, so maybe these could be merged into one (especially if metal crossbow making is moved to the bowyer skill).

Cloth and leather
Merging clothing and leatherworking could be done, although I don't it too much of a problem having them separate, and there is a fair degree of differentiation between the products.  (Or at least, leather workers make a lot of things clotheris dont, and I usually have my clothiers permenantly embroidering GCSS goblinite while my leatherworkers make useful stuff).


Siege engineering => carpentry + mechanics sounds good, as it shares one vastly underused skill between two useful-but-often-unemployed skills.

Farming
Combining all the dairy skills, all the wool skills, and all the ash skills sounds good.  Realistically, charcoal making is a very different skill than burning wood to ash or fueling a furnace, but I'm not sure anything much is gained by keeping them separate.  Although keeping charoal making and furnace operating as separate labour preferences would be a good idea, to ensure your dwarves make and use charcoal at the same rate.

Machine operating

Combining pump operating, pressing, and milling into one sill (but separate labour preferences) would also be a good idea.  (Especially as they are all basically things that can or should be replaced with wind/water power).

209
DF Suggestions / Re: Military Squad names
« on: August 31, 2011, 03:41:20 pm »
The third option would be to treat it like the fortress/group name selection, where you can keep generating new random names, or build a name from the various LANGUAGE_SYMBOL tokens.

(As a related issue, it would be nice if you could move squads up and down the squad list, to make it easier to keep track of your crossbow/melee/civilian squads).

210
What about from the goblin's point of view?

"The gate's been raised general, but the drunkards left that tight corridor wide open"
"Gahaha, good work. Goblins, march!"
*Goblin one is swiftly diced into a fine mince*
"Who's next!? Those dwarven artifacts ain't gonna rob themselves"

"Alright lads, onwards to plunder and glory!"
"Where's the entrance, boss?"
"It's that narrow gap in the wall there.  The one filled will piles of goblin body parts, blood, and vomit."


Pages: 1 ... 12 13 [14] 15 16 ... 27