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Messages - endimiao

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DF Dwarf Mode Discussion / Re: Breeding Stock From Elves
« on: April 26, 2010, 06:56:36 am »
There are some animals that do not breed. Giant Tigers do breed though, at least according to the raws.
Also, oddly enough,
Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / Re: Way to disable goblins ambushes?
« on: April 26, 2010, 06:49:10 am »
According to research being made in the weapons research thread any metal armor is good enough to stop iron.. but only bronze and steel pierces iron effectively.

So, if you want to kill goblins with ease, aim for bronze or better weapons while keeping your iron suits.

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DF Dwarf Mode Discussion / Re: Weapon research
« on: April 24, 2010, 02:46:11 am »
Theory: the law of opposite inferiors - if a weapon material bests the armor quality in absolute terms then the weapons most likely to damage are slashers > piercers > bashers. If the weapon is worse or equal than the armor bashers > piercers > slashers in regards to hitting stuff. Exception being made of adamantine bashers wich are always inferior.


Anyways we should start to try to apply these discoveries to practical terms in regards to dwarf mode, threaths considered, and in this ORGANIC weapons/armors are really important, specially if we consider traps and all.

A) Animals and Undead - Is leather usefull? Is iron enough against bone? How effective is wood/glass/stone/etc versus shell/bone/leathery armors?

B) Elves and primitive civs - Ive pitted several iron elves versus wooden ones (wielding spears) and the last ones actually didnt do as badly as one would expect. Plus some primitive civs may have some tough hides. And the wooden spear is the standart "poor civ" melee weapon.

C) Goblins and Kobolds - Whats the best material they have? Iron? I noticed
Spoiler (click to show/hide)
. In light of these discoveries is it safe to assume that are bronze weapons the best minimum metal good enough to deal effectively with goblins, while any metallic armor other than adamantine is close enough that even if we wore copper or steel w'ed be similarly protected against their iron swords anyways?

D)Megabeasts and Demons - Well, what gives? Fireballs: silk > metal? The same? And so on...

4
Actually im using more magma than ever. And no i dont mind having some dwarves haul stuff betwen all those z layers.

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DF Dwarf Mode Discussion / Re: Will Dwarf 3.0 spoil us?
« on: April 23, 2010, 02:41:13 pm »
In my previous game i was swimming in silver and bronze. In this game its iron and more iron. It really depends on the layers you embark on.

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DF Dwarf Mode Discussion / Re: Weapon research
« on: April 23, 2010, 04:24:24 am »
So... in sum... bludgeoning weapons work almost equally well, with a marginal advantage going for the more primal materials, such as silver and copper, with adamantine making lousy hammers but outstanding armor even against bashing stuff.

Slashing and piercing weapons can be divided betwen adamantine pierces steel, steel pierces bronze and bronze pierces iron. Everything else sucks as it is too brittle to pierce even copper armor. And the factor of suckyness is about the same (10%), wich i wonder if it doesnt extend to rock swords, wooden and glass weapons being similar to iron in regards to spears and "lucky" axe hits...

Similarly i wonder if stonefall traps follow the statistics of all bludgeoning weapons. It would certainly explain the loss of efectiveness of those "cheap" traps.

p.s. was watching this monty python video and thinking about the present state of dwarf fortress combat...
http://www.youtube.com/watch?v=mjEcj8KpuJw

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 22, 2010, 02:59:25 pm »
A new embark site with only 53 levels underground and a triving magma industry... A goblin ambush just tested my defenses being severely crippled by traps before engaging my main squad. Just as i was about to slaughter the creepers the game crashed. Bah... Seasonal autosave isnt really enough right now.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 12, 2010, 08:32:34 pm »
So, there I was, a fortress with 5 artifacts done, food stockpiles so overflowing that i had to turn off farming, an underground spanning 171 z-levels wich i only started to graze as of yet (found a cave almost 20 levels high with only a single giant olm at the bottom, fending off the ocasional kobold...

...and then the goblins came. Ambush! , almost on top of my main gates. First unpleasant surprise: the option to disallow civilians into outdoors isnt there anymore, so a few got slain by the approaching creatures. Then came the equipment hurdles: axedwarves that stubornly refused to let go of their wooden axes, hammerdwarves wich are good at breaking every limb of enemies but lowsy at actually killing (on my arena tests in most of my one-vs-one armored fights the dwarf with the hammer almost always won...taking a rather long time doing it), and hunters-turned-crossbowmen wich decided that bolts are for pansies and "crosshammers" being the true dwarven way... 3x5 dwarf squads, this against about 5 goblins, almost each of them a spearman.

Results: 8 dwarven deaths, 1 being a baby and 4 civilians caught outside, 3 axe lords dead (clad in iron chain) and 5 other warriors wounded (im impressed with hospitals by the way... except for one critically wounded dwarf, still bed-ridden, all the others recovered in a fraction of the time they would before.

So... some adjustements were in order. Made my main fortress into one major burrow, allowing only Woodcutters/Hunters and Engiminers outside (in the future im clading them at the very least in leather armor+shields and give them training). Placed some Wardogs in strategic positions and carpeted the entrance with cage/weapon/stonefall traps.

Another Ambush quickly sprung, with double the numbers of goblins, featuring 4 ranged goblins and an assortement of about 5-6 meleers. Ive let them test my traps before reaching my defenders. While they sucessfully bypassed a number of traps that in 40d would have probably killed 2 or 3 sieges worth of goblins, the surviving ones were severly weakened before engaging war dog/dwarf and mandrill alike. While i still had some equipment problems, this battle was sucessfully fought with 2 canine losses and a single civilian woodcutter death.
To add insult to injury, the ranged goblins got surprised by the guards of the first human caravan to reach my fortress... one of them literally whiping a goblin crossbowman to death.

And then i crashed. I have a seasonal save, but i'll have to redo this last battle all over again assuming they came again :p

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 11, 2010, 11:31:56 am »
Started a somewhat conventional fortress site to get the hang of things in this version. Temperate wilderness forest, almost flat with access to plenty of trees and water and no aquifer. Things have been going smooth. Ive dug into soil to quickly set up 4 major stockpile zones (food/refuse/wood/finished goods), followed by an expandable workshop layer to whom i added some rock stockpiles and a residential/training area on the first rocky layer bellow.
I havent dug into the caverns yet, since im using the 4rth layer as a major iron and coal source.

I walled and trapped the surface in a small perimeter around the entrance complete with a nice drawbridge, using a nearby pool as my main source of fish and drinking water, as well as initial irrigation. Ive set up surface and underground farms and an immigrant ranger is even providing a steady flux of bodies for my meat industry (a single fisher/hunter at a time is enough at the moment). My military started training one season ago, 10 dwarves clad in iron chain+shield and wielding several masterpiece iron warhammers and axes. Some kobolds got trapped in some cage traps... and thats about it for now. Quite smooth, the only annoyances being unable to craft shell armors and taking the time to figure out that i need to acess the barracks menu to enable troops training.

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DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 07, 2010, 02:44:26 pm »
Not my fault, it's been out for a month.

You could probably symlink version seven to libs/libjpeg.so.8, though. It won't actually be used either, assuming nobody is using jpeg tilesets.

You aren't, are you?

Nope. Im just testing df_28_181_40d17_linux.tar.bz2  df-40d17-head.tar.bz2 as linked. Havent placed any graphical stuff in this linux version yet. The previous error mentioned is gone (TIFFReadRGBAImage) *shrug*. And yes, as far as i know people use either png or bmp tilesets. Im yet to see a jpeg one.

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DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 07, 2010, 02:26:45 pm »
Okay. Does d17-head work _now_?

./dwarfort.exe: error while loading shared libraries: libjpeg.so.8: cannot open shared object file: No such file or directory

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DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 07, 2010, 02:12:43 pm »
Im on 9.10. Same error on my case, so i assume its the same in all versions post 8

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DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 07, 2010, 12:33:57 pm »
Uploaded a basic 40d17 windows bundle along with RantingRodent's graphics and the orc mod so i can test how stable it is. Im playing it using Wine (Ubuntu 9.10) and Windows XP. Still havent suceeded on making a functional Ubuntu native bundle yet. Will only stay up for a couple of days for test purposes as im sure RantingRodent will eventually update his official bundle (and the orc mod is trivial to blend in)

http://dffd.wimbli.com/file.php?id=1842

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 28, 2010, 08:02:40 am »
Reclaimed. 3 wood spiders spawned in my previous initial embarked and swiftly made a webbed meal out of my initial 7-man team. Orc mod really spices things up a bit :p

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 27, 2010, 04:03:13 pm »
Started another fortress in a haunted forest playing as vanilla humans on an aquifer map with the only mods being orcs and trainable horses. Lets see how long will they last (hopefully until next release)

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