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Messages - HmH

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76
DF Dwarf Mode Discussion / Re: Magma in cages
« on: November 16, 2019, 01:58:23 am »
I'm thinking of building a cage, hooking it up to a lever directly underneath, and deconstructing the floor it stands on.
How are you going to deconstruct the floor with a cage/magma on it?
Build a cage, designate the floor underneath to be deconstructed. It's an old exploit.
Proof: https://imgur.com/a/2Rb6mdf

UPD: Also, wiki mentioned the conditions under which cages get filled with liquids:
Quote
It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested (yet)
Is that how your cages got filled, OP?

77
DF Dwarf Mode Discussion / Re: Magma in cages
« on: November 15, 2019, 12:47:38 pm »
Caged magma. I like that idea.
I like it very, very much.

I'm thinking of building a cage, hooking it up to a lever directly underneath, and deconstructing the floor it stands on.
Nothing better for a noble's mood than a nice hot shower!

78
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 31, 2019, 11:25:33 pm »
Marksdwarves are incredibly finicky. Give them any way whatsoever to melee an enemy and half your squad will do that instead of trying to shoot. I once dug a moat, starting building a fortifications wall, and because I wasn't able to roof over the wall before the first siege came, most of my marksdwarves actually climbed *over* the fortifications, falling five stories and breaking their legs in the moat, instead of just standing there shooting. I get that there's many reason why shooting might not be an option, maybe they're out of bolts, maybe there's some other problem, but their response to "Hm, I can't shoot the enemy" should not be to jump to their death in the desperate hope that they might get the chance to bash somebody with a crossbow. Aggressiveness options for squads would be swell, like "stay put and attack anything you can without moving from your station area" or being able to tell the dwarves to retreat and only attack in self-defense. Ideally these should be a rework of the existing military UI rather than something tacked on, we don't need even more stuff added to the military UI.
This. Marksdwarf AI is broken right now, in ways that make them unusable for all but those who practice the dark arts of marksdwarf herding.
Fixing marksdwarf retardedness, and military AI in general, will make the game a lot more accessible to beginners and intermediate players.

79
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 31, 2019, 01:11:53 pm »
Oh, by the way, aquifers. They're a game-breaker unless you have embarked with the know-how and resources to channel through one.
So I think it'd be more than reasonable to make aquifers leak water, like, ten or twelve times slower. Slowly enough that they can be walled off by a carpenter.

80
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 31, 2019, 02:16:43 am »
Military schedule screen is nigh-incomprehensible for a beginner, even with the wiki.
Mostly because it's hard to understand where the orders are listed, how many orders you already have, how to switch to orders and back, and whether you are on the orders screen at all.

So here are a few suggestions:

1) Show numbers for each order. Like this: 1. Train, 2. Train, ..., 10. Train, rather than just Train, Train, ..., Train.
Otherwise it's too hard to determine how many orders you already have.

2) Put a horizontal line separator between the line starting with n: Name grid cell and the line where the first order is displayed.

3) Change "Tab: Order list" into something more comprehensible and attention-grabbing, like "Tab: Switch to Order list".
Maybe put it in the middle of the line I suggested in 2).

4) When a month in a schedule or an order is selected, highlight the background of the entire line to something like dark gray instead of black.
That way it'll be more clear whether you're on the schedule screen or the orders screen.
But really, highlighting the background of a selected item on the menu could make all of the menus more intuitive.

81
Maybe cages should have certain you-must-be-this-big-to-escape limits determined by the material parameters?

So things like wolves and crundles would be securely contained in wood, a goblin or an elf could be contained in cages of useless cheap metal like lead or tin, a troll or a bull would need a bronze/iron one, and something like a hydra or a dragon would only be possible to contain in adamantine.

I mean, it's logical. Containing a bronze colossus in a wooden cage is pretty absurd as notions go; its material is harder than wood, so even if the cage is made from whole tree trunks, the colossus could get out simply by crushing the wood into splinters one tiny chunk at a time.

Making metal cages necessary for breaking sieges would combine the best of both worlds: cage traps would still be a viable method of defense against small invasions, and capturing invaders for science and entertainment would still be possible to do in a young-ish fortress, but you'd be hard-pressed to churn out enough metal cages to withstand every siege your fort will ever experience.

Hence, while cage traps will definitely remain a valuable weapon of last resort, you won't be able to put literally hundreds of them on the map like we usually do. You'll need to supplement them with weapon traps or a military.

Of course, to remain viable, they'll need to have some kind of a setting that will determine which material they'll take. Maybe something like the military's uniform settings: a profile of cage materials that the trap will accept, with an option to install some profile quickly for any given cage.



To make things slightly less Fun, the escape check could be made only once, a set time after a creature's capture: six months, for instance.
Enough time to dispose of the invader, shuffle them into a fitting cage, or have them carried into your stockpile and forget all about them (Fun!), but not enough to construct separate anti-building-destroyer prison cells for every troll involved.

82
DF Dwarf Mode Discussion / Re: How... interesting.
« on: October 16, 2019, 09:04:19 am »
Hold on, I thought it was only the outside tiles that froze. That was the main principle behind ice traps back in DF2012, if I remember correctly.
Don't roof- or even bridge-covered tiles remain liquid in the newer versions? No matter how many tiles above them the roof is?

UPD: Never mind, I'm misremembering. Outside stays outside no matter the covering.
Which wouldn't stop you from digging an underground moat for your sea serpents...

83
DF Adventure Mode Discussion / Re: cumulative weight of a container
« on: September 25, 2019, 12:36:24 am »
Take a freshly minted stack of 500 coins.
Throw one coin away. You now have a stack of 499 coins.
Drop another coin. You are left with stack of 498 coins.
Sell a coin to someone else. What remains is a stack of 497 coins...

...er, what I meant was, split the stack into several stacks, watch how their weight changes depending on the stack size.
But I'm pretty sure the mass of individual objects is simply summed up when they're in a stack or a container.

84
DF Adventure Mode Discussion / Re: Eat your Mushrooms
« on: September 25, 2019, 12:31:11 am »
I understand mushrooms.
What I dont understand though is : why is this thread in the 'Adventure mode' category ?
Because eating mushrooms is always an adventure!
Complete with meeting new people, seeing new places, and the distinct possibility of dying horribly if you made a mistake at some point.

85
DF Dwarf Mode Discussion / Re: Nostalgia hit hard
« on: September 23, 2019, 11:06:49 am »
I've seen things you people wouldn't believe.
Militarydwarves who trained by engraving the quarries.
Tentacle demons rushing out of the adamantine chamber, leaving their crazy playthings behind.
Entire threads wiped out of existence after someone won the Most Evil Deed contest.
I've watched carp drag a legendary axedwarf into the river and tear him to pieces.
All those moments will be lost in time... like tears in rain.

86
DF Dwarf Mode Discussion / Re: Dwarven Ground Penetrating Radar
« on: September 23, 2019, 08:05:36 am »
Except i did have something to say and anybody following the thread knows it.  And you know it, uou just disagree with the way I said it. 

But why the dishonesty?
You asked a question, he answered that question precisely and usefully. How does that make him a pedantic twat?

87
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: September 14, 2019, 12:22:47 am »
I think, goblins look alike Mongolian horde, not Egiptian. And their clothes are white (spider silk) or gray(troll fur yarn), probably black (but in game they have no dyer).
Well, you know how there's a perfectly natural, easily available way to dye white cloth yellow?..

88
DF Dwarf Mode Discussion / Re: What to do with my werebeast man?
« on: September 12, 2019, 04:00:56 am »
A were-rhino?
You don't happen to have any spider men in your biome, do you?

89
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: September 11, 2019, 04:28:13 am »
Oh, wow. I never thought this thread would die.
Guess it's time to engage in a bit of necromancy.

I'm not exactly good with art, but I did a little rough Photoshop tinkering to, ah, creatively reimagine this little poster.


Seems fitting, what with our unending love for everything that isn't an honest working dwarf.

90
Roll To Dodge / Re: Wolfhound Incorporated
« on: August 26, 2019, 02:54:31 pm »
Well, it's the circle of RTDs.

But I suppose no one will save the beavers now.

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