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Messages - Bognor

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1
DF Gameplay Questions / Re: My high efficiency fortress plan
« on: July 23, 2015, 11:22:05 pm »
What's throwing me off is that room is taken up for the Baron, Count, AND duke's room. I find this silly. Just make your baron's room Duke-sized when he first arrives and he'll never want for anything. (Unless I'm misunderstanding something here)
Indeed.  Your Baron will become a Count and ultimately a Duke; you won't have more than one of these positions at a time.

2
DF Gameplay Questions / Re: Scourges and whips?
« on: December 15, 2014, 10:54:25 pm »
Because of higher contact area, a mace is more likely to pulp instead of break bones. Pulping is what puts zombies down fast. Hammers will kill them, just roughly two thirds as fast.
Maces are also twice the size, and hence twice the weight, of hammers.

3
DF Gameplay Questions / Re: Savagry
« on: December 15, 2014, 10:50:06 pm »
On an unrelated note, if gobs are present will they be able to attack me even if they don't show in the faction list.
I asked this recently in this thread.  Apparently the answer is no.

4
DF Gameplay Questions / Re: most efficient staircase.
« on: December 08, 2014, 09:55:26 am »
I'm not sure I understand the original question, but here's a rule of thumb: two staircases right next to one another allow more efficient movement than two single staircases apart from one another.  This is because dwarves can walk around one another when using adjacent staircases, but on a single staircase, one dwarf has to stop to let the other one pass.

5
DF Gameplay Questions / Re: weapon upgrades
« on: December 05, 2014, 11:16:26 pm »
Just in case there's any confusion, if you've set up uniforms sensibly there shouldn't be any conflict between breastplates and chain mail - a dwarf can wear both.  If for some reason you're only using one you probably want to go with chain mail, as it covers far more body parts (see here).

6
DF Gameplay Questions / Re: Embark without goblins as neighbors
« on: November 24, 2014, 05:10:31 am »
Oh, ok.  Well I put years down to 400 and increased starting civs 40 --> 80 and that got me a world with a great embark spot.

7
DF Gameplay Questions / Re: Embark without goblins as neighbors
« on: November 24, 2014, 02:24:27 am »
Cool, thanks Codyo.  I couldn't see any such natural barrier that would prevent goblin access, and the goblin/no-goblin border was in the middle of a savannah.  So I assumed it was about distance rather than access.  The same thing happened in two or three generated worlds.

I'll try increasing the civ number and maybe reducing the years of world history.

8
DF Gameplay Questions / Embark without goblins as neighbors
« on: November 24, 2014, 01:35:58 am »
I've found an awesome embark site, but gobbos aren't listed as neighbors!  Does that mean I'd get no goblin ambushes or goblin sieges if I embarked there?  The wiki seems to imply that but isn't entirely clear.

If not, is there any simple hack or mod that would re-enable goblins?

Also, I've had this problem in a few created worlds.  I've been creating medium regions with mostly default stats, stopping at year 600.  Is that too early, so goblins haven't spread throughout the world yet?  Are there parameters I could tweak to improve the coverage of goblins over the world?

9
DF Gameplay Questions / Re: Armor questions
« on: November 17, 2014, 04:20:19 am »
...what I'm trying to get is steel helm, chain mail, gauntlets, and high boots as the basic full body protection...
Oh yeah, I should have mentioned, you should add some sort of lower body wear to that, eg cloth pants, or the dorfs might get unhappy thoughts (or current equivalent) from other dwarves seeing their butts.  Apparently Dwarven chainmail has the cheeks cut out or something.

10
DF Gameplay Questions / Re: Armor questions
« on: November 16, 2014, 01:30:44 am »
...
I tried steel once, only a chainmail, breatplate, helm and greaves, the dorfs died.
...
They would have, because this leaves the feet, hands, and lower arms unprotected.  Chainmail, helm, high boots and gauntlets is a much better set as it covers the entire body.  Greaves and breastplates add additional protection but I'm not sure whether the extra weight is worth it on dwarves without high strength and/or armor user.

11
DF Gameplay Questions / Re: Happy Meal Question
« on: November 11, 2014, 08:04:19 am »
Don't feel bad.  I'm sure I've seen this exact question at least twice before.

12
individual choice melee weapon with the wooden Material modifier
Since no-one else has responded, I'll offer my guess that ^there is your problem.  Try assigning wooden training weapons individually.

In case you haven't found it already, there's a guide on the wiki about disarming goblins to make training safe, while leaving them with their armor to extend training.

13
DF Gameplay Questions / Re: 'Best' Weapon
« on: August 08, 2014, 04:29:26 am »
MEGABEASTS
5(1Mb vs 10D)

Dragon
-Axe 80% Survival
--40/50
-Spear 0% Survival
--0/50
-Sword 90% Survival
--45/50
-Steel Hammer 62% SUrvival
--31/50
-Silver Hammer 0% Survival
--0/50
-Steel Mace 96%
--48/50
Whoah... Make sure I'm understanding this right... You pitted one dragon against 10 speardwarves five times, and in all those five times, every single speardwarf was slaughtered?  Whereas axedwarves and swordsdwarves consistently slew the dragons?  That annihilates the conventional wisdom that spears are the ideal weapon against megabeasts as they're able to penetrate layers of fat and muscle to damage vital organs.  How skilled were your dwarves?  Perhaps there's some minimum skill required to deliver a deeply-penetrating spear jab?

Also, steel maces and steel warhammers vastly outperformed silver warhammers?  Were they strictly independent tests?  I mean, could the victor(s) from one match-up go and help their team in a separate match-up?  Sorry for the questionspam!

14
DF Gameplay Questions / Re: Best Uniform?
« on: August 01, 2014, 03:30:21 am »
Lots of good suggestions here.  I've had the same go-to armor set forever which combines leather layering without going to the full stacking extremes of multiple mails/cloaks.

Melee:
Metal Helm, Leather Cap...
Does that actually still work though?  I thought some time in 0.34 caps were given the "shaped" tag which made them incompatible with helmets.

15
DF Gameplay Questions / Re: Shield material
« on: July 04, 2014, 08:32:54 am »
Ive seen some pretty convincing !science! which also suggests (well pretty much stamps on the notion) shield quality has no impact on blocking also.

I just did a quick search for the thread and I didnt find it. If I recall correctly though the thread has been created in the last 6 months. The author did not expect to discover quality has no effect on block chance.

So pretty much material and quality only has an effect for shield bashing. Low quality wooden shields for marksdwarves are therefore likely the way forward (and that was new to me also, I tended to accumulate masterwork sheilds for everyone).
Ah, the outstanding work by Zivilin, here.  Surprising indeed.  Only blocking of arrows was tested, though, so I guess there's still a chance, albeit slim, that shield quality has some influence in blocking melee attacks.  Also very surprising that bow quality had no influence on block %, at least in that experimental setup.

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