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Messages - zilpin

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271
DF Dwarf Mode Discussion / Re: Do you think danger rooms are a exploit?
« on: August 11, 2011, 08:46:27 am »


No.


They are a natural result of the game mechanics.
If you consider them a problem, ask Toady to improve the mechanics, not to make some buggy hack to "fix" danger rooms.
I say the same thing about the old channel command vs the new.

Stupid Dwarf Tricks are all part of the character of DF.

272
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: August 03, 2011, 09:30:04 am »


I made all creatures edible raw, like Plump Helmet Men, so that my soldiers could have a snack in the middle of any battle.

Never saw them eat their own severed body parts, but who knows, maybe they will if I gave them more time.
(Tantrum Spiral killed that fort.)

273
...unless you inject the new reaction tags into the savegame file.

274
DF Dwarf Mode Discussion / I love my war Giant Badgers.
« on: July 29, 2011, 04:17:51 pm »

In a Joyous Wilds biome, my random cage traps caught a whole herd of Giant Badgers.
(I mod for most wild animals to be trainable)

They are amazing.
My War Grizzly family is no longer at the front gate.  These Giant Badgers just keep going.
One is missing a leg, blind, internal organ damage... from a year prior, and still alive!
Not only that, it just ate 4 goblin spearmen.

Trying to breed more, keeping the ones labeled muscular, huge, and fat.
Slaughtered all the ones labeled skinny.  Yum, giant badger sweetbread.

I'm hoping the Giant Badger Breeding Project is a success.

275
DF Dwarf Mode Discussion / Re: Dwarven Trap Optimization
« on: July 29, 2011, 04:04:28 pm »
Will building destroyers try and destroy hatches?
Yes, but sometimes they can't destroy hatches above them.

They can, but with a spike pit 3 z-levels deep (or more), destroying the hatch they are standing on only results in their death.

Like Lectorog said, they can not destroy a hatch above them, so having the "hatch bridge" being followed by a 3x3 clearing with cave-in trap, then the exit being a ramp with a hatch above it, you can lock out Titans with a single hatch.

All of my fortresses have their enterences designed to be up-through-hatch to enter, even before putting any traps down or tieing up any war dogs.

Toady will probably "fix" the hatch exploit in the future.  Without telling us.
Resulting in !FUN! surprise.

276
DF Dwarf Mode Discussion / Re: Dwarven Trap Optimization
« on: July 28, 2011, 01:00:10 pm »
Mass cave-in traps are pretty simple, very effective if you use them right. Caving it in over an enemy's head is generally more effective than dropping them. You could also drop them into a pit and then cave a wall/floor section into the pit. Simple, highly effective.

At the end of my defenses I usually have a 3x3 open space with a Support in the middle (linked to a lever) and cage traps surrounding it.
The support holds a constructed wall, which sometimes holds 3x3 floor.
I've never seen a building destroyer take out the support, but I remain hopeful.
The cave-in is nice to take care of squatters at the enterance, and stunned baddies who fall on a cage trap get caged even if they are TRAP_IMMUNE, including titans & demons, which is an added bonus *(I have not seen this in 31.25, but assume it still works).

But remember that cave-in traps only work once!

277
DF Dwarf Mode Discussion / Re: Dwarven Trap Optimization
« on: July 27, 2011, 11:05:31 am »
Use hatches over pits instead of drawbridges.
I build a long corridor, 2 tiles wide 20 tiles long, with walls on it's sides.  Below it is a classic pit, with spike traps.  Water/magma optional.
Hatches down the corridor.  Link them all to a single lever.
Anything can walk on hatches, so it acts like a bridge, but it can be instantly removed and heavy units can not prevent it from dropping them.

It takes a long time to build all the hatches and link them to the lever, but it's worth it.

278
... and then once all features are implemented, rejigger the menu systems so that it feels a little more intuitive and easy to manage, absorbing the functions currently performed by certain indispensable third party programs at the moment.

"All Features" would be DF implemented as a bubble universe within a quantum singularity, completely simulating every boson within a user specified universe size.
How about an incremental progression on the UI, instead.

279
DF Gameplay Questions / Re: ash
« on: July 21, 2011, 09:43:08 am »
If I wanted realism, I'd go outside.
+1

280
DF Gameplay Questions / Re: Love. Hate. Questions
« on: July 20, 2011, 08:31:23 am »

Quantum Stockpile

1) Designate your bone stockpile around/above/below your craft workshop.
2) Let it fill up.
3) Temporarily designate a single tile Dump Zone in a tile next to the workshop, inside the stockpile.
4) Dump them bones.
5) Reclaim them bones.
6) Un-designate the Dump Zone.

The bones will stay put, and the rest of the stockpile will be free for more bones.
You can do this with any stockpile.  It is particularly useful for your metal industry.  You can fit all of your ore, flux, iron, and pig iron in a single tile next to the smelter.
With sufficient micromanagement.


281
DF Gameplay Questions / Re: ash
« on: July 20, 2011, 08:18:36 am »
If I remember right, ash predates powders being added to the game.

Personally, I hate the problems associated with powders, and wish I could mod them all to be bars.
Mostly due to how DF manages containers.

Don't give Toady any ideas, on ash.
I like having a magma stack built from "ash bars" and "ash logs"  ;)

282

Most can't even be convinced to sit in front of the terminal to try it.
But I walked through a few friends on getting started.

Polish
One quite after two seasons, when I explained what was required for a farm.
I made a "newb mushroom farm" custom workshop mod for him, then he gave up once all the stupid dwarf behavior started coming up.
Not bugs, just the "lack of polish" mentioned above.

Military Screen
Another gave up due to complexity of the military screen.  He's in army, and told me he refuses to play a game more complicated than the instrumentation which took 4 months of study to use, just to give basic commands.

Interface, Micromanagement
Two others got sick of the "idiotic" level of micromanagement, especially regarding workshops.  Both said how much better games like the Caesar series let you manage stockpiles, and I agree.
DF requires micromanagement, but gives you little actual control of the outcome.


All of them needed graphics packs to play.  They were fine with primitive 2d tiles.  Seeing "G" or "M" on the screen tells you nothing about what something it.
DF is too complex for 256 glyphs to portray enough meaning any more.

Only one made it far enough to quite due to game bugs.  But he was very pissed off that he spent time on a fort which became unmanageable due to known game bugs, old bugs.
He won't come back.

No one made it far enough to get annoyed by pathfinding lag, FPS death, a siege, or even the "losing is fun" aspect.
They all loved the challenge, just hated the clumsiness of the program itself.

Honestly, I'm getting sick of DFs shortcomings, which seem to be multiplying prolifically.  Bugs will drive me away soon.
I play in ASCII, but it would be impossible to play without Therapist and DFHack.  dfConfiscate and dfCleanMap in particular.
Toady's depth-first manner of approaching things, and lack of interest in fixing bugs, is taking it's toll.

The UI is by far the most important "feature" to work on, but general "polish" and cleanup would have gotten them all farther.

283
DF Gameplay Questions / Re: "FPS Death" Help?
« on: July 18, 2011, 04:08:02 pm »
DFHack has a nice tool for getting rid of trash.

For items you want to keep but are not being used, designating them as hidden reduces the amount of thinking the game performs on them.

For your next world gen, you may consider some modding.  Removing useless items (and clothes) can help.
Simplifying body plans helps a lot for me, but changes the game.
E.g. remove fingers and toes, facial features, and all the other useless body parts just there as decoration.

Now that I read that, it occurs to me that it sounds creepy.
But I'll keep doing it.  I'll do anything for FPS.  Anything.

284
DF Modding / Gibbed's Dwarf Fortress Tweak - Source Code
« on: July 14, 2011, 12:16:49 pm »

Anyone know where to find the source code Gibbed's Dwarf Fortress Tweak?
Rick did release it, right?


285
DF Modding / Re: Community Mods and utilities list.
« on: July 09, 2011, 07:49:16 pm »
So I have looked through the list but haven't found anything, so my question is this:
Is there a tool similar to Dwarf Therapist that helps managing you military?
Something that shows my dwarves and their equipment and which lets me e.g. tell my whole squad to equip only steel with one click.
Something like this would be very helpful.

Don't think dfhack can handle any of that yet, but +1 this as a request.

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