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Messages - Solace

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136
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 16, 2010, 10:05:07 pm »
I reclaimed a fortress that got all killed off, so I have a lot of bodies to get rid of. What are the pros/cons of using: A, the graveyard pile, B, coffins, and C, just dumping everything into magma? Additionally, even though human and goblin bodies don't get put in the graveyard, I still can't use their bones, right?

137
DF Suggestions / Re: How mine carts could work, simply.
« on: July 16, 2010, 06:38:01 pm »
Well it's not like it's hard for dwarves to carry things around right now, if you make the carts too hard to set up no one will bother. :P

138
DF Gameplay Questions / Re: Gold weapon?
« on: July 16, 2010, 06:35:37 pm »
But if the purpose is to penetrate armor into someone's squishy body, the last thing you want (aside from something that isn't pointed at all) is a wide-angle wedge. You want something with more concentrated force, and a wedge like that would be too wide to pass through the armor much anyway. It's basically pointless (hurr).
But dwarves don't just fight goblins in armor, they also have to be able to deal with creatures twisted into this shape or that, and made of wood, stone, metal, or whatever. :P The 'natural' armor of magical enemies would also be, um, unexpected, I'll say. At least hypothetically, since we've given up on talking about any part of the existing game.

139
DF Suggestions / Re: More Difficult Happiness
« on: July 16, 2010, 11:51:04 am »
If you just want it to be harder make happy thoughts have lower value and sad ones larger. then there can be a scale you can set in init, so new players arent as frustrated
The problem isn't the ease at which happy thoughts are built up, but that there's no upper limit. If entering my dining room gives every dwarf, lets say, +10 happy, lowering it to giving +2 happy will just make it take longer to build up to enough happy points that everything else in the fort can die and they don't care.

140
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 16, 2010, 10:43:04 am »
I always have a hard time building a good entrance to my fort. I want the bad guys to die and the good guys to move through unmolested.  Inevitably I settle on a longish corridor with the trade depot at the back, but there must be a better way. Any ideas?
The best idea I've come up with is a two-way airlock. Put one bridge in the front, two in the back, with the trade depot in the middle. One of the rear bridges lets you access the depot or outside easily, the other is a long thin corridor lined with your favorite traps you can funnel enemies through (rather than let them sit outside and kill off your traders, migrants, and wood/ect access). You could also put a fourth bridge at the end of the trap corridor to make the goblins turn around and leave through your traps again, if you don't feel like that's cheating. :P

EDIT: Trap plan here:


Black is the part your enemies have to take, white is an adjacent pit, the gray square is some up-stairs to get out of the area, and red is up stairs or ramp from a lower level to get back to the trap path if the enemy falls off. Now you just have to stop your dwarves from running in there themselves. :P You could also station dogs on little path two spaces long on the sides, to give the goblins more things to try to dodge away from.

141
DF Gameplay Questions / Re: Gold weapon?
« on: July 16, 2010, 10:37:55 am »
No, it wouldn't, because bodies don't split like that. People are not made out of grainy solid material like wood.
You don't need to split your enemies in half, if you embed the six-inch wedge through armor, chances are you've hit something lethal. :P And since dwarves can cut straight through mountains, they can probably pull it back out with a few wiggles.

142
It's also a fair bit wider, although not solidly filled in. :P

143
How big do "underground fortresses" tend to be? I got one that's 23 z-levels, and it's just filled with stuff.

144
DF Dwarf Mode Discussion / Re: Obsidian traps (.08)
« on: July 15, 2010, 04:16:03 pm »
Do some traps actually push enemies around, or do they just jump away to dodge them?

145
DF Dwarf Mode Discussion / Re: Obsidian traps (.08)
« on: July 15, 2010, 01:45:30 pm »
Well it's possible, I dunno how effective wood is as far as swords go offhand. Also, of the two goblins actually killed (out of 15ish I think), one got killed on the second of the two 10-sword traps (so he passed at least 26 swords), and the other got killed on the way out. One decided to fight a chained wardog and jumped backward into 3x sword traps... often. I believe he was uninjured.

Would 3x green glass serrated disk traps outperform this significantly? I believe the only other thing I've tried in these basic early traps is wooden corkscrews and spiked balls. These worked even less well.

146
Cave ins seem to be declared whenever any two generated features overlap, I got a "cave in" because my volcano cut across a murky pool on the top level.

Also, I thought multicore computers could just devote all their cores to the same thing if it wasn't multithreaded?

147
DF Dwarf Mode Discussion / Re: Obsidian traps (.08)
« on: July 15, 2010, 01:35:54 pm »
Well the obsidian sword traps did cut up two goblins and get blood from two more... eventually. I think that's more effective than a regular wooden sword.

148
DF Suggestions / Re: More Difficult Happiness
« on: July 15, 2010, 12:56:31 pm »
See... I've played a lot, taken several fortresses to ~20 years, and I've yet to see a tantrum spiral. Kings have died, I've unleashed demons with my military nowhere nearby... nobody gives a damn.
I agree, this is the second fortress I've made that's been 80% depopulated by goblins, after some failed artifacts left insane dwarves running around, and this time right after dwarves where dying left and right from a lack of food and dehydration (not that I was low on booze or water). I literally could not make my dwarves less happy unless I started breaking stuff myself, but that one dining hall...

149
DF Dwarf Mode Discussion / Re: Obsidian traps (.08)
« on: July 15, 2010, 12:39:52 pm »
Well the idea was for a quick trap you could make just starting off, I think it's more dangerous than glass*-traps (I made a few of those on another fortress and don't remember a single injury, let alone death), but yeah. If you want obsidian traps to kill your enemies you're gonna need a lot, which I think translates to "and also don't give them to your warriors if you have an option". :P

* I've heard that wood and glass are exactly equally strong weapons, so unless you have magma, might as well cut out the middleman.

150
DF Suggestions / Re: More Difficult Happiness
« on: July 15, 2010, 02:22:07 am »
Since the one thing that seems to prevent tantrum spirals is the dining hall, maybe there should be a cap for the amount of happiness any one thing can influence? For example, a royal dining hall would give up to X happiness, legendary up to Y, and so on... rather than either one adding X or Y each and every time.

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