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Messages - moki

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76
DF Gameplay Questions / Re: Creatures exploding
« on: January 14, 2013, 07:56:08 am »
Dropping from sufficient height still works. In my current fort I had a little accident where a mason tumbled down 40z and was somewhat smeared all over the bottom.

Hammers seem to have been nerfed a bit. They're still pretty deadly but the extreme effect of throwing an enemy several tiles wide is rare. I'm not a raw-guru but I think you could change the velocity multiplier in item_weapon.txt
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000] The higher that number, the faster the hitting tip of a weapon moves. Look at other weapon's values to get a feeling how much is enough. I think, that not only increases damage but also the pure hitting power that propels targets away. You may want to increase the contact area (first number) too or hammers will kill everything with one hit and not propel anybody around.

Please note: If you want to change anything in your current game, you have to change the raws in the right data/save/... folder. Anything that's done to the main raws will only work in a newly generated world.

77
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 12, 2013, 04:48:30 pm »
Steel-clad axelords were no match for daleks.
EX-TER-MI-NATE! What exactly did you expect?  ???


Last year, a goblin siege brought some kind of demon with them, supposedly their leader. I can't really take a giant rabbit (twisted into human form) serious. The Gilded Ones (5 legendary hammerdwarves in layered iron armor) chased it all across the site until... wait for it... the rabbit fell into a pond. Meh. The military continued to turn goblins and war jabberers into pulp and I think the rabbit devil climbed out again and ran away when I didn't look.

That year I also merged most nobles into a single dwarf. I now have a baron/manager/broker/bookkeeper who's also the captain of the guard and a decent hammerdwarf with 6 soldiers under his direct command. So basically, he's the injured party, prosecutor, judge, jury and executioner in one. I'm thinking about making him the hammerer, but I'm not too sure about a hammerer who's superdwarvenly strong, has a masterwork silver war hammer and knows how to use it.

And just now, the local vampire got possessed. He's walled into a room with only a craftsdwarf's workshop - stones go in, rock mugs come out. Now I'll have to let him out for the mood and hope he doesn't bite anyone before I can get him back in. He's not that important, but I don't want to miss an interesting artifact.
This dwarf is the best example for what happens to dwarves with no alcohol... he's a master stonecrafter by now but works like a novice, rarely producing anything above base quality and generally moving veeeery slowly.

I also started a little crafting project. The metalcrafter is churning out masterwork silver goblets by the binload and the gemsetter puts every single piece of glittery stone that can be found onto them. So far, there are only a few goblets above 3000 value, but I only just started. My aim is to have a single goblet that can buy a whole caravan. Just imagine the traders... "We had 7 wagons of valuable goods and traded them for... a glittery mug."
Sadly, caravans are rare in recent years. Everytime someone arrives, a goblin ambush appears in the same place and my military just isn't fast enough to kill the goblins before the caravan decides to leave again.

78
DF Dwarf Mode Discussion / Re: Who's your sheriff?
« on: January 11, 2013, 02:59:40 pm »
My current captain of the guard is the manager/broker/bookkeeper. He was idling most of the time, so he might as well beat um some criminals. He's clad in full layered iron armor and carries a masterwork silver war hammer and leads a guard of 7 elite warrriors with similar equipment. I do have luxurious jails, though... just in case if I ever need justice that doesn't result in smashed heads.

79
DF Dwarf Mode Discussion / Re: Pet burial
« on: January 08, 2013, 08:42:30 am »
I think burying pets works the same as with dwarfs. Only with pets I don't bother at all, because the bad thought (if it even happens) is very minor and easily compensated by a nice *dog tallow roast*. Also pets don't become ghosts, so it's not urgent. I'd only worry in an evil biome where being attacked by undead fluffy wamblers is a frightening possibility.

80
Dear Urist McMysteriousVampire,

couldn't you bite some fish dissector or soapmaker? Why did it have to be Urist McCrafter who's been making enough masterwork rock mugs in a month to buy out all the caravans for a year? I may have to make you the new craftsdwarf when I find out who you are. How would you like sitting in  a small room with only a supply of stones and a workshop for the rest of your eternal life?

Sincerely
the annoyed overseer.

81
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 07, 2013, 10:52:31 am »
Urist McLegendaryCrafter has been found, drained of all blood. Yay, I got my first vampire! No idea who it is, though... ::)

I strongly suspect one of the miners, since the attacks only started after the last migration wave and all the others from that wave have very low skills and few relationships. I really don't want to lose any more skilled workers. Calling in Urist McHolmes it is then.

82
DF Dwarf Mode Discussion / Re: Keeping Military Happy?
« on: January 06, 2013, 08:02:15 pm »
I usually set the training schedule to one less dwarf than there are in the squad. In a squad of 10, setting the minimum dwarves for the order to 9 makes 1 idle or do their civilian jobs. The rotate in and out of duty automatically. That usually solves the problem with long patrol duty.
When there are enough soldiers, I also try to have at least 1 squad off duty while the rest are on their guard posts. If anything really bad arrives on my site, I can still activate that last squad with a direct move or kill order.

I had some pretty bad problems with unhappy military when most of them were (very) unhappy and then one died. Naturally he was everybody's friend since they've been training together for more than a year. One of the remaining soldiers threw several tantrums and killed a few children in the meeting area whose parents (also soldiers) shortly went crazy... you can imagine the rest of this story.
If some soapmaker throws a tantrum, it's not a big problem, but if a legendary axedwarf does so, Fun ensues. That's why I try to keep the military happy all the time.

83
DF Dwarf Mode Discussion / Re: Dealing with migrants
« on: January 05, 2013, 06:42:21 pm »
I usually like migrants... they add some challenge in otherwise peaceful biomes. Only in my last fort I had a bit of bad luck. Third or Fourth wave had 70 migrants, most of them fish cleaners or children. I really don't know what I would have done if my undead friends didn't kill everybody a few months later  ???

The easiest way to get rid of them (if you only want to keep the useful ones) is putting all the useless ones into a burrow under a drawbridge and pulling the lever. You'll have to keep some slabs ready, but it's still the cleanest solution. In previous versions without burrows I always ordered all my dwarves inside and closed the entrance until those soapmakers died outside.

84
DF Gameplay Questions / Re: Stockpile Help
« on: January 05, 2013, 06:20:31 pm »
Try the options menu, especially "dwarves gather refuse" and "dwarves gather refuse outside". Note that anything that got ever touched by sunlight counts as outside. I usually turn these options on right at the beginning.

d*mn ninjas  :-[

85
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 04, 2013, 01:32:41 pm »
About half a year later...
The dead rise! About 60 assorted dwarf and goblin corpses invaded my relatively unprepared fort. The military couldn't do much and 30 dwarves died. The militia is gone except for 4 extremely grumpy old soldiers and a squad of untrained recruits who are hunting corpses in the workshop area. Undead aren't the toughest of enemies, but the sheer number makes them quite dangerous.

I couldn't find a necromancer... can the dead just randomly walk by or do I have a hidden surprise somewhere? If the killed corpses rise again, I'm really screwed and the civilians are in for some Fun. I may have to evacuate everybody to the saferoom on one of the lower levels if this goes on.

86
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 04, 2013, 12:36:53 pm »
Some firebreathing, flying forest titan came around. A speardwarf stabbed it in the guts and it died in seconds, but not before setting the grass and said speardwarf on fire. She used to be very fat and now all the fat on her upper body and head is gone - I think, her curviness may have saved her life ???

87
DF Gameplay Questions / Re: Dangerous danger room
« on: January 04, 2013, 05:46:02 am »
Sadly, equipment for pets is not possible right now. You'd need to make the bears themselves out of iron or steel - which is both awesome and horrifying. Awesome if they're your war metalbears (sounds like a band name) and terrifying if you happen to encounter them in the wild.
Regular animals are very vulnerable to traps. I tried cougars once but they were of very limited use in battle and died even more quickly in danger room accidents. Well, they didn't die as fast as puppies, but got wounded easily and a cougar with punctured paws is somewhat useless.

88
DF Gameplay Questions / Re: Building
« on: January 02, 2013, 02:20:43 pm »
Also building next to ramps is somewhat bugged currently. If there are any ramps adjacent to the building site, remove those first, then redesignate the fortification and rebuild the ramps when the fortification is done. Also make sure there is a place for you mason to stand on that's not diagonal to the building site.

89
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 02, 2013, 07:10:05 am »
A goblin siege came around and somehow managed to kill more than half of my military, including the very popular mayor, and a few civilians that happened to be outside. The population wasn't very happy before and now everybody is killing eachother inside a giant tantrum spiral.

Some children went berserk in the meeting area... I sent in the last functional squad of soldiers to help. Sadly, I overlooked the fact that some of the children in that hellhole were their own. So basically it's well trained and armored soldiers against their own children. Of course the children don't stand a chance, but most of the soldiers are throwing tantrums as well now. So... the only dwarves that might have been able to help are in the single most populated area and kill everything on sight. It's basically the definition of Fun.

It's madness, but I won't give up this time - this is Dwarf Fortress as I learned to love it!

[edit]
Just as a finished typing this, the most badass miner went berserk. I knew, a mining pick can do some damage in skilled hands, but this one surprised me. He got 3 of the 5 remaining militia before going down with every bone in his body broken by silver war hammers.

90
I think there are no "must have" mods and tools... personally, I use the base game (no LNP) with DFHack for prospecting, digging circles and mining of mineral veins/clusters, Stonesense (3d visualizer) and Dwarf Therapist. The only "necessary" one is Dwarf Therapist, because organizing 100 or more dwarves' labors with only the in-game interface is extremely cumbersome. Everything else is just bells and whistles on top of a very playable game. I used to play without any tools, but the effectiveness of the workforce can be greatly increased with DT.

Mods that actually change gameplay are a matter of taste. There are so many of them that you'll have to search the mods forum yourself and find out what works for you. Most are there to make the game a little harder (more hostile creatures/races) or more diverse when you find the base game too boring after a while. I don't use mods, because the game is already as awesomely complex as it needs to be without them.

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