Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - nil

Pages: 1 ... 44 45 [46] 47 48 ... 85
676
DF Modding / Re: Relentless Assault (version 1.1 up!)
« on: November 27, 2009, 03:04:55 pm »
No-stat werewolf has speed 400, faster than a Perfectly Agile dwarf.
Um, right, yeah, I knew that.  ::)
I've also noticed that the early sieging races are pretty aggressive. I checked, the frogmen have access to my current fort, but they haven't shown up. I've only seen two kobold thieves. Kinda boring actually, I'm starting to really miss 45 orcs showing up the first season with housewarming presents orcinite steel ore.
Yeah, I've noticed this too.  Next release has some triggers changes to the lizards, goblins, and elves (progress2/population2, progress2/population2,and population3/progress4/trade4 respectively) that should make years 2-5 a little more exciting.  Year 6+ should have plenty of action in both this release and the next.

677
DF Modding / Re: Common Question: When do I need to generate a new world?
« on: November 27, 2009, 02:49:47 pm »
Surprised this isn't here yet.

I discovered that [Progress Triggers:X] etc do not require world gen. Forgot to add it to a dwarf entity, went two autumns without trade. Added it back, they came for the third.
Ditto for [ACTIVE_SEASON:]

678
DF Modding / Re: Relentless Assault (version 1.1 up!)
« on: November 27, 2009, 01:02:11 pm »
Hmm... I'm reading the wiki as:
-raw speed is the number found in the raws; lower = faster
-each level of agility will reduce a creature's effective raw speed value by 10%.
-effective raw speed determines how long a creature takes for actions like movement and attacks (higher number means more time per action so lower = faster)
-there may or may not be actions which check agility directly (maybe dodging, counterstrikes, miss/hits) rather than effective speed.

I think movement and attacks are in the same category when if comes to speed checks, pretty sure about all of the rest.  So effective agility may not always mean effective speed, but when if comes to movement and attacks am I wrong in thinking that a creature with a faster raw speed will be effectively the same as a high agility creature with a slower base speed (e.g., no stat werewolf, effective speed 600, is comparable to an extremely agile dwarf, effective speed 630)?  Or is it that neither speed nor agility affect how quickly a creature attacks?

679
DF Modding / Re: Relentless Assault (version 1.1 up!)
« on: November 27, 2009, 12:03:58 pm »
Doesnt speed also affect the speed of combat abilty? i mean a creature with 700 base speed at let say dabbling wont attack as fast as a speed 500 dabbling? Well im no sure....
Yeah, going by the wiki and my limited experience with Adventure mode I'm almost sure faster = more agile, which in turn means means more attacks.

680
DF Modding / Re: Relentless Assault (version 1.1 up!)
« on: November 27, 2009, 03:09:42 am »
Because they have low defenses and lack ranged weapons, werewolves are easy for a dwarf with good stats, skills, and equipment to kill.  Squads that lack any one of those things will see some casualties; less than that and they're dead for sure.

681
DF General Discussion / Re: Most crazy fight i ever saw.....
« on: November 25, 2009, 02:07:02 pm »
Im using relentless assault mod and werewolf and kindof DEADLY in my head i see them like deathclaw in fallout if anybody ever played a fallout game.
That's exactly how I think of them too. ;D

Just for context, assuming jocan is using the current version (they're tougher in older ones), those things are more than twice as fast and almost twice as big as a dwarf, with a nasty 1-7 damage natural attack and iron weapons (albeit with light armor, elf-level damblock and kobold-level courage).

682
Taking ambusher is mostly about the free crossbow, bolts, and set of leather armor you get if their profession is hunter at the start.  Hunting can be great on the right map and with the right dwarf but it's too unreliable and risky to be an end in itself, definitely wouldn't be worth a starting slot if it weren't for the free items.  Usually I'll put that dwarf in the military pretty early on, so a mood-skill isn't necessarily necessary...  but novice *smith never hurt anyone.

Also, you're right with the bowyer thing, so long as nobody turns him into a miner or a weaver or something.

683
Agreed on the items.  As far as skills go, I think the Planter/Weaponsmith, Planter/Armorsmith is the way to go.  That's assuming you even want two planners.  If you can make do with one (and you can), then you can do Brewer/Weaponsmith, Cook/Armorer, and Planter/Bowyer (or some other skill that's good to get a strange mood off of).

Also if it were me I'd have take an ambusher, probably by combining the Mason and Carpenter.  Then the ambusher can be the woodcutter, maybe with a point of something moodable tossed in.  That might not be best for a succession game though.

684
There are rooms in the southern tower, too.  In particular, the unmined level has a limonite vein in it, so it should have no trouble hitting Royal levels.

edit: Would anyone have any interest in continuing this fortress, with or without Sparkgear rules, as an offshoot?  Alternatively, I may start a new succession game using the latest version of Relentless Assault.

Also, we must consider the next Sparkgear.
I vote non-freezing map, with permanent magma/water sources.
Ditto, although I guess freezing would be alright if it was a regular underground fortress.

685
DF Modding / Re: created new race but all fall down on embark
« on: November 24, 2009, 09:39:39 am »
Another possible fix is to add [NOTHOUGHT].  If they don't have to think they don't need a nervous system.

686
DF Modding / Re: Less than best metals on invasion?
« on: November 24, 2009, 09:38:00 am »
[METAL_PREF], in my experience, forces the race to start out decked out in the best metal that does not contain the [DEEP] tag. The 'best' metal is defined by the [DAMAGE_PERC:x] and [BLOCK_PERC:x] tags.


I read on the forum once that [METAL_PREF] can be used with an agruement, like [METAL_PREF:IRON].  It's not in the wiki and I've never tested it, but the dude seemed to know what he was talking about.  Might be worth a shot.

Also, it's MINOR_METAL, not LOW_METAL.

687
I looked at the dfma upload and I think I know why nil's generator shuts down after a while; You have left a couple of land tiles next to the magma. If the 1/7s move to these tiles, they will stand there until they evaporate, slowly shutting down the generator. You could fix that relatively easily by building walls or doors to all of the tiles next to the magma.
a.) It's not mine, it's the Architects.:)

b.)  I think it's a feature, not a bug.  After all the magma evaporates off the bottom there's still a reservoir (heated from the top) that has more than enough water to refill the well.  You'll get the hospital all muddy but otherwise not a problem.  This way it doesn't have to run 24/7, draining your FPS the whole time.

The only real design flaw is that it can still be overfilled, but I don't know a good way to fix that without bauxite mechanisms (btw I did order a bunch of bauxite from the dwarves), plus it might should be possible to drain it using that tunnel just to the north if necessary.

688
Sorry I jinxed us....  I've only seen a couple giant sieges, how many squads was it?  Did they take much punishment before going down?

689
SAVE

MAP (there's a couple movies too)


right away--attacked by a number of elves.  Most died one the spikes, a few to other traps and to the marksdwarves.  There were two casualties--an unskilled melee recruit and a marksdwarf, Tulon, who was best known for killing a number of ice wolves.  Both fell to the same elite bowelf, who we subsequently captured.

9th slate--Found an ogre master thief--trapped in a lava pool that helps to keep the water reservoir from heating.  He was having no trouble swiming in the molten rock.

1st felsite--lost a wrestler and a civilian to ice wolves, fortunately neither was very skilled.

11th hematite--ogre seige!  they came around the southern side

17th moonstone--werewolf seige!  A moderately skilled miner and a unskilled laborer who called himself a 'ranger' were caught outside and torn to shreds.  There were no other casualties; one squad fell to the drop trap while the other was decimated by the traps and marksdwarves.  During the attack a glassmaker went into a fey mood, and immediately after the gnomes came to trade.  A human ambush squad spawn almost on top of them, but the little fellers managed to drive them off with the loss of only a single hoplite.

Later there was a treant seige, a wizard
Spoiler (click to show/hide)
, and, finally, a second ogre siege.  There were no significant casualties.

On the domestic side, I constructed the beginnings of a glass industry.

Using this, I could cheaply pump magma to provide heating under main path between forges.  Incidentally, this means there's a decent magma supply at the main fortress for anyone who wants to relocate the forges or maybe make some ice defenses (if you want to use the magma directly you'll need a more reliable power source).

Using this, I was able to haul enough water to plant some new farms in the basement of the great hall, where most of the food industry now is.

Most of the buildings in the main fortress gained a level, one direction or another.

Walls were constructed on the sides of the magma area and the path to it.  The topography of magma area was also simplified greatly.  Also added a bypass so creautres outside the fortress can take a shortcut over the magma path.

Cleaned up the pit next to the courthouse a little, both via mining and dumping.

The military is quite strong.  The main melee squad, the Gods of Shooting under Frogwarrior, now has four legendaty sworddwarves, one legendary speardwarf, and four hammerdwarves, two legends and two grandmasters.  All are equipped in low-quality steel.  We also have 10+ marksdwarves and plenty of recruits in training.  Population is up to 87.

The fort started off in good shape and has only continued to improve.  Nothing can stop us now.

690
Oh, I just noticed nobody had today O_o
Can I claim the rest of today and tomorrow? :)
Well I've been playing this turn...  but I'm also pretty close to done.  Just lemme fix some bridges the ogres somehow broke and you can start early.

Pages: 1 ... 44 45 [46] 47 48 ... 85