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Messages - Neowulf

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181
DF Gameplay Questions / Re: Glass trap components
« on: March 31, 2011, 12:59:15 am »
Good idea, going to redo my entrance to cage trap volunteers, build some test chambers, mod in a portal gun, and drop them in to see how they fare. Just wish I could equip my dwarves with lab coats.

182
DF Gameplay Questions / Re: Glass trap components
« on: March 30, 2011, 02:36:56 pm »
Bah, we just need to do !!Science!! ourselves.
Going to try screws and spikes next.

183
DF Gameplay Questions / Re: Glass trap components
« on: March 30, 2011, 01:08:44 pm »
They aren't in the raws, if you read the line above those on the wiki it says those were obtained through memory hacking.
The history shows the max edge of 15000 was added to there a couple days ago, while the text of it being a bug was removed yesterday. No mention in the talk or on the page itself about the bug being removed or the new values found, just a stealth edit to add it in.

And just knowing the max edge still tells us little about how they fare as trap components. Max edge of 15000 is 50% sharper than iron, yet they're deflected so easily. Previous versions with the random value people were occasionally getting vorpal level edges and it actually slicing and dicing, yet sharper than steal is getting deflected quite easily.

184
DF Gameplay Questions / Re: Glass trap components
« on: March 30, 2011, 12:25:42 pm »
The bug got fixed, that's why I started this. I want to know how effective they are now, maybe get a bead on the new static values since they aren't in the raws.

One thing I noticed is, unlike my steel disc traps from previous versions, I have yet to see a glass disc trap get jammed. Fluke? Or could glass have a material property that makes jams less likely?

185
DF Gameplay Questions / Glass trap components
« on: March 30, 2011, 11:12:22 am »
Moving this out of the little questions thread.
Anyone else have some experience with these? So far I've found the discs to be passable, haven't tries anything else.

My setup has been exceptional and masterwork mechanisms and green glass discs.
Against a minotaur and a giant, the discs did a good job of severing extremities (hands, feet, ears), though the combat log shows a lot of crushed bones.
Against vultures, birdies go splat. I had to expand my refuse stockpile to accommodate the number of pieces those birds were chopped into.
Against cloth armored goblin thieves, pretty much every one of them lost a limb or head.
Against copper breast plates the discs didn't fare too well. None of the ambushers made it past my 3rd pair of traps (out of 20 invaders), but the combat reports show no-quality copper breastplates deflect the discs no problem.

186
DF Gameplay Questions / Re: know the minerals before you embark
« on: March 29, 2011, 05:49:49 pm »
I use prospector on embark, tells you exactly what the place has without actually revealing anything.

187
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 29, 2011, 05:47:09 pm »
1 minotaur + 1 weapon trap(1 masterwork mechanism + 3 masterwork green glass discs + 3 exceptional green glass discs) = Dead minotaur. :)
Still haven't seen any gobos in metal armor, want to see how they fare.

188
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 29, 2011, 04:15:17 pm »
Oh yeah, completely punintentional...

189
DF Suggestions / Re: Slaughtering Animals Should Leave Corpses
« on: March 29, 2011, 04:10:18 pm »
Why?

190
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 29, 2011, 03:36:01 pm »
Be careful about confining chickens, they don't like being cooped up. Expect a lot of dead chicks from them fighting each other.

191
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 29, 2011, 11:22:42 am »
That's why I was asking, wanted to know if anyone has figured out the new non-random values yet.
Started a new fort in .25 with a glass worker at the start, will see how things go.

Edit: Little update. Just had a Giant come take a look at my fortress. One trap of 10 exceptional large discs with exceptional mechanism did minor wounds to everything in one pass. The giant then limped away, attacked a stray cow, lost his lower lip to the cow (GO Bessy!), and decided to try the traps again. Two more passes over the trap (he apparently wanted to make sure that it was infact an ouchy spot to walk) and he passed out then died of suffocation. The combat report is full of tearing fat messages.
Also had a pair of goblin thieves try their luck before the giant, they both lost their heads.

192
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 29, 2011, 10:06:54 am »
Anyone know the relative effectiveness of glass trap components? Like where they fall in the scale of materials for blades and blunt?
Wondering because I had a single row of 10 masterwork green glass disc traps across my entrance that splattered 7 of the 10 ambushing goblins before getting jammed. Should I expect consistent splattering or was it a fluke?

193
DF Suggestions / Scavenge wood and stone
« on: March 29, 2011, 09:55:17 am »
Not a recycle type thing, but a designation to collect driftwood and boulders from the surface.

On driftwood: Uses the wood cutting skill, has a chance of returning a log of a random surface wood type. Skill effects chance of getting a log from it, just like plant gathering. Driftwood should randomly spawn more on tiles waves crash over.
On surface stone and pebble tiles: Uses mining skill, has a chance of returning a usable stone of the appropriate type. Skill effects chance just like plant gathering. Only usable stone (and pebble) floor tiles above natural soil walls, and collecting the stone changes the tile type to that of the soil below it.
On boulders: Uses item hauling, 100% chance of getting a stone. Changes the tile to a floor of the same type as the layer below it.

194
DF Suggestions / Re: Plant processing granularity + hay
« on: March 24, 2011, 09:28:15 am »
...
Wow, gee, really? Who'da thunk it, there's already an options screen for toggling cooking and brewing of food items!
Well now, that's a load off my mind, I'll just retract this thread completely. I mean, why bother with my suggestion of being able to choose which specific stacks of plants to use for a given job when you can allow and deny whole food types from being used in the random selection process?
Well, guess I'll move on to my next suggestion, allowing dwarves to pick up (and use! not just carry around) weapons and armor to fight off invaders with! I know, I know, major game changer this is, but I believe it's worth it. Should probably add some way for dwarves to be conscripted into military service, something like a military screen where you can assign dwarves weapons and armor, maybe even group them together into squads.
I also had an idea for these things called "traps" to aid in fortress defense, but I'll save that for another thread.

Oh, I really hope toady likes my military suggestion, it's frustrating watching my fortress fail to the first goblin ambush that decides to attack...

195
Hmm...

AFAIR in older forms of therapist, the fortress gaurd was filtered under the sqaud option like any other body of troops. This no longer seems to be the case. Can anyone else confirm this or is the issue with an action on my behalf?

 ???

EDIT: Nevermind. After reloading DF therapist sorted them into a squad correctly.

same, 0.6.10 stopped recognising squads, fixed by reloading df.
Same.
Hazarding a guess here, the squad offset is wrong? It looks like it's reading from save state data instead of the active data.

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