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Messages - darkflagrance

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3361
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 08, 2009, 11:32:02 pm »
Will buried (dead) dwarves stay in the coffins when you slate them for removal? My champion died and I forgot to make a tomb for him.

Nope. They just shift to the next available one and get hauled there while the coffin is stockpiled.
Just make him a memorial instead, with his favourite materials/items in it.

So technically, if the only coffin left was the one in his 'tomb' then he would get hauled there?

You are correct. You can't resize the resulting tomb though, so he'll be buried in a grave no matter what.

3362
^Actually, I posted to notify Toady that traps didn't work, and he said he'd get right onto it for the next release.

3363
Cats actually work faster since they have [SPEED:700] the same as those poncy useless elves.
It does help that there's a couple thousand units of food that started in the town. Shouldn't be a problem for a long time. Still gonna hunt and such anyway though - it's a good source of both marksman and cooking experience. And leather, which I didn't bring any of.

You should trap some wildlife with cages and start a hunting reserve where wild animals breed, so that the wildlife population doesn't get depleted.

3364
Argh, I still remember both of the cats who fell into the chasm this turn. It's like all my old friends are dying.

3365
Wait till you meet the Baroness Consort with a fetish for Crystal Glass and Adamantine, and constantly demands [Item in Room].

3366
DF Modding / Re: Civilization Forge Mod
« on: December 08, 2009, 10:57:44 pm »
I think you naturally get a damblock rating based on your size, and then the damblock tag adds even more on top of that. Dwarves have it in vanilla to balance them out with the elves and humans.

You can give them damblock if you want. My mega-hydras are currently size 200 and damblock 150.

3367
Mod Releases / Re: Orcs: More things to kill
« on: December 08, 2009, 10:54:22 pm »
Delete [Can_speak] from the orc creature, or replace intelligent with can_civ and [can_learn]

no regen needed

3368
This board is a bit slow...you should give it time before considering things a lost cause, I think.

I liked the premise and read the first two posts. I'll finish it when I wake up.

3369
DF Modding / Re: Nothing I do will make Hippos become the new dwarves!
« on: December 08, 2009, 08:41:51 am »
You could post the current creature file...

3370
^Not only that, but their skills are crappier to boot.

Though you do get a ton of free steel weapons and armor...

3371
Also, the [record keeper] skill is irrelevant to the job of the broker.

And so easily trained that it's not even funny.  Make him a bookkeeper, tell him you want highest precision.  Wait a season.  Boom, legendary.

That really only works for the first one. Afterwards, enough of his work carries over so that the next ones are slower to level up. And unless you want your trader to wrestle goblins or be more deadly if he goes berserk, it hardly seems necessary to spare the micromanagement.

3372
What if J.R.R. Tolkien had co-written The Silmarillion and LOTR with several other people and allowed linguists and historians to contribute to his works? Would it have been finished? Almost certainly. Would it have been as good as it is now? No.

Fixed that for you. Tolkien's works were not finished at time of death; his son edited and published his remaining essays, including the Silmarillion.

Which is also potentially a worry regarding Dwarf Fortress.

As for graphics, I'm all for them, but there are limitations to them - I haven't been able to find a graphics set that allows me to determine the occupations of dwarves at a glance as well as ASCII color coding, among other things.
Also, with regards to game infrastructure, graphics increase the time that developing or modding take to be finished, and they are something I would willingly sacrifice as much as possible of for the benefit of gameplay (of course allowing that some graphics are necessary for gameplay to be possible).

3373
DF Dwarf Mode Discussion / Re: World History Oddities
« on: December 08, 2009, 07:39:36 am »
Even without culling figures turned on, the history is occasionally glitchy.

For example, it's pretty common to read the entry of a historical figure, and see a death date but no cause of death, and later see someone else credited with that figure's death.

3374
DF Gameplay Questions / Re: Removing extra stone with magma floods
« on: December 08, 2009, 07:29:39 am »
Forbidding doesn't do anything meaningful, if at all. The loose stone problem appears to be a memory issue.

What I like to do instead is set the boiling point of said offensive stone to 10000. This does have the unfortunate side effect of evaporating furniture made of those stones, so it takes planning to pull off.

3375
DF Gameplay Questions / Re: Army-to-population ratio?
« on: December 08, 2009, 07:27:11 am »
Most of my military casualties are fortress guard. I wouldn't rely on them to do anything really, they're kind of... drool cup stupid? I've seen them run out with no armor, ahead of champion hammerdwarves in steel chainmail, to fight multiple orc squads. The guard's current function is mostly just to arrest criminals, which is only really useful for stopping the occasional tantrum spiral.

So no, the guard is no substitute for regular military dwarves. Get yourself a few useless soap makers, let them wrestle for two seasons in leather, assign them some steel or iron armor and silver/wooden weapons and wait a year. Not so instant champion (or paraplegic, depending on your luck). You only need about 10 for vanilla goblins, maybe 20 or some cross-trained haulers if you're paranoid.

^Don't start them in leather. Give them shields and heavy armor off the bat so they're training Shield and Armoruser as the same time as Wrestling. Also prevents injury.

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