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Messages - j.brigante

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16
DF Gameplay Questions / Re: The Elite Wheelchair Division
« on: January 25, 2007, 11:57:00 pm »
quote:
Which means elite soldiers (especially if they are strong/mighty) who haven't gained much wrestling may cripple any wrestler who happens to spar with them!

aah, that seems to be the problem - most of my crippled soldiers are pure wrestlers. actually, most of my military are trained up to reasonable levels of wrestling before using weapons, but of course there's the occasional "very strong" novice with a warhammer a few levels too early.

still, more spinal injuries than broken arms/legs/noses? crippling should be a bit more rare, at least comparatively. actually, I'd gladly have the same chance of spinal injuries should the rate of broken limbs be much higher - one would take the constantly, if temporarily, bed-ridden soldiers as a warning.


17
DF Gameplay Questions / Re: The Elite Wheelchair Division
« on: January 25, 2007, 06:56:00 pm »
Really? Well, I guess I'll just have to send them to "spar" with the elephants.

18
DF Gameplay Questions / The Elite Wheelchair Division
« on: January 25, 2007, 06:48:00 pm »
Well, not quite - they can still walk and fight just fine, and they never complain, but it looks like that EVERY SINGLE DWARF that achieves "elite" military status gains an instant "spinal bruise", which, of course, will keep them from ever sparring again. What's odd is, now I've had three elite wrestlers in a row suffering such injuries, and only 1 novice with permanent damage (brain-damaged hammerdwarf). Is the RNG hitting my elites in the back with large, heavy blunt things?

EDIT: OK, so just because I found that odd, now I've got two brand new non-elite (but very promising) dwarfs with spinal injuries, so it's all even again. The RNG *always* strikes twice. Still, it only reinforces the alarming trend of crippled soldiers.

[ January 25, 2007: Message edited by: j.brigante ]


19
DF Gameplay Questions / Re: Two fey moods at once?
« on: January 29, 2007, 11:06:00 pm »
quote:
Originally posted by OldMiner:
<STRONG>

The only chance of getting those is if you mine one of the precious gems (east of the chasm), and there's a small random chance you'll get a "A miner fround some red diamond mixed in with the Rubies!" or similar.  I'm pretty sure you have to first make the roll to actually recover a gem from the spot to begin with, though, so it's best to go digging for gems with legendary miners to increase your odds.</STRONG>


He he he, you talk like if I hadn't sent six legendary miners to dig a third of the mountain on a hurry trying to get myself a legendary armorsmith.   :D


20
DF Gameplay Questions / Re: Two fey moods at once?
« on: January 29, 2007, 05:45:00 pm »
I believe, based on experience and nothing more, that failed moods will punish you further by causing most of the next moods to require the same thing you didn't provide - at least for a while. So if you're getting stuck at finding a particular ore, some of the next moody dwarves will need that particular ore, too.

I say this because I've recently lost four moody dwarves - three in a row - who wanted rare gems (blue diamond, star sapphire, y'know, the I've-never-seen-one-of-these gems).

EDIT: oh, and if you're NOT building your fortress after the chasm, just turn the whole area between the chasm and the magma into one huge (HUUUGE) excavation. lots of coal/hematite/gold/platinum to be found, you'll never run out of metal ores and you'll have many legendary miners (which can then double as metalsmiths).

[ January 29, 2007: Message edited by: j.brigante ]


21
DF Gameplay Questions / Re: Magma rush questions
« on: January 25, 2007, 01:50:00 pm »
That's odd - I almost always rush to the magma river and the first attacks only happen years after. And even then, so far I've only seen some severely injuried trolls come out, one at a time, with some months between each attack.

Then again, maybe my games have been the odd ones.


22
DF Bug Reports / Re: Resting Trapper able to care for animals from bed
« on: February 04, 2007, 11:31:00 pm »
quote:
Build a raising bridge that flings dwarves and animals into walls

"r: make squash court"


23
DF Bug Reports / Re: "Owned" food rotting again and again and again
« on: January 30, 2007, 10:45:00 pm »
quote:
It can send off a lot of miasma clouds before it goes away.

oops. my fault, then. for some reason I believed a rotten item would only cause one more miasma cloud and then rot away completely (or, at least, the miasma-causing parts of it).


24
DF Bug Reports / Re: "Owned" food rotting again and again and again
« on: January 30, 2007, 04:30:00 pm »
quote:
Originally posted by qwip:
<STRONG>was it a stack of roasts? perhaps each serving of the roast rotted away one by one?</STRONG>

no, just one roast on top of a table. the fellow entered a strange mood in the middle of a meal. these are some quality roasts, y'know, and dirt cheap too, by the way, when you make thousands of them.


25
DF Bug Reports / "Owned" food rotting again and again and again
« on: January 30, 2007, 02:50:00 pm »
"Dwarf cancels eat: taken by mood". Said dwarf abandons his *dwarven syrup roast* on the table and goes off to work on his artifact... and his roast rots. OK. Then the rotten roast rots once more... and stays there. And it rots again. And again. And again. And apparently it won't deteriorate completely, nor will anyone take it to a refuse pile, until it's "unclaimed". All the while, the walls in the dining hall are turning purple with so much miasma.

EDIT: ok, so apparently it finally deteriorated away when I wasn't looking. scratch that one.

[ January 30, 2007: Message edited by: j.brigante ]


26
DF Bug Reports / Dwarves running to the top left corner
« on: January 30, 2007, 11:30:00 am »
For some reason, from time to time some dwarves mix up their routes when looking for an object and start walking towards the upper left corner of the map - probably all the way to tile [1,1], though I can't be sure since some wilderness creature always scared them away when I followed them. Still, the point is - there is nothing in the upper half of the wilderness. But judging by the "job item misplaced" I get from time to time - with everything else being relatively in order - I bet some of them get there, find nothing and someone else takes that item haul job later, ad infinitum.

And what's even more odd- that has been happening for a while. I remember one dwarf walking in that direction not long after starting the game. For a while I thought they were going to snatch some random refuse from outside, but I already turned "gather refuse from outside" off for a while and not much changed.

Could it be that some items, for some reason, are creating "out-of-borders" placement information, and prompting dwarves to look for them in the first valid tile? Or maybe some pathfinding loop, which passes through tile [1,1] or near it?

EDIT: ok, so now there's a dwarf coming back from the top corner with an iron shield... which, I'm 99% sure, wasn't there. there is a lot of caravan-guard and goblin-sieger equipment near the road, but nobody ventured that far up north - some were elephant-stomped south of the road, but not to the north.

I'm not sure if I'm understanding it at all anymore.

[ January 30, 2007: Message edited by: j.brigante ]


27
DF Bug Reports / Aborting "make raw clear glass" wastes sand
« on: January 24, 2007, 10:10:00 pm »
And maybe other advanced-glass related crafts, too, though I haven't checked yet.

I had a dwarf haul a bag of sand all the way from the other side of the fortress, get the pearlash, start working and then suddenly stop for a drink. Since this was a must-have-clear-glass-NOW situation (glassmaker mood), I immediately assigned the nearest peasant to glassmaking - and he went off in the opposite direction. "What the hell", I thought, so I checked the magma furnace: pearlash and an empty bag.

Now, I know sand is an infinitely renewable material and all, but I believe that if materials don't go to waste if a dwarf decides to stop for a drink in the middle of something extremely important, then materials shouldn't go to waste no matter how abundant they are. Bug?


28
DF Suggestions / Re: A few changes to Fey Mood outcomes
« on: February 05, 2007, 06:11:00 pm »
quote:
(...) but why isnt cooking a skill that benifits from fey moods?

Because while masterpiece food is OK, artifact food would be extraordinarily silly.

"This is a dwarven syrup roast. It is circled by bands of moonstone. This object menaces with spikes of copper."

Of course, legendary cooks bashing goblins in the head with spiked cat tallow biscuits would be fun, but there are some lines which are better not crossed.


29
DF Suggestions / "I want this done NOW"-order... at a price
« on: January 28, 2007, 08:19:00 pm »
Maybe requiring some noble in addition to the manager, said order would make someone stop what they're doing immediately to do the specified action - probably with some side effects, i.e., causing more than one dwarf to attend the call and interrupt their actions before realizing someone already answered (should the action be implemented as to give the order to a random dwarf) or giving a small happiness penalty (if implemented as to allow the player to choose which dwarf is going to receive the order), so this option couldn't be abused with impunity. Maybe even both side effects could apply, so constantly ordering dwarves to do this and that and NOW would risk causing mass tantrums.

This, I believe, would give players some much-needed additional control in critical situations (deadlines for ridiculously difficult demands, drawbridge/moat lever-pulling during attacks, squad positioning when military dwarves are eating/drinking/sleeping), while still keeping the game from becoming a walk in the park for dedicated micromanagers, and - I believe - whitout having to crank up the AI to absurdly high levels of complexity.

Also, as of now, the manager doesn't switch already-estabilished queues around - I don't know if that's intentional, or if it simply has no sensible workaround (I can imagine a lot of potential problems with auto-switching queues), but of course, if there are (or there'll be, at least) ways to guarantee that a job bumped to the first line of the manager screen will get absolute 100% top priority without any additional input from the player, this entire proposal is somewhat pointless.


30
DF Suggestions / Booze/syrup barrels should count as "food" for
« on: January 27, 2007, 09:29:00 am »
Fact is, after harvesting and storing the last autumn crop, and moving all the prepared meals to the dining hall, my now "jobless" food haulers won't move all the booze from the completely cluttered stills, nor relieve the farmer workshops from the piles of barrels of syrup that are making working there impossible, and when I turn "item hauling" on, they are more likely to rush outdoors to loot goblin corpses, or maybe to the barracks to store single bolts in bins, instead of doing what they should. Shouldn't booze and syrup be considered "food" for these purposes, as in, moving these should be the work of kitchen-based haulers?

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