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Messages - o_O[WTFace]

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76
DF Gameplay Questions / Re: Dwarf Combat Woes
« on: October 17, 2011, 04:22:08 am »
You need armor.  A steel armored military dorf is more like a battle mech then a knight.  Import the maximum number of: Steel bars, iron bars, pig iron bars, steel anvils, iron anvils, ore stones.  Consider buying bronze and silver from the humies.  Make crossbows and hammers out of bronze or silver because density matters for blunt weapons.  Make shields out of wood because material doesn't really matter. 

Set up a cloth/silk industry (I think silk is better).  Masterwork cloaks go to the army, other cloaks get traded.  Each soldier should ideally wear: two or three chain shirts, and many silk cloaks (10 or so), in addition to one of everything else.  The order they put those on is extremely important and I'm not 100% sure all that layering still works. 

If your army goes up against lashers you will need a new army.  They perform more or less like lightsabers in combat. 

77
DF General Discussion / Re: Finally.....I see it
« on: October 14, 2011, 03:40:09 am »
When I had first tried DF I couldn't deal with the text graphics.  I used maydays for months and then one day I switched over to ASCII and it just made complete sense right away. 

78
DF General Discussion / Re: Goblin Immortality (Fluff Discussion)
« on: October 11, 2011, 11:14:38 pm »
Well they do steal babies.  I'm sure the other races would be more tolerant and accepting if they just traded for them like civilized people  :P 

79
DF General Discussion / Re: The Combat System
« on: October 09, 2011, 09:06:11 pm »
Yea the thing about DF is its got whatever you are looking for.  Beating people to death with the severed limbs of children, check.  Assigning each and every dorf a cozy room outfitted with their favorite materials and a pet puppy, check. 

80
DF Gameplay Questions / Re: Bedrooms: Have I've been wasting time
« on: October 03, 2011, 01:08:28 am »
Its even better then that, you can just make one big room with 200 beds, make each into a bedroom taking up the entire area then toss in a couple of artifacts or engravings for 200 legendary bedrooms.  I call it a sleeping stockpile. 

81
DF Dwarf Mode Discussion / Re: Battle Babies
« on: October 02, 2011, 06:03:02 am »
You might be able to train the babies at dodging and unarmed combat skills, if you modded them to stay babies for a useful amount of time.  A child safe material for the infant danger creche might need to be modded in, but you could also just use featherwood training spears and apply more babies.  Using a cave blob as a sparing partner might be even better, because the child could learn biting.  It really depends on how dangerous "push" type attacks are and if the cave blob syndrome can cause real harm. 

I think this could work and I just found a theme for my next fort!

82
DF Dwarf Mode Discussion / Re: Dwarven Ground Penetrating Radar
« on: October 02, 2011, 05:35:10 am »
So you strike the earth until it tells you where the caverns and spoilers are?  Nice  8)

83
DF Gameplay Questions / Re: Picks as Weapons
« on: September 23, 2011, 03:41:20 am »
They are edged weapons, so steel and adamantine. 

84
DF Gameplay Questions / Re: Haulers.
« on: September 21, 2011, 06:55:13 pm »
Are you trying to use a garbage dump zone or a stockpile.  What sort of stockpile? 

Also, why so many dead horses. 

85
Keep in mind fights involving groups of heavily armored creatures are very strange.  I once did some tests involving two identical groups of 30 steel equipped creatures.  In one of the tests group1 won with 26/30 surviving, and only 1 or two serious injurious among survivors.

I recommend a big array of 1v1's if you start to see strange results.   

86
Other Games / Re: Europa Universalis III
« on: September 15, 2011, 03:54:16 pm »
Year 1600:  Exactly two nations have colonies in the new world.  I (trier) have the Americanadian east coast and Flanders has a Caribean island.  MIEOU, why you break colonization? 

Lol Bohemia is fighting Britain and its blob of vassals and France plus the leftover little Frances.  This must be the 4th time at least.  Britain never accepts peace because it has this huge death fleet defending its coast and the Brohemians never accept peace because they are the emperor and have infinite troops.  Its pretty convenient too because no one is asking uncomfortable questions about where Munster and Cologne went and with 5 unlawful provinces my infamy is basically stuck at 9.5 until one of them cores. 

87
DF General Discussion / Re: Danger rooms are for filthy Elves
« on: September 14, 2011, 10:45:34 pm »
I dont use them anymore but given how "lolwut" the standard training usually is I fully understand why people do.

88
Bone and meat aren't all that tough.  If wood can punch through them, being able to punch MORE through them isn't going to give adamantine much of an advantage.  I suspect it gives more benefit to piercing armor and slashing weapons in general. 

89
That was Headshoots and it was their best warrior with a small bag, believe.

I like how HolisticDetective was a legendary misc object user before that skill even existed.  Also
Spoiler (click to show/hide)

90
Quote
Well did a quick test and even with the HELM set to MATERIAL_SIZE 300 (2 x 150), which makes it take the correct amount of metal bars, it only takes 1 bone to carve at a craftdwarves workshop (instead of, say, 300 bones as I feared)

My understanding is that most workshop jobs are just hardcoded recipies.  1 Bone--> 1 hat, the material and item properties are in the raws but the job isn't.  Even the forge stuff is only partly done, since partial bars are still just abstracted into the smelter. 

Also, shouldn't that helm still just take 1 bar to forge, because one bar = 3 "old material size" = 450 "new material size"? 

Quote
I made a duplicate save, and in both cases I had to melt two iron breastplates for a whole iron bar to be displayed in my smelter.

Thats odd.  Either your updated armors should be producing dozens of bars or the vanilla armors should be producing only 1/10 each.  Sounds like melting is hardcoded, or else the changes require a genning a world to fully take effect. 

Item weight does have an effect on encumbrance and may also be involved in the combat calculations (or maybe just material density is used). 
http://df.magmawiki.com/index.php/Weight

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