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Messages - HAMMERMILL

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361
DF Gameplay Questions / Re: Advantages for different kinds of armor?
« on: November 07, 2009, 05:31:00 pm »
Bolts and arrows can penetrate full plate too, sheilds and the sheild skill are the main things that stops bolts.

Fortifications only work well if they are a Z-level above the attacker. A with a ground level fortifications in a bunker, a good bow goblin will shoot right through the fortifications like they were not even there.

If you really want to give your marksdwarves plate or mail, you should train them as a Hammerdwarf with chain/plate untill they build up their stats and their armor skill to the point where they can wear it without it slowing them down.

362
DF Suggestions / Re: Obsidian as gem.
« on: November 07, 2009, 05:19:34 pm »
I dunno, its already pretty easy to generate alot of fortress wealth without encrusting massive lots of granite mugs with polished granite spikes.

363
DF General Discussion / Re: Do you savescum?
« on: November 07, 2009, 05:13:37 pm »
Apparently save scumming is the main reason the "Nemesis unit error" bug happens that corrupts your save. If the program ends without it letting the game offload the units and save the game, it can apparently corrupt the file.

 I dunno if thats fixed or not but I don't savescum for that reason alone.

That said, I'll savescum an adventurer if I don't plan on doing anything in fortress mode again. Its too much of a pain to grind up stats with one to just let any random bolt kill him off.

364
DF Gameplay Questions / Re: Dwarven living quarters near workshops
« on: November 07, 2009, 05:07:12 pm »
I dunno, dwarves usually don't spend much time in their bedrooms, especially if there is a meeting zone. They just use bedrooms for sleeping which they almost never do, and resting injuries. They idle in the meeting zone or drink at the booze stockpile.

It would probably be more efficient to just have relevant stockpiles around your workshops rather then rooms dwarves hardly ever hang out in.

365
DF Gameplay Questions / Re: Overstaying his welcome?
« on: November 07, 2009, 05:03:36 pm »
In my fort thats lasted me quite awhile, I just noticed a strange dwarf that hung out with my marksdwarves. I cannot access his thoughts, preferences, or relationships. Normally it'd be cool to have some random dwarf join my army out of nowhere, but he just killed all the elves that came to trade (still debating whether this is good or not, I want exotic animals, and cloth). He's an elite marksdwarf with perfect stats, hope I can figure out what the hell he's doing in my fort.

EDIT: After various snooping in my backed up save in legends and reading relationships of some dwarves, he got married to my clerk. That however, raises another question, how the hell did a dwarf that isn't part of my civilization marry another dwarf, and why would he stay in my fort?

I've never heard of anything like this and the only thing I can think of is if you somehow have some other civ's king (who is at war with the elves) by discovering HFS and he happened to be a legendary marksdwarf from worldgen. Which I don't think can actually happen.

Can you upload a copy of your save?

366
DF Gameplay Questions / Re: Advantages for different kinds of armor?
« on: November 07, 2009, 04:51:12 pm »
Generally leather armor is better for marksdwarves and recruits. Chain and especially plate are very heavy and it will slow them down unless they have a good armor skill or are exceptionally strong. Try putting on plate, or even just starting out with chain armor without any skill in armor with an adventurer and you'll see what I mean.


Since marksdwarves should'nt be doing too much melee and they don't spar or need protection from sparring injuries, they don't really need good armor, they just need to stay unencumbered so they can shoot faster.

Champions are generally skilled enough to wear plate without concequence so that'd be the only type of soldier I'd give plate to. Lesser melee soldiers should get chain (layered over leather) so they are protected but not slowed down too much.

Leather armor is still good stuff to keep in the fortress because its so cheap to make, chain-wearing soldiers will wear it under their chain armor and if you need to mass- conscript your civilian population to do battle with HFS or a particularly nasty seige then they have at least some protection without the weight penalty a peasant conscript would get with chain armor.

Wooden sheilds are also good for this purpose since they seem to block with the sheild skill just as well as steel, but they are significantly lighter and cheaper to construct.

367
DF Dwarf Mode Discussion / Re: Abandoning and items.
« on: November 07, 2009, 04:38:37 pm »
Can you lock in the items, like walled in?

I used to think you could, but I've had food barrels, ballista arrowes, ect go through multiple locked doors, a set of floodgates and raised bridges to lay around outside of my fortress.

The only way to have stuff stay where you want it is to put it into a bin. Almost any full bin will be heavy enough to not go anywhere once you abandon. Even reletively lightweight items put into a normal wooden bin will stay put. No need for lead bins from my experience.

368
DF Dwarf Mode Discussion / Re: Granite constants
« on: November 07, 2009, 04:28:26 pm »
Yeah, Volcanic-type regions have gabbro in the bottom layer, though.

369
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: November 07, 2009, 04:19:05 pm »
If you gen a world and turn off the requirement for playable civs with no surviving civs but goblins, it lets you play as a goblin adventurer.

Also, if elf retreats destroyed in worldgen and there are still some remaining, upon entering adventure mode, they will instantly repopulate with elves driven out from it because they are immortal and form migrant groups that are never attacked.


370
DF Gameplay Questions / Re: Is there a "Mac" version of the Reveal Cheat?
« on: November 05, 2009, 01:52:10 pm »
Mac users are too tready and hip to play DF anyways.

371
Other Games / Re: DoomRL
« on: November 05, 2009, 01:29:40 pm »
I cannot help but imagine the prospects of roguelikes that are being made in Doom-esque engines. Imagine this roguelike merged with Doom. And by that I mean using the Doom engine with roguelike stats, equipment and level generation.

Thats nigh impossible to do with the limitations of the doom engine.

If you want something innovative with the doom engine, try Action Doom II ( http://action.mancubus.net/ ) Its free to download, doesn't require a copy of doom and its not even the same game anymore.

That there is a refreshing take on doom. Making some generic rouge-like with doom-themed monsters and items is crap.

372
DF Suggestions / Re: [INTELLIGENT] Pets and Slavery in Dwarf Fortress
« on: November 05, 2009, 01:04:19 pm »
Well a slave revolt would be an interesting hook playing Human Town or Goblin Tower, but dwarves are already half insane and work harder then any abused slave ever could. Dwarven dissent comes strictly from its own citizens and for the most frivious of reasons already.

Also, to me, Dwarves seem like the type that would rather turn a snakeman into finely crafted boots and a solid base for a stew then let them live to haul barrels around or whatever.

Slavery was common within certain cultures and civilizations in ancient times but many nations never directly took slaves, they usually just sold them back for ransom or released them. Or executed them.

I think it would be swell once all of the races are playable. You could have your 7 goblins and embark with a dozen human slaves you can purchase off the animals/pets menu.

373
DF Suggestions / Re: [INTELLIGENT] Pets and Slavery in Dwarf Fortress
« on: November 05, 2009, 12:48:57 pm »
Giving the slaves sharp pointy metal things and armor is almost never a good idea.

The code can support slaves but dwarves as a racial entity abhor it. Its really more of a goblin/ human thing anyways.

374
Curses / Re: Conservative Crime Squad
« on: November 05, 2009, 12:42:02 pm »
Of course teachers and nuns. It'd be a sad state of the world, liberal or conservative when you have male nuns, after all.

Not to mention most C+ types would suspect a male teacher to be a pedophile at best.


375
This is a bit obscure, but my adventurer equipped an artifact cow leather quiver and stocked it full of bolts. Once I traveled off the site, all of the ammo stored in the quiver was gone. It happened as many times as I tried it.

Either the thing was cursed or the "lost artifact returns to the mother fortress if dropped" tag also deleted all of the ammo stored in it.

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