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Messages - opsneakie

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91
DF Dwarf Mode Discussion / Re: Water / magma submarine
« on: May 05, 2010, 04:16:17 am »
I'm going to give this a try. I think the pods into the ocean are the most likely to yield positive results. With that said, what does one dwarf need to be happy, and more importantly, to live?


food - plump helmet seeds - should take care of food and booze needs, if you have him eat raw plump helmet
construction materials - for a still, table, chair, bed, carpenter's workshop (to make that furniture in)

am I missing anything?

(a mining pick, to connect to other pods when that becomes possible) For clarification, do you have to cast the pods from obsidian or can you simply construct them with double-thick floors? I'm a little confused on how the exact physics work.

92
DF Gameplay Questions / Re: Re embark in the same location!
« on: May 03, 2010, 10:09:46 am »
You can do an abandon and reclaim to find the spot of the fortress you liked, and then export the worldgen info (there's some way to do it). Then you can re-gen a world with the same data, and you should get the same fort location and then you can start from scratch. Kind of a roundabout solution, but it does work. At least, so other people say.

93
DF Gameplay Questions / Re: Can a dwarf set off a trap?
« on: May 03, 2010, 10:07:12 am »
Once a lever i built somewhere, you can examine it with 'q' and add tasks. These tasks include linking the lever to bridges, floodgates, spikes, etc. You can also command a dwarf to pull the lever with 'P' (capital P that is).

Carpenters and blacksmiths can make spikes and corkscrews, while you need a mechanics shop and a lot of rock to make mechanisms.

94
DF General Discussion / Re: Dwarfs are on twitter
« on: April 28, 2010, 05:18:52 pm »
So is this going to turn into some kind of dwarven twitter list thread? I hope so

95
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 19, 2010, 11:03:26 am »
Quick question, not sure if I'm just a noob or what.

I've been playing Df for several months without any utilities whatsoever, except for visual fortress, and i just discovered Dwarf Therapist. I love it. At least, I love the idea.

Is there any way to have it update in real time? I would love it if I could just keep an eye on Dwarf Therapist to get a ton of information about my dwarves. Do I just have to refresh it whenever I want to know stuff?

96
Collosal bronze man
With titanic strides he comes
Dwarves he will harvest


sigged for great justice

97
DF Dwarf Mode Discussion / Re: Attributes decay over time?
« on: April 16, 2010, 03:32:46 am »
It is roughly middle age.

I think the stat degredation has to do with what labors the dwarves are using on a regular basis. For example, a bookeeper won't level up in strength, but he might get a better memory or whatever.

98
DF Gameplay Questions / Re: Management of corpses.
« on: April 16, 2010, 03:17:04 am »
Sub-question:

How do we get rid of skeletons? Will they just pile up forever? Can we designate horrific mass graves for them? Is magma, as it so often is, the answer?

I don't want my beautiful fort disturbed by thousands of skeletons everywhere.

99
DF General Discussion / Re: Are Goblins harder now?
« on: April 11, 2010, 11:14:09 pm »
Combat is fine imo. The issue is that it's now much harder to go 'gung-ho wrestlers' as you say. Armor and weapons, and training especially can make a huge difference as to how the combats play out. If you have a trained, armed, and armored force, you can basically bottleneck an incredible, if not infinite, number of goblins at your fortress gates and paint the place with their blood.

This is from my experience with nothing better than iron armor and a few steel weapons. Goblins and trolls have been little to no threat once I'm armed, and almost nonexistent threat once I'm armored.

100
DF Suggestions / Re: Spear Balance issues
« on: April 11, 2010, 08:50:41 pm »
Weapons in general need some rebalancing, I think.
Not this. Each weapon has a well-defined role that it excels in. The spear is the spikiest of the weapons (no pun intended) when it comes to damage output. It can stab to the arm and do almost nothing, or rip through internal organs with ease, it's all about the hit location. Similarly, while axes are great the sword is from my experience much better against armored foes, especially those in plate armor. Maces do wonders against larger creatures like trolls.

Spears are great weapons, just train your dwarves with them and they'll cripple their enemies extremely quickly. Spears are also a great way to get killing blows due to the massive piercing damage they inflict.

101
DF Dwarf Mode Discussion / Re: How are you dealing with combat?
« on: April 10, 2010, 09:39:45 pm »
Just get 2-4 military dwarves, and you can cut the goblins to pieces. You can't rely on traps any longer, as it should be.

Don't really know why people can't seem to handle the combat now. Get an axedwarf and a hammerdwarf They can kill anything that doesn't need spoiler tags.

102
DF General Discussion / Re: Dwarves and elves... identical?
« on: April 10, 2010, 02:14:15 pm »
The big advantage here is that you can now trade/steal armor and equipment from the elves, and goblin sieges will leave you with plenty of weaponry and armor for your dwarves (although I've noticed my goblins at least have a strange preference for silver weapons).

I'm happy to not be constantly melting 9000 narrow items

103
DF Suggestions / Re: Idea for balancing blunt weapons.
« on: April 10, 2010, 02:11:09 pm »
Blunt weapons are already extremely powerful. I had a macedwarf take out seven trolls single-handed without a wound on him. Shatter bones, internal bleeding, it all already happens as far as I know. Blunt weapons don't need balancing.

104
DF Dwarf Mode Discussion / Re: Weapon research
« on: April 09, 2010, 02:51:40 am »
Combat seems fine to me as is, but it seems like I'm the only one who thinks so.

Hammers and maces break limbs like they're made of styrofoam.

Swords and axes cut the bad guys into little pieces.

Spears go straight through you and destroy your organs.

I don't get what's wrong with that. Seriously, I'd love it if someone could explain the problem there.

105
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2010, 02:46:48 am »
Just fended off about 20 goblin spearmen, 2 goblin weapon masters, and a half-dozen trolls. My militia captain mayor got fifteen kills in the battle, leaving my entry hall a sea of blood and bodies.

Loving the new combat mechanics, it's what I've always wanted. Armor actually works, no wrestlers ripping giants apart, just hack and slash goodness.

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