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Messages - Grendus

Pages: 1 ... 156 157 [158] 159 160 ... 174
2356
:D my mod has many dwarven guns - a recruit with a bayonetted musket or boomstick is pretty comfortable with 200 damage shots (til an enemy with a gun comes and rips the recruit to shreddery. i'd say swords/spears anything more lethal is good for newbie recruits. the more effective the weapon generally the quicker they'll get kills and therefore experience.

Dwarves get experience for each attack that hits, kills have nothing to do with it. That's how they spar, they're really fighting each other they just do less damage and use weaker weapons. The reality is, if you want to train via combat you should use less lethal weapons so they can hit their target more times before it dies. Spears and swords for untrained recruits might be good though, since they'll have a higher chance of getting lethal wounds on the one or two attacks they get before they're mauled.

Overall though you'd probably be best off actually training your unskilled peasants as backup militia. There are plenty of them, when they die it's no great loss, and it will increase their strength and agility letting them haul heavier loads faster.

2357
If you're going to cross-train your civilians as military, make them marksdwarves. Low chance of fatality, high chance of massive damage to enemies. The downside is a decent sized fortress can go through a forest-worth of wood or a ranch-worth of bone bolts in just training.

2358
Why, why, oh why did it take me until reading this thread to discover you could just dig a fortification instead of making a darn grate?  >:( Oh well! Dwarf Fortress is a near-perpetual learning process.

Some traps made from bauxite mechanisms and loaded with steel weapons would take care of those imps. Tough to harass dwarves when both of your undead arms are floating around the bottom of the volcano.

2359
DF Dwarf Mode Discussion / Posession gripes
« on: July 24, 2009, 11:17:19 pm »
Why do they always want silk. I've got stockpiles overflowing with fine-woven pig tail cloth that's been expertly dyed, but they want friggin silk cloth. And it's too early in the fortress for the silk cloth I ordered (since I always order it because they ALWAYS want silk) to have arrived with the dwarven caravans, I lost my highly skilled clothier.

Has anyone ever actually seen a dwarf demand plant fiber cloth? Seriously, except for when I modify the mood with DwarfCompanion (which I haven't been able to get to work recently) they never want plant fiber.

2360
DF Dwarf Mode Discussion / Re: Great first impressions.
« on: July 24, 2009, 11:12:48 pm »
Had a map with a dolomite layer, magma, and as I was digging out my storage space I hit hematite. As I was channeling to the magma, I struck magnetite. I dug due west from the first magnetite vein and hit a second one.

I gave up on the map though, the exposed magma pipe critters kept lighting the world on fire. I hate that, not really fun just annoying.

2361
DF Dwarf Mode Discussion / Re: HFS: Loads of fun! [SPOILERS!]
« on: July 24, 2009, 11:08:20 pm »
Welp, turns out Spirits vaporize water on contact, and foolishly I didn't add a floodgate so I couldn't stop it. Hello 12fps!
While that is, of course, obvious, I must admit that my plan for tapping HFS at some future time was to include a reservoir ready to flood the scene (possibly a special intermediary hallway, if not the HFS area) to deal with the various the elementals accordingly.  So, that won't work.  Ok.

Sounds like an SOF miner (if one could recruit such a beasty) would be a useful 'person' to send to dig through aquifer layers, though.  Though perhaps it would be advisable to avoid bitumonous coal deposits. ;)

Water might not work, and magma might not work, but put them together...

2362
Interesting base layout. I can't make hide nor hair of it, but it looks functional.

I've seen crazy stuff like that happen before. Had a human liaison trigger a cage trap and go nuts, and another one just randomly dropped dead. It happens

2363
DF Suggestions / Re: Wooden cudgels/staff?
« on: July 24, 2009, 10:33:27 pm »
Done! Maces and spears are now CAN_STONE, various stones are [SHARP] (which doesn't prevent them from being in blunt weapons), staves have been added, all gems are [SHARP] so you can have Ruby Swords, which makes limited sense but is cool.

Any suggestions for a quick file upload site?

Now, if you can mod it so dwarves can make wooden spears and maces with no stone without locking them out of metal weapons, I'll be impressed. Oh yea, and the blowgun ammo tag is a cop-out, it's more of a bug than an actual fix

This will probably be done later in the development arcs, as Toady plans to migrate more of the hard code into the raws, but currently it's impossible to my knowledge. Besides, this should really be something dwarves can do anyways, if Toady wants us to do anything but burn, drown, or smash the elves they need to sell something useful aside from training weapons.

2364
DF Gameplay Questions / Re: How do I get rid of a "friendly" orc?
« on: July 24, 2009, 10:18:48 pm »
I'm fairly sure that any cave-in will kill whatever is underneath it. Only rock cave-ins will cause new stone to form at the bottom though, tried that to dam a river I made and it didn't work (was crippling my fps).

I'd still go with magma though.

2365
DF Gameplay Questions / Bag values
« on: July 24, 2009, 08:07:45 pm »
Not really a gameplay question, just something that seems odd to me. A pig tail bag filled with Dimple Cup Spawn is 40 value (btw, is there an official term for dwarven currency?) while a base quality pig tail bag is 60 value. It seems a Dimple Cup Spawn bag is only worth 20 value. Is this just a quirk of item value or is there a valid reason for this?

2366
DF Gameplay Questions / Re: Scared
« on: July 23, 2009, 09:33:59 am »
If your civilians are being scared by the troll, it means they can see it. If they can see it, that means a marksdwarf can shoot it. Set a patrol along the side of the ledge, and when the troll moves into view your marksdwarf will start shooting.

Undead troll. I don't know of archers can even hurt them, they don't require their internal organs to live. The only way I know of to kill them is with melee weapons.

2367
DF Gameplay Questions / Re: Weighing down bad dwarves as punishment?
« on: July 22, 2009, 07:53:53 pm »
I'm with Albedo, you'd be much better off trying to make him happy via giving him some things he likes. Grow some Dwarven Wheat so he can have his favorite drink (BTW: it's currently believed that alcohol has hidden quality, while it's value is unaffected brewer skill influences how much of a happy thought the drinker receives). Since he likes cats, chaining or caging one in his room will probably cheer him up considerably. And if all else fails, build a waterfall.

2368
DF Gameplay Questions / Re: Secretive mood...sitting in dining room?
« on: July 22, 2009, 07:46:15 pm »
The first caravan often sucks for getting an anvil. If they bring iron you're good, if they bring steel you're screwed unless you're very fast with building your economy.

2369
I've noticed that dwarves will tend to plant one crop until they can't anymore or get distracted. So if you have a 5x5 Quarry Bush farm, your farmer will plant 25 Rock Nuts unless he is distracted by physical needs (food/booze/sleep) or runs out of seeds, then try to move on to the next farm.

I'd strongly suggest turning off all other labors for him though, unless you're so early in the fortress that you need him for menial hauling tasks the more streamlined you can get your crafting the more value you can produce and the faster you can work towards whatever your goal for that particular fortress is.

2370
DF Suggestions / Re: Evil biome's and the dead
« on: July 22, 2009, 07:11:41 pm »
Go to the religion thread (dunno where it is). I suggested a scheme of worshipping deities for imperceptible bonuses to your fort, or slight smiting of your foes.

I think a lot of how evil spheres and the undead will relate to religion will be up to Toady, more than most suggesters would like. How deities are implemented (are they real, are they DnD style where they're mortal but inhumanly strong or are they truly divine, are they good/evil/benign/vary) will very strongly effect how they interact with evil forces.

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