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Messages - Grendus

Pages: 1 ... 157 158 [159] 160 161 ... 174
2371
Surely this would result in Zombie Spirals.

I approve.

Most zombie lore has that as the principle threat of zombies, especially since they're slow and pretty stupid. Unless you want to go with some of the more aggressive, speedy zombies, but the current undead system is pretty good imo with the slow zombies and their viciously fast skeleton cousins.

I approve as well. The only problem I have with this is that I thought the undead were caused by being in an evil biome (later an evil sphere). This can be gotten around by having the undead just carry life-threatening diseases, I suppose, but

2372
DF Modding / Re: Ender Goblins?
« on: July 21, 2009, 05:59:39 pm »
Alright, I looked through the dig deeper mod and didn't see any reference to THE HORDE. As I don't feel like installing it, what is THE HORDE?

2373
DF Modding / Re: Less cowardly goblins
« on: July 21, 2009, 05:55:58 pm »
Stupid creatures and their instinct for self-survival  ::)


So what all do orcs do other than no fear and trapavoid?

They're larger than goblins for starters, I think they're slightly taller than humans and elves. They attack far sooner (very low fortress value threshold for sieges), you usually see them the second winter. They don't wear the massive amounts of GCS silk clothing, they're completely naked except for iron armor. They attack in larger numbers than goblins, by far. They have a [NOPAIN] tag as well, I believe. Combined with their trapavoid tag, it can be VERY hard to fight them off without complex manual traps or a very large army.

In short, they make gobbos look like elvish infantry.

2374
DF Suggestions / Re: On Bins, barrles, and firesnakes.....
« on: July 21, 2009, 04:00:43 pm »
I always store booze away from the magma. Fire snakes don't wander far from a magma source, storing booze 20 squares away or so is perfectly safe.

2375
DF Suggestions / Re: Wooden cudgels/staff?
« on: July 21, 2009, 03:43:47 pm »
The weapon the wooden sword was based off of was a decent weapon, but it was crap against armor. Toady has already said it's supposed to be fairly fragile, he just hasn't implemented wear yet.

And I tried modding the weapon in. Making it a "blowgun" (the common workaround) causes it to be made at a bowyers workshop off of crossbow-making skill and causes dwarves to treat it like a ranged weapon (though that's not a problem as blowgun ammo usually isn't available). Modding it as a reaction makes it weigh several tons (a known bug, but nobody but a superdwarvenly strong dwarf could actually use it).

2376
DF Suggestions / Re: Evil biome's and the dead
« on: July 21, 2009, 03:30:20 pm »
It's a lot of work carving up a body, it'd be easier to let them rot and maul anything getting back up before looting them and tossing the meat outside. Alternatively, if corpses ever become containers like in real life (ie socks not blowing off your feet when you die), it might be best to loot their armor before they get up again

Oh man, armored zombies. Bad ass

Carving up a body maybe, but having an axedwarf come by and behead all the corpses or even dismember all the limbs wouldn't take more than a few minutes. The only time this would be a real problem would be against sieges, where you may have far more corpses to dismember than you can before they start to rot.

This also may be a task to add to the butcher shop. Set up a new task "Butcher unbutcherable corpse" would break down a corpse into the bones and skull and keep it from rising, but would cause a HORRIBLE unhappy thought if this is done do a dwarf (that's cannibalism... that's the elves shtick).

It also may sit well if religion was implemented. Perhaps if the priest noble consecrates the grave the undead can't rise from it. Creating mass-graves for dead armies might be viable if you don't want the bones, or you can set up a pit for allowing the dead to rise and then mowing them down with siege weapons or training new recruits with them.

It's a fairly good suggestion.

2377
DF Gameplay Questions / Re: That Eternal Abstract: Justice
« on: July 21, 2009, 02:57:05 pm »
There are only two true types of dwarf justice:

1.  A brutal hammering
2.  Left chained in a room without booze

Not true. The hammerer is sent by default if the guard does not administer regular justice, but a beating can be assigned by a noble, which will be administered by the sheriff/guard barehanded.

Dwarves can also be assigned to a metal chain or cage. If they're caged, they will be brought food and water by dwarves with the Health Care labor enabled. If they're chained, they will be brought food and water only if they can't reach it themselves. Put a 1 square food and 1 square booze stockpile right next to a metal chain set to take from your main stockpiles and your imprisoned dwarves will stay just as well fed and boozed as if they were out working. This can also be used to keep imprisoned dwarves happy while chained. Putting a cage with their favorite animal or some well crafted and decorated statues or furniture nearby will let they get admiration happy thoughts, and a table/chair and bed will let them live fairly comfortably while imprisoned.

2378
DF Gameplay Questions / Re: So I caught a hydra...
« on: July 21, 2009, 02:47:30 pm »
It's true, they're worth about 10,000 to a caravan. I'd keep it though, you can't use it to vivisect your nobles but you can still have some "fun" with captured gobbos. Don't bother with deep pits, drop them in unarmed and let your hydra have fun. Lets you save 5 z-levels worth of pit.

2379
DF Gameplay Questions / Re: Scared
« on: July 21, 2009, 02:25:45 pm »
Hit esc, then go to save game. The game will save then return to the menu screen (don't ask why, it's because that's how Toady wants it).

As for your troll, why are you worried about it? Why aggravate the denizens of a bottomless pit until you have an army to kill them off? Is there any real reason you want to dig there beyond the excitement of sweeping it into the pit?

Living trolls are pretty tough, undead ones are even worse. The best way to kill a live troll is with marksdwarves or speardwarves, both of which are useless against the undead. If you decide to use military dwarves to kill it, go with hammers to bash it into the pit or axes to dismember it, the only reliable ways to kill the undead.

Note: I may be wrong on the speardwarves vs live, though I know spear are mostly useless against the undead, as they don't require their internal organs to live.

2380
DF Suggestions / Re: vegan trade
« on: July 20, 2009, 11:18:49 pm »
I dunno. I hate the elves because they're arrogant little buggers who dictate lumber limits without trading anything remotely useful. If they brought some valuable magical trinkets, I might forgive their lumber limits (probably not, but I might). It also might make it more of a decision to piss them off rather than a given.
They're not that useless.

Elves are your only source for animals from outside your region.

If you're settled in a low-wood area, you lose nothing by playing ball with the Lumber Mafia.

They are also a source for aboveground plants and alcohol.  You can get those from the humans, but humans don't show up at every site -- they didn't show up on my current fort.

I wouldn't want elven magic. dwarven runeshit is good enough for anyone. When magic comes in we're just going to whine about how they're shit at that as well (with good reason) :D

You hope.  If Toady decides that elves have magic and dwarves don't, not even modding will let you give dwarves the superiority you think they deserve.  Workshops are hard-coded, and so is the mix of things traders will offer.

By the way, I suspect Elven magic depends on the health of forests, which is why they are so determined to deprive other races of beds and fuel....  (Think of the poor humans.  They don't dig, so they need to use lumber for the things dwarves use stone for.  They also can't access magma.)

Elves always bring me crippled animals, which are useless for guard duties, and never in breeding pairs so I can't even wait a few years to have guard-cougars. I suspect magic will change things though, I really do. Even if dwarf magic is fairly strong, I think the reason Toady made the elves so weak was because he intended to put them on par with dwarves and humans when the magic arc is developed.

And I'm fairly certain humans can dig. They prefer to live aboveground (which is true to real life), but in theory they mine for minerals. I've seen human towns with dug cisterns, and seen screenshots of human castles made of stone. Humans don't use magma or steel because in the time period the game is set in humans haven't discovered them, or mechanics. In DF dwarves are the most technologically advanced race, with humans as a fairly close second and elves trailing behind goblins and even kobolds.

2381
DF Suggestions / Re: Hauling de-prioritization
« on: July 20, 2009, 11:07:42 pm »
I can kind of see this being a problem in early forts, though if you want a dwarf to do nothing but manufacture you can turn off hauling. Late game, you'll have so many excess peasants and Soap Makers that you'll have problems finding enough hauling jobs for them to do.

I think this can wait until job priorities are overhauled, which they will be. If it's not already one of the arcs, it will be added at some point, players will eventually demand that level of control over their dwarves.

2382
DF Suggestions / Re: Wooden cudgels/staff?
« on: July 20, 2009, 10:50:05 pm »
I could see stone cudgels being like rock shortswords (only not steel quality, maybe copper since they'd be easy to make). Strap a heavy rock to the end of a long stick, you've got yourself a mace. Not exactly a precise weapon, but it can crack a skull easily enough.

2383
DF Modding / Re: Problem with modded reaction item.
« on: July 20, 2009, 01:22:58 pm »
I'm pretty sure you're right. I thought it might be a bug since wooden maces aren't actually in game, so I changed it to spears, something I've bought from the elves many times. Same thing, spears were so heavy my dwarves could barely use them. I guess this will make survival embarks in evil zones harder, oh well.

2384
DF Modding / Problem with modded reaction item.
« on: July 20, 2009, 12:28:58 pm »
So I modded in a reaction to make wooden maces from the smelter. The reaction takes a wooden log and creates a wooden mace from the standard mace template. The problem is every time my dwarves try to pick up and carry a wooden mace they walk incredibly slow, like the mace is very heavy. I tried this earlier with a modded cudgel weapon (a direct copy of the mace item just did less damage) and I had the same problem.

I'm relatively new to modding the raws, so I'm not sure if I missed something basic that would cause reaction items to be incredibly heavy. I haven't seen dwarves move this slow since I assigned an unskilled hauler to move a bin of steel bars to the trade depot.

2385
I wish the animal tab on the stocks menu would organize by species, then tame at the top, followed by males then females. It would make designating for mass butchering so much easier.

Also, there needs to be a way to know if the animal is not in a pit. Currently if I get an animal that isn't pitted I just butcher it, it's easier than pitting every animal of the same gender and species back into the pit.

Oh yea, stop the catsplosion. Animals marked for butchery shouldn't be adoptable. I swear, I've had kittens adopt a dwarf 2 seconds after birth, no amount of marking for a cage/speed butchering will stop that kind of a catsplosion.

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