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Messages - Psieye

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2476
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 08, 2010, 11:30:56 am »
Bug #774 recently fixed:
Quote from: Toady One, BugID#774
There are two issues here. One, which is a bug I've fixed now for 0.31.06, is that they would trade out their equipment for any newly made item of equal value. That is very bad, of course, and leads to constant shirking of duties.

The other matter is just the frequency of the updates. People will want their dwarves with the best possible equipment and they also will want them to not bother with minor upgrades if it means wandering off. This is more subtle and also a lesser non-bug issue, so I'm going to mark this report as resolved and note the other issue down for consideration as a rebalance for whenever it comes up.
Regarding the second issue, that seems like it could be an arsenal dwarf setting that the player then balances to his needs. Some default value would need to be in place for forts that have yet to meet the arsenal dwarf population requirements.

2477
Right, caught up with this thread after discovering the Suika Fortress succession game over at MotK. I've mentioned a few things already over in MotK but seeing what you've got for Kobolds currently... I feel ordinary generic fairies should fit the Kobold race perfectly. Ok maybe they'd come in larger numbers, but fairies are certainly lower down the ladder than Momiji. If it must be a Yukkuri, I guess Daiyousei is the candidate then. Momiji (especially given the fuss kicked up by Double Spoiler's Momiji) is too valued to assign to Kobold status.

I've mentioned over in MotK the suggestion to adapt Nitorikkuri as a domestic animal so we can butcher them for shells. Seeing you already assigned them as Merpeople... uh... what's your thoughts on Genji? I can try thinking harder if you're up for some sort of domestic animal that yields shells.

2478
DF Modding / Re: Fire on Demand! Warlord's Bonfire Mod
« on: June 08, 2010, 07:01:24 am »
The way it's set up, you can't have a 'put out fire' command anyway - best bet is to cause a cave-in and then dig out the fire material, then atom-smash it. About Boozefire, you need to wait for a very future patch where all liquids can flow. Unless you mean booze that burns without blowing up (I don't know how you'd do that unless you want solid, undrinkable booze)?

2479
DF Gameplay Questions / Re: Items becoming "Stuck"?
« on: June 08, 2010, 06:58:24 am »
By items getting stuck, do you mean items that are scheduled to be used in some job that is never being completed?

2480
DF Gameplay Questions / Re: Armor Basics
« on: June 08, 2010, 06:56:57 am »
In 40d, leather was exactly 50% as good as iron, so it definitely offered some protection. In DF2010, I hear leather is meant to be good for cushioning bludgeoning attacks, but since they're so weak by default (until Toady fixes it) anyway we only worry about sharp attacks. Hence we don't worry about layering leather underneath metal at present.

Regards to uniforms, I've never had trouble with them bearing 2 precautions:
1) make your uniforms very specific. I specify Steel [equipment slot], not just any 'metal'.
2) don't change equipment. That's where all the headaches come from. If you really must, then be prepared to delete squads, make temporary squads with naked uniforms and then rebuild the final squad with your choice of very specific gear.

I also hear stockpiling any equipment means dwarves don't know how to assign them.

2481
DF Gameplay Questions / Re: good starting location to get shells?
« on: June 08, 2010, 06:51:27 am »
The raws say Turtles should show up in any murky pools (provided it's not winter) and Mussels should show up in any ocean, lake or river. 31.05 has more or less fixed the fishing bug which destroyed all fish in the world before. I'm not sure what still causes there to be nothing to catch whatsoever - incidentally you are trying to catch them with a moderately skilled Fisherdwarf? While I don't have hard evidence, it feels like there's only a certain number of times you can fish and this counter depletes even if your dwarf botches and catches nothing.

ah, ok. Maybe I should designate fishing zones mostly around lakes as dwarves seem to prefer brooks and rivers for fishing. Maybe I'll also mod in a reaction to create shells from turtles, also from the traded ones (because in some forts you simply don't want your fisherdwarves to go outdoors with evil swamp monsters lurking around. (for modded reactions no regen is necessery, or is it?)
Not lakes. Murky pools, those things dotted everywhere that refill on rain.

Also, in case of emergency, mod say "make coal from bituminous coal" or some other metallurgy reaction to give you shells as a byproduct. The elegant solution is to worldgen with a modded in domestic creature that drops a shell on butchering - CivForge had giant cave crabs for this purpose.

2482
DF Gameplay Questions / Re: Hostile(sort of) Liaison
« on: June 08, 2010, 06:48:17 am »
Walls that have only been designated, not actually finished constructed. That's what I presume anyway.

2483
DF Gameplay Questions / Re: good starting location to get shells?
« on: June 08, 2010, 04:45:57 am »
The raws say Turtles should show up in any murky pools (provided it's not winter) and Mussels should show up in any ocean, lake or river. 31.05 has more or less fixed the fishing bug which destroyed all fish in the world before. I'm not sure what still causes there to be nothing to catch whatsoever - incidentally you are trying to catch them with a moderately skilled Fisherdwarf? While I don't have hard evidence, it feels like there's only a certain number of times you can fish and this counter depletes even if your dwarf botches and catches nothing.

2484
The underground soil everyone is talking about is cavern soil.  Find a cavern, plant stuff on the ground in it.  All you have to do to find a cavern is dig, more or less.  Its hard not to find them.
I'm down 20 levels in my current fortress. Over a dozen fortresses and I've never seen a cavern yet. I'll keep digging though. :)
Where is the bottom of the map? Keep moving the view downwards until you see where the bottom z-level is on your map. That'll give you a rough idea of how far below the caverns are - some maps have them almost 100 z-levels below your starting point.

2485
DF Gameplay Questions / Re: Water wheels in the ocean
« on: June 08, 2010, 03:30:07 am »
Quick counter-question: are you designating that fishing zone over both land and sea? Are you doing so without involving a beach?

2486
DF Dwarf Mode Discussion / Re: My first reclaim in 2010
« on: June 07, 2010, 03:26:25 pm »
THE wtf bug with reclaims in DF2010 is the disappearance of all cavern mud.

2487
DF Dwarf Mode Discussion / Re: Invading Dwarves Avoiding Traps
« on: June 07, 2010, 03:23:49 pm »
Also, pressure plates don't trigger on trap avoid enemies if I recall - though yes you can set them to not trigger on friendly targets. If you really want to cage instead of kill these traitors, you'll have to knock them unconscious while they're on top of cage traps. Cave-in dust is the default solution to this.

2488
DF Dwarf Mode Discussion / Re: Sieges and catapults
« on: June 07, 2010, 03:15:35 pm »
Catapult behaviour is from the old 2D days. They haven't been touched since we moved to 3D - that's reserved for the Army Arc when sieges will get revamped properly.

2489
DF Gameplay Questions / Re: milking
« on: June 07, 2010, 03:08:14 pm »
But cages mean they're less likely to produce offspring. They only get exposed to reproduction spores while they're being milked, which isn't often. If you want that sort of delayed growth to your livestock, then cages are fine yes.

2490
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 07, 2010, 03:05:52 pm »
Still, having something that can utterly destroy a second-year fortress with no hope of survival if you haven't done X beforehand seems a bit much.

But it's a Fortress!  If X is "build defenses", then it seems quite reasonable that you ought to do X some time within the first year.
Perhaps, but I still preferred "survivable but you'll lose a lot of dwarves" to "not survivable at all" at such an early stage of the game. Even an untrained dwarf with an axe should be able to do SOMETHING against second-year ambush goblins, and I don't think six goblins should be able to kill forty dwarves without taking any damage whatsoever in the process. Losing is fun, yes, but not when the game just up and goes "you lose and there's nothing you can do about it."

Quote
You never accidentally flooded your entire fortress while trying to irrigate?  :o  ::)
Sorry, should've clarified: nothing not instigated by the player that will screw you over with no hope of recovery the instant it happens. And technically, even a flooded fortress doesn't constitute an instant game over; there's no reason the surviving dwarves couldn't start building a new fortress and perhaps eventually pump out all the water from the first one.

Perhaps part of the reason I didn't have an early military lies with the fact that in my other fortresses in DF2010 I never saw a single goblin, even after many, many years. The creatures I did see were dispatchable both with and without a trained military, though loss of life was admittedly rather high in the latter case.
A steel full-equipped but untrained soldier still ought to hold a very good chance against an early goblin invasion, especially if you also laid out some weapon traps. The key point isn't weapons (actually it is but you got that covered) but armour - combatants die REALLY FAST if they're not covered in metal. All else fails, you can always wall yourself off in an emergency bunker stacked with supplies (includes stuff for you to do while waiting) and blocks to quickly put up a wall.


Maybe I'm doing something wrong here, but this is a new one to me.
For some reason, most of the areas I've chosen to embark upon seem to be in the middle of winter, all water frozen, snow on the ground, etc.  Which makes it a bit hard to start out, being unable to irrigate my fields.
It's more like the default behaviour I saw at times back in 40d - when you start, it's winter. Mere in-game hours later, it'll be spring and everything thaws out. It's just a nice heads-up from the game telling you this place freezes water in winter, which is perfectly ordinary in normal climates. Yeah, .05 includes fixes to seasonal temperature which brings back this behaviour from 40d.

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