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Messages - HAMMERMILL

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346
Definately civilians, since I make them all hunters and arm them, instead of retreating they get caught alone out hauling a felled tree and then they stand their ground against mobs of goblins and die fighting with their crappy crossbow with a stack of 5 perch bone bolts or whatever. (My civilian population will massacrefy a snatcher or kobold in a span of about a second though which makes up for it)

All my professional soldiers usually end up as champions and multi- legendaries because my of obsessive military training regime and they will eat flying crossbow bolts and shit out goblin bones without any real threat to their safety. I lose more soldiers to training accidents then seiges or ambushes.

347
DF Dwarf Mode Discussion / Re: Bizarre Recursive Artifacts
« on: November 07, 2009, 10:35:59 pm »
Several times, I've seen recursive Artifacts... such as a Table which is engraved with an image of itself, which is engraved with an image of itself, which is engraved with an image of itself...

But here's a new one:

My Weaver Dodok Sazirlokum was taken by a Strange Mood, and created an Artifact Cave Spider Silk Thong named... "Dodok Sazirlokum".

It menaces with spikes of utter confusion.

Spoiler (click to show/hide)

Well now I'm a little confused because I think you linked the wrong image.

348
I suppose the story explanation would be that the dwarf traders and tax collectors come from scattered, unorganized rural settlements out in the boondocks too minor to mention. Such things are implied to exist (traders bring food, but they don't have farms in the game) so I guess Blockedlance is the only real city left in the civ with just a bunch of rural shitkicking dwarves that live out in the swamps and forests. That or the dwarves come from cities outside of the worldmap.

I know you can make a world gen where all of the dwarves have be long genocided thousands of years ago and still create a dwarf fortress with "dwarf" trade access. Can't make an adventurer, but you can make a fortress.

Still, I suppose that rules out anybody outside of Blockedlance giving a damn what happens there.

349
DF General Discussion / Re: Elf Reactor
« on: November 07, 2009, 10:06:34 pm »
Goblins come to your fortress to die, they have an understanding like that.

Anyways, elves and humans and goblins and such won't reproduce, but you could always breed almost-people creatures like Mountain Gnomes or whatever if you want to create some set-up to butcher sentient creatures for leather shoes and trade goods.

350
DF Suggestions / Re: Bosses
« on: November 07, 2009, 09:55:24 pm »
Awesome. It would be like if you combined he retarded raid bosses of WoW into the city building simulation of dwarf fortress!

351
DF Suggestions / Re: Obsidian as gem.
« on: November 07, 2009, 09:54:25 pm »
Well according to http://en.wikipedia.org/wiki/Obsidian obsidian can range from normal-looking, dirty looking rocks, to black glass, to gemstone quality rarities like sheen obsidian, rainbow obsidian and snowflake obsidian.

So I suppose it stands to reason you'd have your valuable obsidian gems found if you made your fortress in an obsidian layer without being able to make an unimaginably wealthy fortress just because every stone in your fort can be cut and encrusted on something (like other obsidian crafts) and buying out caravans with giant cut gem of obsidian and making windows out of obsidian that you cannot even see through.

352
DF Suggestions / Re: Obsidian as gem.
« on: November 07, 2009, 09:01:34 pm »
In that sense, add a new stone type and call it Pure Obsidian or Perfect Obsidian or something and make it a [GEM] that occurs in Obsidian or other igneous strata.

I like this idea.

I think something like this could apply to Jet too, since thats another 'pretty rock' gemstone thats found in huge deposits in DF. Just have a portion of the rock be of gemstone quality.

353
DF Gameplay Questions / Re: Advantages for different kinds of armor?
« on: November 07, 2009, 08:40:32 pm »
The combat system is not transparent.

Toady did post the combat formula, which is getting scrapped for the next version.

There's lots of information that thread, a lot of it confusing at first glance.

Anyways, there's lots of good advice in this thread so far, so I'll just drop in to mention that some aspects of combat have been illuminated.

Thats a bit enlightening and it follows what I figured was happening, although its much more complicated then I assumed. I can see why combat results are so unpredictable though.

354
DF General Discussion / Re: Do you savescum?
« on: November 07, 2009, 08:36:51 pm »
Very rarely.  Probably less than 5 times in 2 years.  I usually only wanna do it when I'm curious about how something will happen that I know that I would have no hope of recovering from. 

Like hacking the game to replace half the population with zombies to watch how things turn out or filling an entire side of the map 6 z levels high of river sources and see if I can make the entire fortress airtight before it goes underwater....then adding zombies.

Yeah, if I'm experimenting or doing something crazy, I'll make a back-up of my save so I can savescum to my heart's content while I'm trying to check something out that requires abandoning the fort or having a bunch of important dorfs die or whatever

Otherwise I never do it. Its not just not fun or challenging if you just undo every mistake you make or unlucky event that happens.

355
DF Dwarf Mode Discussion / Re: Clearing out Floors
« on: November 07, 2009, 07:05:46 pm »
Yeah, mass designating ramps instead of channels or mining+collapsing works best since a ramp clears the z-level and the floor above it too.

356
DF Gameplay Questions / Re: Dwarven living quarters near workshops
« on: November 07, 2009, 06:56:04 pm »
Question about noise: do dwarves get lower-quality sleep from being awakened from their naps? If not, you might try to actively place beds close to major noise sources so that the dwarves spend less time asleep. Sure, they'll get bad thoughts from the noise, but that's easily-enough counteracted, and they'll spend more time awake.

Thats a good question. Or I wonder if dwarves ever actually get woken up by noise or if their period of sleep is shortened or they sleep just as long as usual and just get the unhappy thought that says they did?

You'd think you'd see "Urist Mctired cancels sleep: Awoken by noise" cancellation messages if you changed your settings to include all of them.

357
DF Gameplay Questions / Re: Advantages for different kinds of armor?
« on: November 07, 2009, 06:49:33 pm »
I'm not too certain with the game mechanics with armor, but from personal experience and getting shot at in adventure mode, even a dwarf with a masterful set of steel platemail and three layers of chain can still randomly get a bolt through the heart/ lungs/ ect. While a champion from an abandoned dwarf fort, with a crappy wooden sheild and leather armor with Legendary Sheild user can completely block every single bolt a legendary marksdwarf adventurer fires at them.

So it seems that sheilds have a percentage chance to completely block an attack, depending on the sheild skill, while armor simply reduces or aborbs a portion of the damage done from an attack, but doesn't seem to stop criticals from instantly killing.

I'm not sure what happens if all of the damage from an attack is completely absorbed by armor though (or if armor even can actually absorb all damage) or if a zero-damage attack can still inflict critical wounds, peirce hearts or lungs, ect. Or if reduced damage attacks have a reduced chance of inflicting a critical.

I guess I'd need to lock some masterwork adamantine-plate wearing champion without a sheild on a little channeled out island have goblins shoot at him to see if it makes him invulnurable or not.

About the sheilds, maybe try assigning your marksdwarves as melee untill they pick up a sheild and then make them marksdwarves. I usually make my soldiers wrestle with sheilds before I let them use a weapon so maybe thats why.

358
DF Gameplay Questions / Re: Dwarven living quarters near workshops
« on: November 07, 2009, 06:16:41 pm »
If you put tables or chairs in their room, they will eat there. I just stick a few tables and chairs around the food piles so they don't travel halfway across the map to eat in some empty office or whatever.

I just think if you want to make your fortress more efficient, the space around workshops and the z-levels above and below them are put to much better use with more high-traffic areas or at least stockpiles so the haulers don't need to run as far. Space taken up with bedrooms is space that has to be walked by everyone who does'nt happen to be just waking up. Also, from my experience the first thing a dwarf seeems to want to do when they wake up is go eat or drink.

The noise issue isn't too big of a deal though if you really want to have bedrooms ontop of your workshops. I enable the hunting labor with all my dorfs and hunters will sleep wherever they are when they feel sleepy and never actually sleep in their bedrooms. So I have alot of dorfs that sleep on the floor in the workshop with their replacement standing on top of them forging anvils or whatever and they are still all estatic anyways.

359
DF Gameplay Questions / Re: Advantages for different kinds of armor?
« on: November 07, 2009, 06:08:01 pm »
From what I understand, armor simply reduces the damage taken. Since what makes bows so deadly is they destroy internal organs with criticals. So it doesn't help much to just absorb the damage with plate or chain.

All armor, even clothing and a dorf's pigtail socks help absorb damage. So leather DOES help a dwarf survive even crossbows, if it hits an arm or leg it will reduce the damage done and thus the severity of the wound, but If a bolt strikes a dwarf in the chest or in the head, there is always a chance that a vital bit will be injured and the dwarf killed or maimed no matter what type of armor they wear. This is why bolts and spears are so deadly.

Which is why armor is more important for melee dwarves since melee weapons are usually slashing/ bludgeoning types that don't score criticals as often and kill just by dealing damage that can be reduced with wearing armor.

So sheilds that completely block bolts in the first place is really what allows a soldier to survive a withering hail of goblin bolts. So a training them up with a good sheild skill is more important then giving them good platemail. Of course its kinda weird to have marksdwarves with sheilds, I assume they set them in the ground as pavises and duck behind them or something.

Still, nothing wrong with giving your marksdwarves platemail if they have a good armor skill, it can definitely be better then just wearing leather if they can wear it without being slowed down by encumberance penalties.

Hammermill, ground level fortifications are the best. If you put fortifications higher up, it takes everyone longer to get into position and they lose line of sight to the tile diagonally in front of them. Just put a little moat around it.

I set all my archery targets and ammo in a barracks on the second floor of my aboveground fort, so I always have marksdwarves around incase of an ambush. I used to do ground level bunkers, with 2-wide channels untill I had an elite goblin slaughter everyone in there and stroll right on by. Putting the fortifications a z-level up makes its much harder for them to hit your dwarves.

360
DF General Discussion / Re: What music do you think fits DF?
« on: November 07, 2009, 05:48:26 pm »
I dunno, Toady's spanish guitar that plays on default is what I associate the game with. Its mellow and relaxing and fits the game's fantasy wilderness setting.

But I guess if DF puts you in the mood for Dragonforce or whatever, more power to you.

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