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 - loose nut

Pages: 1 ... 30 31 [32] 33 34 ... 41
466
DF Dwarf Mode Discussion / Re: How Many Copies of DF Do You Have?
« on: July 03, 2011, 03:51:27 pm »
Two - a .40d folder and a 0.31.25 folder.

467
DF Suggestions / Re: Option for Skill-less(Peasant) Migrants Only.
« on: June 30, 2011, 06:25:47 pm »
I would simply prefer it if highly skilled immigrants were much rarer, and the vast majority of them were adequate in their chosen skills, the way they were in .40d.

The advantages of this approach are that you have some guidelines as to what work to give the new guys, but if you have them work another job their named profession will change soon enough, so they're easier to keep track of – and also, your master weaponsmiths & such are real prizes that you want to protect.

468
DF Suggestions / Re: The growth and development of Dwarven children
« on: June 28, 2011, 02:42:53 am »
Necro time! I was just thinking about how dwarven children could develop after reading a bit of a talk with Toady. My version is less complex than the OP.

Goal: by the time the dwarf has come of age, he has up to around Novice to Proficient level in one or two skills. I think that's fair.

The idea is that there would be two stages of childhood devolpment. In early childhood, they play. You can't control what they play at. In late childhood, they are apprenticed, and you can control that.

Playing should be a set of activities that a child dwarf chooses based on their aptitudes, inclinations, and what their parents do. Such activities could be:
- wrestling other children (for athletic children, children with warrior parents, children with belligerent personality traits): trains wrestling and other combat skills obviously
- building stacks of toys (creative children, those w/ craftsmen parents): trains masonry, or a crafting skill possibly and if, say, the toys are wood or metal it can train woodcrafting, carpentry, even metalcrafting – or mechanics (toy gears should be a thing)
- hunting and seizing vermin: trains hunting/animal training skill, also may make a child enjoy the outdoors
- gathering crops (like it is now, but less frequently/less skill gain): could also extend to foraging
- (rarely) playing with fire: trains furnace operator/ wood burner, but is obviously quite dangerous and you have to watch out for this!

Playing should get a young dwarf to dabbling most of the time, unless the dwarf's a genius. Also, trauma that is incurred during play might switch a dwarf's interests, like if he gets attacked while hunting for toads outdoors.

Late childhood, it's apprenticeship. By default, to one of his parents, or possibly an adult friend if the kid is "put off by authority and tradition," but you can assign the young dwarf, who now shows up as "apprentice", to any other dwarf you want. For the next couple of years, the child follows the master around and learns based on the same teacher/student/observer mechanics military dwarves learn by, so the more his master does in his chosen craft, the more the child learns. (And since it's patterned after the military mechanic, it's not that quick :) )

Exception: children of the presiding nobles. These dwarves should be drains on your resources that you can't control! They should not be available as apprentices and get to do whatever they want, still. I can definitely see the son of the duke being an obnoxious dilettante who just decides to take one of the jobs you've asked your forge for and try forging a sword one day. Though it is far more likely they'd simply hang around chatting with other dwarves, or play at war if they're aggressive or athletic.

Loitering kids could be drawn to features like windows, trade depots, caged animals, and statues, instead of always hanging around the meeting areas.

So... then you would have adult dwarves with baseline proficiency in the skills your fort uses, depending on the skill of their teachers and how well they focused over their childhood.

469
DF Gameplay Questions / Re: Purring Maggots: Do they work?
« on: June 27, 2011, 06:16:36 pm »
No, I've gotten purring maggots in 0.31.25 from setting up animal traps on the second cavern layer.

I don't know if it matters if the cavern's dry or not. Mine was/is. But yeah, don't tame them and leave them in cages.

470
Only recruits, according to wiki.

Is that true? I swear I've had a militia commander go into a strange mood and build me a wooden flute or something. I'll have to check, though – I might have lost the save to a power outage.

EDIT: Oh, dumb me. He was off duty at the time - so he was a "militia commander", not a militia commander.  :P

471
DF Suggestions / Re: Random Siege Suggestions
« on: June 26, 2011, 03:14:30 am »
I will say that at the point when siegers are capable of using ladders, I want to be able to use ladders.

I will be very annoyed to find goblins scaling my walls if I still can't get Urist McUnforesightedMason down from a roof without launching a minor construction project.

472
Tablets seem kinda pointless unless something is scribbled onto them and then it starts overlapping with other skills.

Hehe. Tablets made it on there because it was the one independent object I found, besides candles and figurines, under the "historical use" section of the "beeswax" entry in Wikipedia. Should they be "plaques", maybe? I'm not sure.

I figure candles could go under "wax crafts" for now until artificial lighting is implemented, then maybe wax crafts can disappear entirely. The point of this suggestion is that it's a bit of text polish for the game that seems like it would be very easy to implement for the time being.

473
This seems like a simple thing to implement:

When you "make (material) crafts" in a workshop, the variety of crafts that pop out should be more appropriate to the type of material used. Let's say:

stone - figurines, amulets, earrings, bowls, charms, tablets, bracelets (strung together from polished stones, I'd imagine)
pottery - figurines, amulets, bowls, dishes
metal - figurines, amulets, earrings, bowls, dishes, charms, scepters, crowns, bracelets, rings
cloth/silk/wool - dolls, bracelets, purses, scarfs... pillows?
leather - dolls, bracelets, purses
bone/shell/tooth - amulets, earrings, charms, scepters, crowns (mainly for awesomeness, here), bracelets
glass - figurines, amulets, earrings, bowls, dishes, charms, scepters, bracelets
wood - figurines, amulets, bowls, charms, scepters, bracelets, tablets
wax - figurines, candles, tablets

Something like that. If this subject catches on any and people suggest what should or should not be allowed in terms of crafts composed of a particular type of material, I'll try to update this list here. For example, what other ambient objects would be made out of leather or wax? I drew a blank there.

474
DF Suggestions / Re: Waste, sewers and all the other dirty things.
« on: June 23, 2011, 04:07:55 pm »
Well, I think waste management is a bit trivial currently – it's gotten easier actually, save for fluids magically respawning which is currently cosmetic – and requiring dwarves to shlep buckets of waste/filth to larger/more numerous waste pits makes sense and may actually result in small amounts of miasma being an issue again. I also like the idea of dwarves preferring to crap out of sight.

Also I think it would encourage people to house their non-grazing animals somewhere outside of the dining room! :D

I think having additional, more accessible refuse stockpiles and more buckets (they'd get tagged as "waste buckets") should be the baseline approach. But, it should be possible and dwarfy to set up a proper sewage system, eliminating the intermittent miasma generated by a full-sized settlement and being a use for pipes as well.

475
DF Dwarf Mode Discussion / Re: Fortress Layouts
« on: June 22, 2011, 10:47:35 pm »
Everybody keeps such tidy, organized layouts. Maybe the others are ashamed. Well, here's the fortress I'm playing around with currently, "Cleftmountain." It's a little more organic.

Spoiler (click to show/hide)
It's organized around a central spiral ramp. This is the first level underground. Farms, barracks, butcher, my soldiers' rooms (some of them) and the captain of the guard's place. Danger room in the SE corner.

Spoiler (click to show/hide)
The next level down. Kitchen, hospital, indoor pasture, nests, ore and coal stockpiles, and my soon-to-be-defunct well. I hope there's water in the caverns soon!

Spoiler (click to show/hide)
One more level down. Trade depot, kennel, furniture and goods stockpiles, tanner, bone carvers. Down to the SE is where I found some coal.

Spoiler (click to show/hide)
Fine dwarven dining. Also, the cistern for my terrible well.

Spoiler (click to show/hide)
Some bedrooms. To the far west are my mayor's house, chief medical dwarf, and I think my former militia commander's room – somebody else grabbed it after he died.

Anyway, it goes down about 15 more levels, just past the first cavern, and a couple levels above-ground... I may upload it to the map archive once it's at the 10 or 15 year mark.

476
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 20, 2011, 04:34:32 pm »
Wonders never cease! I have discovered actual bituminous coal in a 0.31.25 fort. Never thought I'd live to see the day.

Good thing too, the surface isn't very heavy on trees and I've yet to colonize the caverns.

477
DF Dwarf Mode Discussion / Re: baby's first siege! help please!
« on: June 19, 2011, 05:53:40 pm »
Stonefall traps don't do much of anything in the current version of DF, but if the centaurs are unarmored except for their shields, any sort of weapon traps will do a number on them until they jam.

I don't recommend fighting on traps. If a centaur manages to knock one of your dwarves out while he's on a trap, the trap will probably finish him.

Assuming there's one squad of siegers, one squad of poorly-armed dwarves, and six or so crappy weapon traps in your entrance, you can let the traps chop them up, and have your dwarves waiting in a bottleneck for the survivors. Centaurs have a size advantage but if you can get 3 dwarves attacking one centaur the odds look better.

If the scenario is worse than what I have outlined, wall up the entrance, build a bunch of traps with whatever you can (spiked wooden balls work ok if you don't have metal), and then open a hole in your wall.

You can, of course, use cage traps to completely neutralize the siege, or just tilt the odds, or whatever you feel like doing.

478
I too find the promise of creating a dwarven empire one fort at a time extremely compelling!

But, to really start dreaming, I'd like to create a fort, "establish" it after working on it for 20 or so game years, then fast-forward another century or so in world-gen, visit the fort with an adventurer, find that suburbs have sprouted around my fine fortress and there's a new duke in town, then build another fort and trade with my old fort, until the king dies and I have to go to war with my old fort to gain the dwarven crown. Yeah. That'd be pretty.

Also perhaps one fine day siege engines could fire up and down z-levels.

479
Wood works? They always seem to be about as effective against goblins as throwing feathers at them, to me. Bones definitely works from what I've worked with ( and are a lot easier for me to get with all the butchering )

Honestly, I don't make a ton of wood bolts, so I haven't checked very carefully :) Bone bolts do work, though.

480
Marksdwarves work fine for me, since I don't ever ever touch how bolts are allocated. After the bolt-allocation fiascoes of previous versions, I've grown allergic to messing with that part of the military screen, and I am rewarded with marksdwarves that shoot. They shoot whatever they have at whatever they're ordered to, but they shoot. Bone and wood bolts do well enough against most goblins anyway.

Otherwise I do all the same things you're doing.

When I run low on ammo, I disable the shooting ranges.

Pages: 1 ... 30 31 [32] 33 34 ... 41