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Messages - slMagnvox

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271
DF Modding / Re: A Better Goblin Mod
« on: July 02, 2008, 06:13:31 pm »
holy hell.

i patched the terrifying goblins into DF a several weeks ago but got kinda bored with the forts I was building, never really got to fight with them.  Flash forward to this weekend, I hadn't completely remembered patching them in and I happily building a neat fort in this new site I really like.

This afternoon, at the arrival of the second dwarf caravan, I get completely bulldozed by a sixteen strong goblin ambush.  I mean utterly razed.

Damn you uniman, I was liking this fort too.  =)  Good job.


272
The All Dwarves Harvest option is kind of a throwback.  It is the only option I can think of that overrides labor preferences in that manner.  Considering the pace of the new game it should probably be off by default.

273
DF Gameplay Questions / Re: Supports vs Walls
« on: June 30, 2008, 02:03:51 pm »
Can't you check the quality level of a building? If you can, isn't it easier to destroy/build it until you get it masterful, instead of training your Architect to Legendary +5?

You can't check the quality of a designed construction but when the construction is a masterpiece you get a message ..

Kol LlyodWrigoth has designed a masterpiece!

274
DF Gameplay Questions / Re: Placing & Using Bins
« on: June 30, 2008, 01:55:41 pm »
Yeah, remove bins from the furniture stockpile and add bins to your bin-requiring stockpiles. That way, even without anything to put in them they'll be filled with bins regardless.

Not exactly.  Once a bin is claimed by a stockpile (i.e. +Tower Cap+ #18) jobs to Store Item in Bin can be created before the bin in question is moved to the proper stockpile.  So you might have a bin sitting in your carpenter shop with a couple blocks, toys, socks, etc... in it.  Removing bins from furniture stockpiles won't change that behavior.  Also, the number of bins claimed by a stockpile will always be used bins +1 up to the maximum, where a used bin is one containing even a single item (Finished goods bin #18)

Best way to deal with it is to have plenty of item haulers and good stockpile placement.

275
DF Gameplay Questions / Re: Recruits not sparring.
« on: June 30, 2008, 03:07:45 am »
Yeah, they are injured, you just have to scroll the wound screen.  Use the +/- keys or whatever you have assigned as secondary selector.  The fact that they are dabbling gives it away, since they at least fought enough rounds to get a concussion or spine injury.

276
DF Suggestions / Re: Crime
« on: June 23, 2008, 11:48:18 pm »
Nevermind the economy, crime sounds fun.

I want to see the message Baron Adil Onulreg has arranged an execution at the Bronze Guillotine and see some dwarves hanging around with an Attend Execution job.

Having certain dwarves with a propensity for crime, with Dwarven Justice as a deterrent, would make that aspect of gameplay more fun with better incentives for setting up an efficient Fort Guard and a surplus of cages and chains.

277
DF Suggestions / Re: Battle Crossbows
« on: June 22, 2008, 01:52:43 pm »

Umm...no, not really. Yeah, they'll probably be minced at long range before they get in close, but that's not the point of this discussion. We're talking about what happens when a melee goblin fights a crossbowdwarf after he gets in close. Or if the dwarf is out of ammo. Once the melee fighter gets into close range, an archer is TOAST. Seriously. A crossbow is really pretty clumsy to use. Very good for the point and shoot aspect, but too cumbersome to use as a weapon effectively in close range. Even with a bayonet on the end. A shieldman against an archer at close range is pretty much guaranteed to win. Oh, and if the string on a crossbow breaks while you're wielding it as a weapon, the arms of the crossbow are likely to hit you HARD. Probably in the face. Not exactly a good choice for a melee weapon.

We weren't really imaging the same scenario, but sure I agree with you here.

Quote
My take on the issue? Give the crossbow dwarves a secondary. Short sword, light hammer or axe, even a dagger, and have them use that. Crossbow dwarves should only fight in melee if they're charges. Otherwise, they should fall back and try to stay at range as much as possible. And, when out of ammo, they should go get more if it's reasonably close.

Which is why our current dwarven crossbows transform into hammers.  Seriously, just a little latch mechanism could release or fold the arms away and our marksdwarf is left with a 2+ foot handle with the heavy bit at the far end.

278
DF Gameplay Questions / Re: Arrrrrgh! Why won't my military move out?
« on: June 22, 2008, 01:24:33 pm »
The only real advantage to squads is slightly easier management of many soldiers.  For smaller militaries, don't bother.  Keep every soldier in its own one dwarf squad.

As to your dwarf buggering around the armory, I've had experience with dwarves getting stuck equipping and reequipping a certain item, I think the last time I saw it was a shoe -> leather boot -> steel boot in a loop.  If the rest of your troops are fine, do the above and unpromote everyone to single dwarf squads and get them stationed.  Then take your guy humping the armor pile, let him be a civilian for a week or two so he can sort out his inventory issues before reactivating him.

279
DF Announcements / Re: Poll on Signatures
« on: June 21, 2008, 03:09:07 pm »
Mikademus, at the very least you should change your title to quite vocally judging you.  amirite?  Hah.

Oh hell, since I am here.  Surma suggested that tileset authors would benefit, and the community would benefit, from being allowed to post their tilesets as sig images.  And while I kinda sympathize that would be a constructive use of the feature I still don't feel like it would be something that required appending to every single one of that user's posts.  Even if just inserting a short little comment, maybe in a thread completely unrelated to tilesets, I don't see the utility of even such a positive sig image.

280
DF Suggestions / Re: Fountains
« on: June 21, 2008, 02:37:50 pm »
oh no.

This was such a nice thread.  Veroule you should've left it buried, look what they've gone and done with it now.

Hah.

281
DF Announcements / Re: Poll on Signatures
« on: June 21, 2008, 10:49:28 am »

<...flame...>

You know who you are: I throw a venomous lol in your face. Shrug or wipe it off, still know that you're being laughed at for being fanatics in a silly crusade. Intarweb fights for da win.


Wow.  Responding to an honest editorial with intolerance and antagonism does very little to benefit to your cause.  Especially when you are trying to champion tolerance

282
DF Announcements / Re: Poll on Signatures
« on: June 21, 2008, 02:34:16 am »
  • Wasted bandwidth.  10kb of waste is still wasted bandwidth
Only if you have them turned on.

...

Only if you have them turned on.

...

By that "logic", if Toady offered people the option to change their forum theme to something that doesn't look gray, you'd try to VETO them too even if YOU get to see the forum in the way YOU want it. You just don't want OTHER people to see the forum in the way THEY want it.

Ok, we all realize you don't agree with my opinions.  I think there was a more important part of my post where I asked for any kind of arguement in favor of signature images.  There has to be some quantitative reason why you guys want them?  Toady asked an important question no one has responded to:

Assuming image signatures are allowed, we'll just have to see, although I wouldn't mind seeing the pro-image people discuss what they think is acceptable.  How do pro-image people feel about "ad" image links to other sites, or animated images, or those meme sigs?  Is that what you're signing up for?

Besides memes and banners and attention begs, what purpose do they really serve?  What utility is provided by allowing them?  What would the pro-image camp consider unacceptable?  I was on the taleworlds forum cause I played some Mount&Blade and they had plenty of sigs... This one guy posted several times per day, I linked it before in this thread and will again: http://forums.taleworlds.net/index.php/topic,39170.0.html  What exactly is that accomplishing?

Don't try and negate my opinions by refuting them or telling me I can turn them off.  Answer a couple of the questions above and try and please share with us something positive about how signature images might benefit us.

EDIT: Also on linked thread, aways down one sign image is Kudos network for his free Amazon Gift?  And a link to claim my Free Nintendo DS?

283
DF Suggestions / Re: Fountains
« on: June 20, 2008, 06:22:29 pm »
No make it 3x3 like my idea.  Heh.  That was a good idea.

284
DF Dwarf Mode Discussion / Re: Kitten is destroying my fortress!
« on: June 20, 2008, 02:12:52 pm »
OR designate a refuse stockpile?  Anywhere outdoors, I'd suggest editing the stockpile settings (use the q command to view the pile and choose settings) to ignore stuff like corpses, bones and shells (keep those indoors if you want to use them for crafts), body parts, etc..

OR make a dump ... Make it outdoors as above.  Use the activity zone menu (i I think?) to designate a zone.  The zone needs a z-level drop, so place it on a nearby cliff or have a miner dig a pit (use the channel designation), then use the same activity zone menu to make that zone a dump.  Finally -hah nothing in this game is easy, right?- go to <o>rders -> <r>efuse and tell dwarves to dump other .. then they'll dump the remains of what your kitten kills off the cliff you designated or into the pit you dug.

285
DF Announcements / Re: Poll on Signatures
« on: June 20, 2008, 01:45:06 pm »
About the only problem I can see with opt-in for signature images is new users going "DURRRRR HOW I MAKE SIG APPEAR ITS ON MY PROFAIL BUT I DONT SEE IT LOL" when they join.

I'd hate to see the image a user with that kinda thought process is struggling to upload.  Not a good arguement for making them opt-out.

Can't we all just agree to dislike sig images?  Its so much more logical than supporting them.

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