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Messages - otherdwarf

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1
DF Dwarf Mode Discussion / Re: Weapon research
« on: December 12, 2010, 05:57:40 am »
@Xenos

Well, ordinarily yes. But due to the rather special properties of adamantine, namely indestructability, complete inflexibility, negligible weight, and extreme rarity I consider the standard way of construction things out of adamantine to be wrapping it around a frame and then applying "dwarven magic" to harden it. Which would give these properties if instead of a ordinary frame you used a solid lead weight.

2
DF Dwarf Mode Discussion / Re: Weapon research
« on: December 10, 2010, 12:31:34 pm »
Hmm... Qoon, it's been suggested, but it's just not doable right now. Making items out of several metals would partially solve this, but It could be incredibly complex to make even a single item if you have to specify everything about it. Everything can be solved with menus, though :D

Yeah, I'm not suggesting that you be required to specify that the thing be /filled/ with the lead?  But since weapons breaking isn't part of combat - just getting the weight of the lead bar to figure into the weight of the final weapon should do the trick.  If lead is the only material you use for this, for example, the recipe isn't THAT hard: Filled Mace = Lead Bar + Coke Bar + Requested Metal?

Something like this can be done. But it requires a workaround.
Create a custom reaction: 1xLead + 1xAdamantine -> 1xUtopium and give Utopium all the material properties of Adamantine except for the weight which is that of lead. And you have a reasonably good approximation of a lead-filled adamantine shell.

3
DF Gameplay Questions / Re: Wood Industry Flowchart
« on: December 10, 2010, 11:46:42 am »
Not correct on machine components. While you NEED wood to make a screw pump, you CAN use other things for parts of it.

Actually, unless something has changed very recently you do NOT need wood to build pumps. All the three components:
giant corkscrew, pipe section, and blocks can be made out of either wood, metal, or glass.
Unless you count coal for the reactions as needing wood of course.

4
DF Gameplay Questions / Re: artifact materials
« on: September 03, 2008, 05:21:31 pm »
Quote
Wrong. I just had a mood where a crafter collected a shell, two dog bones, and some other stuff. While he was collecting the other stuff, I forbid the bones and he went and collected some different (cat) bones. Still had the same amount, however.

Nice, I'll have to try this with my next moody dwarf.
One adamantine artefact warhammer coming up.

Also, you can forbid an item as the dwarf is walking toward it and he will pick another.

5
DF Dwarf Mode Discussion / Re: Desert Dwarves
« on: April 04, 2007, 09:37:00 am »
Can I be the cook please?

[ April 04, 2007: Message edited by: otherdwarf ]


6
DF Dwarf Mode Discussion / Re: Come one Come all
« on: March 17, 2007, 05:50:00 am »
Can i be the cook then?

7
DF Dwarf Mode Discussion / Re: Come one Come all
« on: March 16, 2007, 06:40:00 pm »
Yes please, count me in.

8
DF Dwarf Mode Discussion / Re: 3d Room Applications
« on: August 11, 2007, 10:43:00 am »
With 3d and rewalling in I believe my plan can be summed up in one word:
outdoor fortress (Well, at least in Swedish it's only one word).

9
DF Gameplay Questions / Re: Effetcs of Crossbows and Bolt quality?
« on: May 02, 2008, 03:42:00 am »
old info, but it might still apply.

posted by Toady One January 09, 2007 10:45 PM

quote:

    The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to

SK -> SK*(1.0+0.2*Q) + Q

This is pretty extreme and will probably be reduced for all weapons.  



10
DF Gameplay Questions / Re: Workshop Profile Min/Max question
« on: October 21, 2007, 04:35:00 am »
It's according to skill needed. At least I've never had any problems with my forge  set to minimum legendary skill.

But be careful with setting allowed workers, when I did that it overrode the minimum skill and my legendary weaponsmith tried to make armor and the armorsmith weapons.

EDIT:
Oh sorry, only read the first part of the post. But I believe that it should work

[ October 21, 2007: Message edited by: otherdwarf ]


11
DF Gameplay Questions / Re: Stupid Question
« on: October 15, 2007, 01:08:00 pm »
And don't make my mistake, copy-pasting and renaming the region. I managed to abandon my fort in both copies of the region at the same time. Without a backup.   :(

12
DF Gameplay Questions / Re: Drop that axe!
« on: March 16, 2007, 06:20:00 pm »
And no, I haven't read Animal farm.
Perhaps it is time I did.

13
DF Gameplay Questions / Re: Drop that axe!
« on: March 16, 2007, 06:18:00 pm »
I have now tried everything for a year.
Drafting, setting all jobs off,
all jobs off except mining.
He still won't drop the axe.

Unfortunately the caravan guards did not
decide to attack the elephants.
So i believe this is the end for poor Ral Nerèrith,
no food can be spared for thieves during winter.  :(


14
DF Gameplay Questions / Re: Drop that axe!
« on: March 15, 2007, 12:23:00 pm »
Yes, woodcutting is off and he is set to unarmed.

@yeahjim
No, I don't want him dead. but I need him to return that axe,
which I may add is community property.


15
DF Gameplay Questions / Drop that axe!
« on: March 15, 2007, 11:21:00 am »
I have a bit of a problem with my woodcutter, or should i say former woodcutter?
He had an argument with a tiger and is now bedridden with a mangled upper body. But he refuses to let go of my only axe! And i have no wood to make another one.

I can see two solutions, neither very pretty.


  1. lock the door and let the peasant starve to death.
  2. hope a caravan guard with an axe gets killed by the elephants.


Now, i feel number one is a bit drastic and number two too dependent on chance. Does anyone see a way out of my dilemma?


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