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Messages - slMagnvox

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286
DF Suggestions / Re: Battle Crossbows
« on: June 20, 2008, 01:28:24 pm »
haha Tamren, back in action.

While dwarves already menace everything they make with spikes, a crossbow bayonet is hardly a quantum leap.  It's effectiveness is what worries me.

If we are gonna discipline our dwarves, I'd rather my marksdwarves would grab more ammo and hold their post (if I forget to stockpile any bolts nearby, no one's fault but my own) like a good ranged unit should, instead of rushing into the fray.  If you'd rather have a single unit capable of both ranged and melee I like the idea of secondary weapons alot.

As it stands, if you do what the dwarven thing like Tamren suggests and make your crossbows out of steel while cross training your makrsdwarves in a couple levels of hammer, they will hit awful hard in melee.  And bludgeon damage is generally more effective against most threats (goblins and undead) where a melee attack with crit boost wouldn't be necessary.

And since we are waxing hypothetical, perhaps dwarven made xbows already have a secondary configuration.  I could easily image a release to fold away the arms transforming the crossbow into more of a hammer.  Which makes perfect sense considering current game mechanics.

EDIT:  Also
Quote
You keep trying to tell me to consider more factors such as terrain and whatever else but the whole point im trying to get across is that all else equal, dwarf and goblin, equal fighting ability, one on one, a dwarf with a crossbow should get obliterated 9 times out of 10 by a weapon armed goblin.

9 out of 10 the crossbow loses?  Hah, I can't image a situation where the goblin would beat a marksdwarve (ignoring game mechanics entirely) would beat a crossbow with nothing but melee unless our melee goblin had a lot of terrain to his advantage, or spawns right on top of the marksdwarf.  Ranged units historically trump infantry on any level playing field.  Need cavalry or an ambush/bad terrain to beat missile troops

287
DF Gameplay Questions / Re: Gather Refuse from Outside
« on: June 20, 2008, 11:53:08 am »
Err... No. His dwarves will most likely then haul the stuff that was there somewhere else. Much easier to use [d]esignate -> forbid

Err?  Yes, if a job in the job list is linked to a stockpile, deleting that stockpile will delete the job.

If there are other appropriate stockpiles, yes, the job will be recreated. In the case of OP, he had turned outside hauling back off in which case outside hauling jobs would not be recreated.

There aren't many ways to delete certain jobs from the jobs list.  Deleting a stockpile is one way to delete a stockpile job.

288
DF Gameplay Questions / Re: Is There An Exorcist in the House?!
« on: June 20, 2008, 04:02:24 am »
I get mostly stone crafts too ... so maybe the odds of Stone/Bone/Wood are altered by what you've been making in your fort.  In my case, I make tons of stone crafts to tidy up the floors, no bone crafts except bolts and no wood crafts at all.

But hey, welcome Krata, and congratulations on the artifacts, first of many.

289
DF Gameplay Questions / Re: Gather Refuse from Outside
« on: June 20, 2008, 03:56:25 am »
Yeah, once the job is created, changing permissions in orders screen won't unmake it.  Check it out in the <j>obs screen, you'll see Store Item in Stockpile ... Refuse pile ###.

Forbidding has been mentioned, another way to delete those jobs, and maybe a bit quicker than forbidding each bone and rotten lower leg outdoors, is to undesignate the stockpile they were tasked to be hauled into.  You can redesignate it again right away.

291
If the stacks are split they've become the property of individual dwarves and won't be hauled to your coin stockpile.  The only place they'll go is to the owner's bedroom and that is only if the owner gets a Store owned item job.  Which is a rather low priority job.  You can test it out, highlight some coins and view them to determine the owner.  Find said owner, make sure he has a bedroom (and a cabinet too unless you want him to scatter his coins and shoes on the floor ... wait, chests for coins, cabinets for shoes) and edit his labor preferences so he goes idle.  Eventually he should store his coins.

Determine whether or not you want to do that for all the coins in your forge, otherwise consider building another forge or even tearing down the existing one to rebuild if you don't mind those coins getting scattered all over the floor.  They won't clutter your forge any longer at least.

292
DF Dwarf Mode Discussion / Re: More of that Sweet Guitar Music.
« on: June 19, 2008, 05:48:59 pm »
Oh wow. 

I've written parts of 3 new seasonal songs.  I think 1-2 minutes of each, but it's just a time constraint again.  They'll find their way into the game eventually.

Three new songs!  Hope you can maybe dust off some of those tracks in time for the next release?  It is incredible this original track still does the trick, I've never heard anything else like it.  I for one would approve a week's delay in development so you could finish even one more dwarf composition, three would be superdwarvenly cool.

293
DF Gameplay Questions / Re: Trapping those Monsters
« on: June 19, 2008, 05:29:24 pm »
Put it in an area where it has a path to something that it likes to attack, like a dwarf or domestic animal. It can shoot webs at the creature; these webs can then be collected for silk. Note that it must have a path to walk the creature. Most mechanisms I've seen involve things like labyrinths, cage traps, or sacrificial victims.

That is awesome, never heard of this before.  Sacrificial victims FTW.

294
DF Suggestions / Re: More useful Wood and Stone stockpiles
« on: June 19, 2008, 05:21:15 pm »
Convert rock into stone blocks at your mason shop.  Stone blocks can be stored in bins.  Can no longer be used as raw materials for the mason shop, but blocks are great for construction.

Wood, just make your stockpile bigger.  If my terrain isn't very dangerous, I make a very large wood pile outdoors and a smaller one indoors near my carpenter.  You can set the smaller stockpile to take from the larger outdoor pile

295
DF Announcements / Re: Poll on Signatures
« on: June 19, 2008, 05:03:35 pm »
At this point, the anti-signature picture argument boils down to:

I want to have the right to forbid other people from looking at signatures.


At this point, the pro-signature pic arguement boils down to:

I want to append an irrelevant banner ad on each and every one of my posts just because I can.

The anti debate has been much better defined.

  • Wasted bandwidth.  10kb of waste is still wasted bandwidth
  • Visually distracting
  • Some will be tasteless and offensive
  • They are not in the spirit of the game (ASCII) nor the forums (image free since 2003)


296
DF Announcements / Re: Poll on Signatures
« on: June 19, 2008, 04:50:26 pm »
Aquillion fighting the good fight.

Quote from: Aquillion
link=topic=19437.msg203654#msg203654 date=1213909800
If you want to move forwards at all with a change that offends nearly half the forum to one degree or another, you must provide a strong argument in its favor; "it does not bother me" is not sufficient.  And, likewise, if you feel that you are offering a fair compromise, you should be able to demonstrate it by actually achieving a strong consensus around that compromise; simply claiming that your compromise is fair is not a substitute.

That is the real gasp logic right there.  There has been no evidence giving support to the case that signature images will be in any way beneficial.  Plenty of, argueable, support that they won't be godawful, but no one has given a compelling arguement that they will in anyway positively enchance the forum experience.

And again, its been countered several times before, saying just turn them off is not an effective counter arguement and does nothing to suggest that sig images will have any beneficial impact on the forums.

297
DF Announcements / Re: Poll on Signatures
« on: June 19, 2008, 12:32:02 am »
My apologies for getting into the argument, I let myself get a bit too annoyed. People who refuse to make even the slightest compromise for the sake of others tend to do that to me.
I known, I know, here I am still getting that last barb in... I will however not be continuing with the argument/discussion past this point, so feel free to lambast me. ;)

Was a good debate though.  Like I said in my first post in this topic, we're putting this to a vote so its good to get party lines clearly defined and well debated.

And while my viewpoint might strike you as selfish, I feel its kind of selfish for some to append a distracting and irrelevant animated .gif to every single one of their posts, serving me in no way but maybe making them feel some gratification.  Shall I reference Samuel L Jackson again?

Sure some are tasteful and responsible but I still feel its just a feature for feature's sake.  txt FTW

298
DF Announcements / Re: Poll on Signatures
« on: June 18, 2008, 07:30:47 pm »
They are just distracting.  Noone wants commercial banner ads interspersed within their favorite forum, even if they are ads for our favorite companies.  They take up space, waste bandwidth and distract from reading the forum.  From an operational perspective, I can't really define a difference between commercial banner ads and sig image banners.

Quote
Shouldn't the conveying of information be the subject of our posts and not so much our signatures?

Think of the childrens! ;)

Honestly, this line of attack doesn't even make sense.  "You shouldn't be allowed to communicate via a .sig.  You should only communicate via posts!"

Personally, I like to keep important links in my .sig.  That way, they're always available to me and a lot of posts on repetitive questions can be shortened to, "Yes - this works.  Check the link in my .sig for more information."

Information contained in a signature will by off topic to the thread by default.  Any important links and off topic information can be conveyed in 3-6 text.  If 3-6 lines of text is not enough, you should probably consider making a thread to convey that information, replete with images.  You could even make a text link to that thread and include it in your signature.

299
DF Announcements / Re: Poll on Signatures
« on: June 18, 2008, 01:15:33 pm »
If you're referring to that ridiculous flashing horrid image Slartbartifast provided, when have you ever seen something like that used in a signature in a forum which wasn't posted by a troll?

Here is a good example from the taleworlds forum ... http://forums.taleworlds.net/index.php/topic,39170.0.html  I don't know if that crosses the ban this guy line, but it distracts the hell out of me and is arguably offensive.  Moreover, I think we can all agree we don't want to put Toady in a situation where he has to police that kind of nonsense and where the line should be drawn, etc.

I have no interest in using an image in my signature, but I support having that possibility in a limited capacity. You can often convey more information or at the least a better looking presentation using an image rather than just using text.

So let me get this straight...  You don't want an img in your signature, but you want to allow other people image signatures which may go well beyond mild so that you don't have to feel they are being unfairly restricted?  Images can convey more information than text, but in the case of something like a signature, does that much information really need conveying?  By Samuel L Jackson no less?  Shouldn't the conveying of information be the subject of our posts and not so much our signatures?

300
DF Dwarf Mode Discussion / Re: The dwarven diet
« on: June 18, 2008, 12:53:41 pm »
But milling just seems like fun.  If I just wanted quantity I'd cook more of that booze I mentioned.  Making a million bags isn't so much the problem, it is keeping them from getting seeds put in them that bugs me.  I had an older fort that at alot of quarry bush leaves and I had to be careful about where I put my kitchen in relation to where seeds were being produced, since an empty bag near a seed would soon become a seedbag.

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