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Messages - Dr. Hieronymous Alloy

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301
DF Gameplay Questions / Re: Bled to death... for no apperent reason.
« on: February 18, 2010, 05:37:21 pm »
Is his workshop near an archery range? It's possible, though VERY rare, for unskilled marksdwarves to hit bystanders.

Hammerer attack for an unknown reason like export violation seems most likely though.

302
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 18, 2010, 01:34:07 pm »
It seems to me this whole medical business is going to involve a lot more resource management and item aquisition than I am used to. I mean, I have never had silk in my forts because I've never needed silk in my forts (and I've never been ballsy enough to capture the GCS). I just wonder whether or not, with all the new stuff coming out, it'll become a lot more stressful trying to obtain and mantain a supply of everything you need to keep your fort running.

I've noticed that too (for example, gypsum apparently has a use now in making casts), but it sounds like it's set up so you can use lots of different substitutes -- different types of cloth thread, different types of splints, etc.  I think as long as you have some way of generating cloth you'll be fine.

The really tricky part is going to come when he starts implementing diseases and cures and we have to trade for Golden Salve or whatever. Which actually could get kinda neat but will be yeuurgh complicated.

303
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 18, 2010, 01:17:01 pm »
Quote from: devlog
The latest dwarf, an idler, threw his splint on the ground immediately because it wasn't part of what he expected for his normal clothing and because he didn't think his arm was broken at all. He also threw his wound dressing on the ground. Fortunately he didn't pull out the sutures. That's all fixed.

There should be a chance for dwarves with certain personality traits to do this anyways - "What do you think I am, some sort of girly-man-dwarf? I'm much too Macho to need bandages or a splint for this injury - 'tis but a scratch."

It would even make sense, for Dwarves with very high Toughness, who might be able to perform just fine with a broken arm.

304
DF Gameplay Questions / Re: Walls with Gems
« on: February 18, 2010, 11:18:32 am »
I leave it and engrave over it unless the gem is so extraordinarily valuable (star sapphire, ruby, etc) that I want to save it for use in an artifact.

Generally speaking, my engraver is the most skilled person in my fort, since I'll generally pick one dwarf and have him smooth and engrave the whole place.

In future I might worry about this a bit more since it might be part of why my top nobles tend to be so unhappy -- lesser's pretentious living arrangements, etc.

305
DF Dwarf Mode Discussion / Re: What to do with all these extra dwarfs?
« on: February 18, 2010, 11:06:02 am »
That's a good question. In my next for I plan on avoiding a lot of crafts if only because I think the reason my last few forts have turned into 0-fps lag deaths has been because of the vastly huge item counts my craftsdwarves racked up.

You could have them all train up in military skills, just use Dwarf Therapist to watch their skill levels and stop them when they get close to locking into the military. That would buy you a few seasons. Similarly, build pumps and have them train pump operating, just for stat gain. Restrict your meeting area to 3x3 or so and watch their social skills skyrocket as they idle there.


306
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 17, 2010, 09:41:20 pm »

Anyways, the wording implies some sort of gas bag creature, but if I get what you really mean, yea you're right, it could easily have been an air elemental type creature.

Or even conceivably a Spirit of Fire, or whatever's replaced them.

307
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 17, 2010, 05:47:41 pm »

as far as huns facing crossbows, it is unlikely, as the huns faced gauls, and romans, both of which didn't use crossbows.  the ranged projectiles that they faced would be javelins, and short bows (not counting the balista style weapons).  the javelins have some decent penetrating power due to the weight, but the short bows could be stopped by enough layers of cloth (and thus the accounts you remember are probably from short bows).

From memory, I believe the Huns wore the silk not to stop arrows, but to aid in their extraction -- the silk threads wouldn't cut, so they could be pulled on to extract the arrows with a minimum of additional wounding. You could make padded cloth armor out of silk, that could conceivably stop arrows, but it wouldn't be normal clothing.

308
DF Dwarf Mode Discussion / Re: Artifact Weapons modifiers
« on: February 17, 2010, 05:18:25 pm »
Toady answered this question recently in a forum thread, at least for the upcoming version.

Quote
Toady just gave us a further quote on weapon and armor quality, giving the game qualities of an "artifact" in the next version:
Value*10.
Cannot be owned (can be equipped, you might have to do it explicitly though).
Armor deflection roll has *3 roll modifier instead of the masterwork's *2.
Same for melee attack and archery rolls.
It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.
Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.

edit: fuck, beaten >_<

Anyway, yeah, that's the answer for the next version, which probably isn't too different from how it is currently. Artifact weapons are basically "super masterworks" of the material type, but the values of the underlying material aren't changed.

I suspect that the way this'll work out is that artifacts are better, as long as your material is superior, but that it's better to have a better material than an artifact -- i.e., if you're attacking a bronze colossus, any artifact weapon of (material strength > bronze) is ideal, but if your artifact is made of (material strength < bronze), you're better off with a plain steel weapon, and so forth. Conversely, if you're defending against a bronze sword, an artifact bronze, steel, or iron shield would be great, but if your artifact shield is bone, better to use a non-artifact steel shield.

In practical terms this means your steel bar stockpile should be as close as possible to your forges.

The remaining question is what to use against an unarmored opponent. It seems like in such cases, the artifact bone spear might be the best choice, just for the skill bonus.

. Bonus if it's made from addy. Then you know your enemies are in for a WORLD of hurt, an artifact addy weapon could one shot a [REDACTED].

Well, with the exception of artifact hammers. Blunt weapons use mass for damage, and an artifact adamantium hammer won't have any -- it might even be worth it to give your hammerer an adamantium hammer just to neuter him. Otherwise, though, yeah, adamantium weapons that cut or pierce should be able to cut or pierce through any armor like it wasn't there.

309
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 17, 2010, 01:44:46 pm »
Might as well use this opportunity to flog my dead horse and point out that there is almost never a reason to put your fortified marksdwarves on a different z-level from the things they're shooting at.  Height provides no real bonus and the angle makes it far less likely that missed shots will hit the squadmates of whatever the marksdwarf is shooting at.  Use moats to separate enemies from your fortifications instead.

What about enemies shooting in? Won't the height/angle make it more difficult for enemy bowgoblins to target your inner fortress dwarves?

When I've put fortifications up a z-level, I've generally only had dwarves standing immediately next to those fortifications get hit.

310
DF Gameplay Questions / Re: Changing labyrinth and assorted questions
« on: February 17, 2010, 11:23:05 am »
If you made it complex enough and large enough, and connected it to automatic repeaters, you could build an infinite labyrinth trap. There'd have to always be a path to the exit, but you could design it so that the time to exit from any given point was greater than the time it took for the path to the exit to revert, catching them in an endless cycle.

311
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: February 17, 2010, 10:44:51 am »
Hrm. Ok, I've only read about half this thread, but some ideas that might work:

It seems like the primary problem is separating the mermaids from the babies. I have a system that might work.

I've noticed that when I run a waterfall down a flight of stairs, it knocks baby dwarfs out of their mother's arms; puppies get knocked down similarly --  I expect it has to due with strength of water flow, and the fact that babies and puppies can't learn swimming skill. If you have a few z-levels, the babies fall to the bottom and die by colliding with an obstacle (the floor). Either way, they're sorted.

It might take some finangling, but I bet if you built a large chamber, connected to the ocean, then periodically closed it, let the water in it fall several z-levels, then re-opened it, you might be able to time it such that

1) the shock of air-drowning OR the rush of water knocked the merbabies loose ,
2) the water flowed back into the chamber quickly enough that the adult merpeople didn't drown.

Testing it and timing it would be the main challenges. If Mer-babies start with swimming skill that might also nix it.

312
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 17, 2010, 09:50:03 am »
My guess is that GCS will become even more powerful than before.  Bumping them up to a underground king of beasts.  I mean think about it, tons of unimportant parts like before, but now new and improved with bone 'plate mail'.

Plus with all the new underground space they could very well be 10 x or more more common than they are now.

More to the point, marksdwarves are getting nerfed in the next release. (as are  dwarf champions generally with the attribute cap, but still).

313
DF Gameplay Questions / Re: Bituminous Coal
« on: February 17, 2010, 09:07:58 am »
Your personal mores may frown on it, but there's also the option of using the Reveal utility on the wiki. It can sometimes cause bugs, so I'd recommend saving your game, running reveal, looking for coal everywhere, remembering where you find it, then closing DF in the task manager and reloading your pre-reveal save.

Overall, I've not found coal to be that reliable a source of fuel. Another thing you could try would be trading for wood.

These days, I generally pick my fortress sites more based on fuel and flux than on  ores. Goblins will bring you all the iron you need, if you have enough fuel to process it.

314
DF General Discussion / Re: Worldgen cookbook
« on: February 16, 2010, 06:33:02 pm »
As far as I see, humans need plains or possibly hills and it can't be evil or savage.  They also turn forests into those plains or hills during world gen, but I'm not sure how they go about that.    It may be that they need to conquer a forest retreat, or they may build their own as they expand.  If you have mostly deserts, tundra, swamps or mountains with high savagery and evil, then humans won't have anywhere to live.

Thanks!

I think I've figured it out -- I just had to turn my Savagery min down a bit, lower the min elevation to 190 (to get some plains), and reduce my evil square count slightly. The following parameters seem to generate a site with magma, flux, HFS, a surface brook, access to all four civilizations, and high elevation counts pretty much every go,  and sand about half the time. You can usually find a few suitable sites by having the finder search for other factors you don't necessarilly need, like a chasm etc.

[WORLD_GEN]
   [TITLE:WOOKIN]
   [DIM:257:257]
   [END_YEAR:1050]
   [BEAST_END_YEAR:2:50]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:1]
   [ELEVATION:190:400:1600:1600]
   [RAINFALL:25:100:1600:1600]
   [TEMPERATURE:25:75:1600:1600]
   [DRAINAGE:75:100:1600:1600]
   [VOLCANISM:50:100:1600:1600]
   [SAVAGERY:50:75:1600:1600]
   [ELEVATION_FREQUENCY:2:10000:1:9999:1:10000]
   [RAIN_FREQUENCY:2:10000:1:1:1:10000]
   [DRAINAGE_FREQUENCY:2:1:1:1:1:10000]
   [TEMPERATURE_FREQUENCY:2:1:1:10000:5000:10000]
   [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
   [VOLCANISM_FREQUENCY:2:10000:1:10000:1:10000]
   [GOOD_SQ_COUNTS:2000:4000:15000]
   [EVIL_SQ_COUNTS:2000:4000:15000]
   [PEAK_NUMBER_MIN:25]
   [OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:200]
   [REGION_COUNTS:SWAMP:0:0:0]
   [REGION_COUNTS:DESERT:0:0:0]
   [REGION_COUNTS:FOREST:0:0:0]
   [REGION_COUNTS:MOUNTAINS:0:0:0]
   [REGION_COUNTS:OCEAN:0:0:0]
   [REGION_COUNTS:GLACIER:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:0:0:0]
   [REGION_COUNTS:HILLS:0:0:0]
   [EROSION_CYCLE_COUNT:0]
   [RIVER_MINS:800:800]
   [PERIODICALLY_ERODE_EXTREMES:0]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:5000]
   [CAVE_MIN_SIZE:500]
   [CAVE_MAX_SIZE:500]
   [MOUNTAIN_CAVE_MIN:800]
   [NON_MOUNTAIN_CAVE_MIN:100]
   [ALL_CAVES_VISIBLE:1]
   [SHOW_EMBARK_RIVER:2]
   [SHOW_EMBARK_POOL:2]
   [SHOW_EMBARK_M_POOL:2]
   [SHOW_EMBARK_M_PIPE:2]
   [SHOW_EMBARK_CHASM:2]
   [SHOW_EMBARK_PIT:2]
   [SHOW_EMBARK_OTHER:2]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:100]
   [TOTAL_CIV_POPULATION:20000]
   [PLAYABLE_CIVILIZATION_REQUIRED:1]
   [ELEVATION_RANGES:0:0:0]
   [RAIN_RANGES:0:0:0]
   [DRAINAGE_RANGES:0:0:0]
   [SAVAGERY_RANGES:0:0:0]
   [VOLCANISM_RANGES:0:0:0]


cant i turn off one of the erosion settings?

Yeah, sortof. If you turn off all erosion, you'll still get near-sheer cliffs, but they'll have a slight slope to them -- one or two tiles of ground or ramp per z-level. You can dig that away fairly easily to create a sheer cliff, though.

Other option is look for sites where a brook cuts through a mountain.

315
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 16, 2010, 02:42:08 pm »
Next newbie in line!

Oh, it's me :)

My question: why all my novices wrestlers reverted spontaneously to civilians?

You probably switched them all out of your military somehow. Try reactivating them.

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