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Messages - Astramancer

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136
DF Gameplay Questions / Re: fortifications
« on: October 02, 2010, 05:21:16 pm »
B) Ramping under the fortification might prove dangerous. I never digged under a wall so I don't know if the whole row is treated as a single entity or is one square on it's own (if it's on it's own than it will probably callapse "cave in" style)

not dangerous, at least in that respect.  I don't believe fortifications provide Support, but the floor next to them certain does.  As long as it's not floating, or only supported by other fortifications, you should be fine.

137
DF Gameplay Questions / Re: RAW editing
« on: October 02, 2010, 05:19:23 pm »
There are a ton of different files, with tons of different tags.  For specific questions, I would suggest heading to the modding forum.

The only real mods I do are removing aquifers from all the soil and rock typesl.  I HATE aquifers.

Also, changes generally don't require you to regen the world, but additions do.  So you can change, say, the Rose Gold reaction to require no reagents or fuel, and make 100 bars of steel, but you can't add a "make free steel" reaction and expect it to show up without regenning the world.

This is why some people who are fairly heavy in modding the game will add several dummy reactions like "metal reaction 1" or something that are empty, so that they can add stuff later without having to removing something else at the same time.

138
General Discussion / Re: Test Your Religious Knowledge
« on: October 02, 2010, 04:39:54 pm »
14/15 - had no clue about the last one, and guess wrong.

139
DF Dwarf Mode Discussion / Re: Dwarven Gas Stations?
« on: October 02, 2010, 04:35:43 pm »
Making the metalsmiths a burrow that has all the necessities of life is probably your best bet.  Just be sure to use some really high-quality stuff there, to make sure they stay nice and happy.  Considering that you can easily build a fortress that can host 100 dwarves using your starting 7 in one year, it shouldn't be that hard to set up a subordinate fortress.

140
General Discussion / Re: What the hell, Congress?! (USA)
« on: October 02, 2010, 11:16:19 am »
That's why I like NC Soft -- it's a setting to censor.  You don't want censorship?  Turn it off!  You don't want to see offensive words?  Leave it on.  If you want to curse, you just do, and nobody really tries to get around the censorship (which I've noticed in most cases it's more a case of trying to say whatever non-offensive thing you want to say that's inexplicably censored) because it's not censored ... for you (and probably 90% of the others who are on there)

Plus, in City of Hero's, it's very appropriate for bad words like #@%& to be censored.

141
General Discussion / Re: What the hell, Congress?! (USA)
« on: October 02, 2010, 10:31:32 am »
I don't think the Congress has jurisdiction in Sweden, so you guys are getting a copy of the Great Firewall of China I guess.

Ah, but could they get the license for it?  It would be ironic if they would have to pirate it in order to fight piracy...

(yes, I know it's not an actual, singular program, but a series of incredibly restrictive and punitive laws designed to make ISP's zealously censor or face crippling fines)

142
Life Advice / Re: Maxing out Internet Speed
« on: October 02, 2010, 07:21:32 am »
Yeah, those toolbars blow.  I remember looking at the unshown toolbars on the computers at school.....  God.  Just for kicks I enabled them all, and the actual viewable space for the internet was less than 2 inches tall.

I left them enabled :)

143
Life Advice / Re: How do you keep an Internet Card Cool?
« on: October 02, 2010, 07:15:39 am »
'Course... if it overheats while it's away from the computer... it might be defective. There's no way it should overheat solely from its own heat production.

That's just wrong.  USB Network Card get very, very hot all on their own without having anything wrong with them.

Out of the box, first day, mine got crazy hot.  Out of the box, first day, completely different brand, my friend's got crazy hot.  And now the OP (who has yet a third brand) has one that gets crazy hot.

There's a lot of electricity flowing through those little things, and no air circulation inside.

144
DF Gameplay Questions / Re: Nobles
« on: October 01, 2010, 11:36:57 pm »
I had the traders on the map, and the liaison appointed a baron just fine.  No DM, though, but this could be because I lowered my popcap, and haven't gotten any immigrants at all since before I had the baron appointed.  Now the actual activation the baron waited until the traders and the liaison had left the map, though.

145
DF Gameplay Questions / Re: Jack of All
« on: October 01, 2010, 10:29:18 pm »
Architecture can improve the value of stuff that's built with it, but I haven't really found that to be an issue -- mostly what you're building with Architecture is utilitarian stuff that isn't part of a Room, and I hate waiting for the architect just to build another freaking smelter.

I also have well protected forestry preserves and a ton of low-quality axes (from training my weaponsmith)

So...

My Jacks (from left to right in Therapist:
Wood Cutting, Masonry (limit the actual masons shops to require skill, this way walls get built fast), Animal Training (I haven't seen any skill differences here except speed), Feed Patients/Prisoners (recover wounded goes to an armored squad), Butchery, Tanning, Soap Making, Wood Burning, Potash Making, Lye Making, Milling, Brewing (I've heard there's a hidden quality from booze, but I got myself a legendary brewer, forbid my entire stock of booze, and only used the 'legendary booze, and couldn't see a difference), Plant Processing, Cheese Making, Milking, Fish Cleaning, Fish Dissection, Furnace Operating, Gem Cutting, Glass Making (the glass furnace that doesn't just have "make Raw Green Glass" on Repeat has skill requirements), Mechanics (again, limit the shop to those with skill), Architecture, and Cleaning

I have a cadre of haulers, which I also cycle as militia, so they can actually gain some stat points, and a few specialist haulers who's lot in life never changes -- a few food/drink haulers, a single 'nurse' who's only job is to take care of the wounded (usually idle), and, once they get strong enough, a few dedicated rock haulers.  I also like to turn pump operating on my haulers, but limit the number of pumps.  This way I still get hauling, and, like with the militia, my haulers get stats.

146
DF Gameplay Questions / Re: Jack of All
« on: October 01, 2010, 09:57:30 pm »
The problem with a jack of all trades is that they're a master of none (at least, not for a very, very long time).

For utility?  Yeah, nothing beats having a fortress of Urist McJacks.  But you don't get any quality goods, not for trading, not for armor and weapons, not for nothing.  It's harder to get those royal bedrooms because you have to stuff them full of junk just to get the value up, because it is all no- or low-quality junk.

The advantage of having, say, one mason, is that all doors, tables, chairs, statues, chests, and cabinets will be very high quality, so the minimum required by the Baron (or whoever) will also give you the value required for their rooms.

Having specialists mostly shows in trade, weapons, and armor.  A low quality stone trinket is 10 dwarfbucks, 20 if it's flux.  A high quality one is 120 dwarfbucks.  If you want to buy out a caravan with stone trinkets, that's a whole lot of down arrow->enter->down arrow->enter (repeat) if they're all low quality.  With a skilled craftsdwarf, that's 1/10th the annoyance just to trade.  The same principle holds true for anything you care to trade.  Also, Legendaries are quite a bit faster than dabbling.  In the time it takes a dabbler to make one stone craft worth 10, a Legendary can pump out 5 worth 100.  Granted, it's not exactly hard to pump out low-quality crap, but it does take quite a bit more dwarf-time (which isn't necessarily a bad thing if your goal is to eat up idlers)

And I don't think I have to tell you why having high quality weapons and armor is important.

147
DF Gameplay Questions / Re: Fire save anvil
« on: October 01, 2010, 09:44:11 pm »
If you have plenty of barrels, set someone to plant gathering and gather a huge swath of aboveground plants.  You won't get much, but you can brew those into variety for drinks, and they provide supplemental food.  It's good for those early days if you got a late start on agriculture.

148
DF Gameplay Questions / Re: Drowning in foods!
« on: October 01, 2010, 09:39:34 pm »
I had one farmer working 4 3x9 plots (growing different things).  The plots were rarely fully planted.  I ran out of room in my 23x9 food stockpile after just three years.  All in barrels, too.

154 meat (mostly bought, some slaughtered to satisfy moods)
215 fish
1403 plants (this does include about 500 plants that have to be processed and cooked to be eaten, so once prepared, is probably closer to 3 or 4 thousand meals)
71 prepared meals (I'm getting started...)
155 cheese (all bought!)

I also have a mere 981 drinks :)

Food is pretty easy to get in this game.  I haven't even started my above ground farms yet -- I finally got some sunberry seeds!


149
General Discussion / Re: Wow, I'm rich.
« on: October 01, 2010, 07:50:21 pm »
On the other hand, our poor that drop down to only the top 30% of worldwide wealth end up homeless on the street, struggling to get a scrap of food to eat, and can't get jobs because they don't have an address or place to clean up, or clothes that aren't filthy and falling apart.  (unless they happen to have family/friends they can crash with)

150
I usually build constructions out of all of the same material. The shortcut for this is holding shift while you press enter on the material - it automatically picks as much of that material as possible for your current construction. Much easier than pressing enter ten times!

Good to know.

As for the mason issue -- that's very easy to fix.

v (select a victim dwarf) ->p (preference) ->l (labor) -> select stoneworking -> select masonry

Just enable the labor.  Skill doesn't matter for building walls (conversely, I don't think it gives any xp either -- it didn't in the older version anyway).  On the other hand, getting skill isn't hard.  I always need tons of doors who's quality doesn't matter, and building a 10x10 dining hall made from no- and low quality tables and chairs still ends up being legendary because there's simply so much stuff in there.

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