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 ... 13 14 [15] 16 17 ... 27
211
Paper is bugged in RL.  No way should you realistically be able to cut yourself on it.

212
DF Dwarf Mode Discussion / Re: items dwarfs wont take for some reason
« on: August 21, 2011, 12:21:27 pm »
Check the cabinets and chests (t) to see if they're full.  You may need to build more of them.

213
DF Gameplay Questions / Re: Stumped. Military Miners
« on: August 21, 2011, 12:07:15 pm »
An alternative solution would be:
1) create more picks than you have need of miners.
2) set several dwarves to the mining labour.
3) Once you have leveled up your mining skills, deactivate mining on your excess miners and put them in the military.

You now have your true miners, who do nothing by mining, and your military miners, who only mine goblinite.

214
DF Suggestions / Re: More realistic metalsmithing
« on: August 21, 2011, 11:52:50 am »
As a related issue, how about some tags that grant bonuses (or penalties) to the value of different types of item.

Iron is better than copper for making swords, because it is harder and sharper, but copper is better for making cooking pots and statues because it is easier to work, conducts heat better, looks nicer, and doesn't rust.

So rather than the present system, where iron is inherently more valuable than copper, the base values would be closer (and based on rarity, but iron would have tags like [WEAPONVALUE:200] [ARMORVALUE:200] (the numbers represent a percentage multiplier, so 50=half as valuable, 100=no change, 200=double value).

I'm not sure how many tags would be needed.  Probably just for weapons and armour, because if something makes a really nice must-have ring, it is probably just as desirable for goblets, decoration, and statuemaking. (On the other hand, we could have different tags for all types of goods, so brass would be prefered for instruments, and lead goblets would be near worthless.  This could also encourage diversity in industry, because what would be best to make would depend on what metals are available).

215
DF Suggestions / Re: converting workshops to actual workshops
« on: August 21, 2011, 11:34:27 am »
If tool and equipment quality affects work speed and final product quality, then "workshops as areas" would make upgrading them less hastle, as you could just place a new anvil/table/etc in the area, rather than having to deconstruct and reconstruct the workshop building each time.

Another advantage would be is some jobs didn't use all the equipment in a workshop, then multiple dwarves could work there simultaneously.

Example: forges and smelters are combined into a single "smithy" workshop.  To create a smithy:
1) Create a "smithy" zone.
2) Place an anvil in it.
3) Place a furnace in it (this could be a mason-created item).
4) Optionally, place box in it.  (This is where tools, and possibly reagents would be stored).

Some metals can be beaten without heating, so you could have a smith beating out native copper blades while a furnace operator smelts ore to produce better metals.  Additional furnaces and anvils could be added as your industry expands.


The bootstrapping problem could be dealt with by making the "necessary" equipment not absolutely necessary, but giving a speed and quality penalty to any jobs done without them.  (E.g. 5x time and zero-quality only).

We can imagine Urist McMastersmith arriving as an imigrant to a fortress, only to find they embarked without any anvils or metalworking tools.  So after rolling his eyes, he dumps a pile of charcoal on the ground, ignites is, and uses to heat up some iron bars, which he then bashes into shape using some handy stones (which, as any adverturer knows, can be found just about anywhere).  After several days of this, he has a crappy, no-quality-modifier anvil and smith's hammer.

Now, he can get to work properly, although he still can't make his best items as his tools are sub-standard, so after banging out a few copper axes for the woodcutters (who had previously had to resort to pushing trees over, because they had traded their axes for booze on embark), he makes a better anvil and hammer, installs them in his smithy, and gets to work.

Meanwhile, he has also apponted an apprentice (i.e. the player has activated metalworking on another dwarf), who can use the old anvil.

If anvil quality affects product quality, e.g. by granting an effective skill boost, then the relationship between skill and product quality would need to be adjusted to keep the overall work quality balanced.  There could also be a limit to how much of a bonus a dwarf can get, based on their current skill.  So a dabbling smith gets no bonus from an anvil, and a small bonus an -anvil-, but higher quality anvils don't give any more benefit than a - one.  A legendary smith, on the other hand, would get increasing bonuses from anvils all the way up to masterwork (and/or, maybe get a penalty for using inferior quality anvils).

216
DF Gameplay Questions / Recovering bodies and equipment from underwater
« on: August 21, 2011, 10:27:39 am »
Four dwarves (a high-level marksdwarf, a brewer, and two babies) fell into an underground pool and drowned.  (I think they must have got washed out of my new pump-stack by the backwash when I turned it off).

Is there a simple way to recover their bodies and equipment?

(If I dig a staircase down to them, and mod dwarves to be natural swimmers, will they collect the stuff, or does "cancelling job: underwater" override swimming ability?)

217
DF Modding / Re: Editing Pandas to not starve
« on: August 13, 2011, 03:35:35 pm »
Personally, I've just removed the [GRAZING] tag from all the animals that have it.

Becuase at the moment, the whole concept is broken.  As it is, carnivorous animals are easier and cheaper to keep than herbivores, which is the opposite of reality.

218
DF Modding / More variety in war names
« on: August 13, 2011, 03:30:57 pm »
I've given the entities different symbol selections for their war and conflict names.  It adds a bit of flavour to the legends.

Lizard men:
   [SELECT_SYMBOL:WAR:NAME_WAR]
   [SUBSELECT_SYMBOL:WAR:DARKNESS]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
   [SUBSELECT_SYMBOL:BATTLE:WILD]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
   [SUBSELECT_SYMBOL:SIEGE:COLOR]

Dwarves:
   [SELECT_SYMBOL:WAR:NAME_WAR]
   [SUBSELECT_SYMBOL:WAR:VIOLENT]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
   [SUBSELECT_SYMBOL:BATTLE:VIOLENT]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
   [SUBSELECT_SYMBOL:SIEGE:VIOLENT]

Elves:
   [SELECT_SYMBOL:WAR:NAME_WAR]
   [SUBSELECT_SYMBOL:WAR:FLOWERY]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
   [SUBSELECT_SYMBOL:BATTLE:PRIMITIVE]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
   [SUBSELECT_SYMBOL:SIEGE:ANIMAL]

Humans (Imperial):
   [SELECT_SYMBOL:WAR:NAME_WAR]
   [SUBSELECT_SYMBOL:WAR:FREEDOM]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
   [SUBSELECT_SYMBOL:BATTLE:MYTHIC]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
   [SUBSELECT_SYMBOL:SIEGE:ASSERTIVE]

Humans (Feudal):
   [SELECT_SYMBOL:WAR:NAME_WAR]
   [SUBSELECT_SYMBOL:WAR:VIOLENT]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
   [SUBSELECT_SYMBOL:BATTLE:VIOLENT]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
   [SUBSELECT_SYMBOL:SIEGE:VIOLENT]

Goblins:
   [SELECT_SYMBOL:WAR:NAME_WAR]
   [SUBSELECT_SYMBOL:WAR:DEATH]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
   [SUBSELECT_SYMBOL:BATTLE:UGLY]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
   [SUBSELECT_SYMBOL:SIEGE:UNTOWARD]


The Released Conflict of Liberty was waged by The Nation of Fury on The Reputed Sins.  One of the most significant causes of the conflict was a dispute over the devouring of the bodies of sapient beings. 
In the late spring of 2, Noloc Kajeth, "The Battle of Griffons" occured.

The Cyclopean War was waged by the Sly Prairie on the Sea of Wonder.  One of the most significant causes of the conflict was a dispute over the the treatment of plants.
In the midautumn of 6, úlethima, "The Quiescent Siege" occured.
In the midautumn of 6, yínathiirithe, "The Obscure Attack" occured.


Although I was a bit concerned by the number of "nude sieges" that the goblins were launching, so I moved "nude" from Untoward to Romantic.

219
DF Suggestions / Re: converting workshops to actual workshops
« on: August 13, 2011, 03:14:26 pm »
How can a dwarf produce a workshop that seems to have many tools in it from just one peace of material. It doesnt make any logical or practical sense.

A quick-fix for that, without completely overhauling the current system, would be to require more items for making the workshop, and for the dwarf to require tools to use it.

E.g. a butchery would require a table (instead or as well as the stone/block), and a butcher would require a meat cleaver or such like.

Or a forge would require an anvil, a bellows, a furnace (possibly just a rock/block to represent that), and a bucket for quenching, and the smith would require a hammer.

Quote
Also, workshops in the current state of the game provide no difficulty what so ever. They can all be build from almost any of the accessible items and they are an instant jump-start to any industry, thus making them a bit unfair.

I don't see how it is "unfair" that you can easily build a workshop.  If you want a bit more work, the "extra components" described above would do that.  But I don't see the point in introducing "fake difficulty" just to make it harder to start an industry.


Over all, I'm not really sure how much benefit this idea would have.  The only obvious ones I can think of are:
a) It could make micromanaging worker skill levels easier. 
Because at the moment, if you have several forges set for low-skilled smiths, and several set for high-skilled smiths, then it can be a bind assigning jobs to each forge separately.  Whereas with this system, you could have one workshop area with six forges, set that to low-skilled dwarves, and set the whole area on "copper caps, repeat".  And then set up a separate master smithy with three anvils, set to high-level skill, and assign all your steel and gold jobs to that one.

b) If dwarves need to use tools in their work, it will make storing the tools easier.

220
DF Gameplay Questions / Re: XX*diorite door*XX
« on: August 13, 2011, 01:50:53 pm »
Ah, I think I know what must have happened.

I had built some workshops outdoors (with walls and doors) for use by moody dwarves, but had since dismantled them and removed the walls.  I forgot about the doors, and left them standing there for ages.

During one of the many sieges, one of them must have got damaged by a troll, but not destroyed.  It must also have got marked for dumping when I was clearing out the resulting piles of goblinite.

Later, when I noticed the doors were still there, I had them removed.  Because they were marked for dumping, they ended up in the garbage crusher.

221
DF Modding / Re: Old School Carp and Such
« on: August 13, 2011, 01:41:07 pm »
Add [LARGE_PREDATOR] to elephants?

222
General Discussion / Re: Why are blunt weapons ever better than edged?
« on: August 12, 2011, 07:31:43 pm »
This is why the Mordhau was a common technique in medieval armored combat. The knight would grab the blade of his sword and bash his opponent with the pommel.

I have to say that if you're a knight, and you're developing techniques like holding your sword by the blade to bash a guy with the handle because you know it will be more effective enough to bother, you're way too fucking stubborn.  Any knight who wasn't a blockhead would be using a mace.  That's what they're for.

If this was actually a common thing, my appreciation of warriors of old has dropped immensely.

But that would require having a mace with you, which might not always be possible or practical.  (When you're running around with 30 kilos of steel on you, and your ability to stay alive and do something useful depends on you not getting tired out, you probably don't want to carry more weight than you have to).

From what I've seen of medieval sword-fighting manuals, and demonstrations, it seems to be more about "how to win a fight when you have a sword, and your opponent has one too", rather than modern notions of swordplay.  And an important part of that is knowing that the handle end of the sword contains lots of hard, heavy projections that can be used to bash (or hook) people with.

(Indeed, this was part of the design; the and crossguard and pommel, as well as having the obvious purpose of protecton and balance, were also intended for hitting people with.  And the ricasso (the part of the blade closest to the handle) was often unsharpened, so you could hold it, either for the purpose of bashing, or for half-swording (what the other guy in the picture is doing: http://en.wikipedia.org/wiki/Half-sword).

I wasn't around at the time, but I suspect the good sir knights preferred slaughtering unarmoured peasant levies from horseback and only engaged other armoured knights in melee when no other option was available. A longsword is then a good choice. A quality sword was mandatory bling for a proper knight in any case, a mace is so uncivilized.

Actually, maces were also seen as symbols of authority, and perfectly appropriate for a knight.  Originally, I think, because as a blunt weapon, they were useful for pushing people around with, or giving unruly servants or reluctand soldiers a slap, as well as for pointing

223
DF Modding / Miscellaneous clothes modding questions
« on: August 11, 2011, 03:57:47 pm »
1) If I make an item of clothing that has the [UNDER] layer, but the [HARD] and [METAL] tags, can I create an item that provides the protection of real armour, but which civilains will wear without being put in a squad and issued it?

2) What determines the size of clothing items (as in, whether they are "large" "small" or normal)?  If I modded dwarves so that different castes were significantly different sizes, would I be able to make suitible clothes for all of them?


224
DF Gameplay Questions / Re: using blocks
« on: August 11, 2011, 03:01:17 pm »
There are a couple more reasons why muking and using blocks can be useful (in my view at least):

1) I build all my workshops out of blocks.  That way, when I get a moody dwarf demanding stone (more common in my experience than ones demanding blocks), I can mass-forbid low-value stone without risking forbidding the workshop they claimed.

2) Keeping the total number of stones in existance low, which otherwise makes examining or scrolling past the "stone" entry in the stockpile screen take ages.  (I don't know if it has any effect on the FPS).

225
DF Gameplay Questions / XX*diorite door*XX
« on: August 11, 2011, 02:48:49 pm »
I've just found a mangled (XX) diorite door in one of my garbage piles.

How did this happen?  I didn't think doors could get mangled.

Pages: 1 ... 13 14 [15] 16 17 ... 27