Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Bognor

Pages: 1 [2] 3 4 ... 9
16
DF Gameplay Questions / Re: Shield material
« on: July 03, 2014, 08:24:52 pm »
I like to start with a proficient carpenter, and there's normally plenty of wood, so I make redundant wooden shields and just let my soldiers pick the highest quality.  I assume higher quality shields improve block chance, though I've never seen any !!SCIENCE!! to confirm.

17
DF Gameplay Questions / Re: Some questions (FPS help)
« on: April 16, 2014, 09:31:43 am »
You probably already read this on "Maximising framerate" on the wiki, but if you can tolerate the loss of functionality, there are old reports that disabling temperature has a huuuge impact on framerate.

18
DF Gameplay Questions / Re: Bare Minimum Clothing Requirements?
« on: February 22, 2014, 07:06:02 am »
Given that chain mail covers the upper legs as well as the torso, and presumably everything in between, would chain mail + boots be sufficient to stop these negative thoughts?
Chainmail may protect the thighs, but they still occupy the Upper Body slot, so I'm pretty sure they'll still be upset about being pantsless in front of their friends and family. Same goes for robes, which technically cover the whole body, but are still considered Upper Body wear.
Great.  I now have a mental image of a dwarf in neck-to-knee chainmail that's crotchless and assless.

19
DF Gameplay Questions / Re: Bare Minimum Clothing Requirements?
« on: February 19, 2014, 07:41:13 pm »
Given that chain mail covers the upper legs as well as the torso, and presumably everything in between, would chain mail + boots be sufficient to stop these negative thoughts?

btw Great thread title  ;)

20
DF Gameplay Questions / Re: Effectiveness of candy armor
« on: July 21, 2013, 01:21:54 am »
Well, with extremely high skill dwarves, it seems that candy has quite a decisive advantage, based on my preliminary arena tests.

5 grandmaster hammerdorfs vs 5 grandmaster hammerdorfs, both wielding silver warhammers, with side 1 wearing addy and side 2 wearing steel has had the addy dorfs beat the steel dorfs decisively for 2 trials. I'm planning to do a total of 15 trials of this, and reporting back.
If addy proves superior in repeats of this test, I would suggest it would be due to the hammers, not due to the high skills.  See Shinziril's research: "Blunt attacks seem to ignore armor of the level of iron or below, are somewhat blocked by steel armor, and are often (but not invariably) blocked by adamantine armor."

21
DF Gameplay Questions / Re: Help find the gorilla
« on: February 12, 2013, 09:03:42 am »
If you still can't find the gorilla, you can practise with this video.

22
Another thing is that, all else being equal, a room that's fully enclosed by walls (accessible via stairs or ramps) will be worth much more than one that is not.  Each side of a room that has a "gap" in it, whether plugged by a door or not, reduces a room's value.  See this masterwork thread for details.

23
DF Gameplay Questions / Re: Labours that don't require skill
« on: December 26, 2012, 02:09:43 am »
Brewing - I'm not sure about this one, booze clearly don't have quality but where do the "Had a truly decadent drink lately" thoughts come from?
They come entirely from the value of the alcohol being consumed (with preferences playing a strong part). Strangely, the value is also determined by the stack size, so drinking from a full barrel gives a happier thought than drinking from one that's nearly empty.
Ahhh... So as far as keeping dwarves happy goes, the "quality" of your drinks is determined principally by the skills of your herbalists and growers?  And using fertilizer should actually boost the happiness of all the dwarves in your fort?

24
DF Gameplay Questions / Re: Here is why your Marksdwarfs won't practice...
« on: November 26, 2012, 05:54:47 am »
Once all other tasks are out of their way it then becomes a matter of the self-discipline attribute.  I guess dwarf therapist calls it Willpower.  Individual dwarfs seem to practice with a frequency proportional to their Willpower.
Self-discipline is a personality trait that leads to descriptors like "is self-disciplined" and "is occasionally given to procrastination".  Willpower is an attribute like Strength or Agility that would be mentioned in green writing in a Dwarf's profile if good or red writing if bad.  You can train Willpower just like other attributes.  The confusion may be because Self-discipline values between 76 and 90 are reported as "possesses great willpower", which I guess is because soul attributes were added to the game long after personality traits.

25
DF Gameplay Questions / Re: Foreign weapons compared to native?
« on: November 14, 2012, 09:50:32 pm »
Ok, well I've added a disclaimer to the wiki - see here.  I've left a small question you might be able to answer, Sutremaine  :)

26
DF Gameplay Questions / Re: Food choise
« on: October 31, 2012, 09:19:33 am »
I noticed that they would go for unprepared food pretty often. I set the food to restricted and set high priority walking all the way to the prepared food. This hasn't stopped it completely but almost all dwarves now eat from the good food.
Priority doesn't work like that.  It never affects a dwarf's destination, only how he will get there.

27
DF Gameplay Questions / Re: Candy armor
« on: October 05, 2012, 08:18:46 am »
According to the research described here, steel armor sometimes blocks blunt attacks, whereas adamantine armor often blocks blunt attacks.  Given that blunt attacks to the head are far more dangerous than blunt attacks anywhere else, I'd be making adamantine helmets a much higher priority than any other adamantine armor.

28
DF Gameplay Questions / Re: Best animals?
« on: September 23, 2012, 11:18:24 pm »
http://dwarffortresswiki.org/index.php/Domestic_animal

Dogs.  They're not milkable or shearable but they breed fast, give absurd amounts of meat (possibly due to a bug related to their lack of hooves), help on defense, and don't need to graze.

Maybe add pigs if you want milk, and sheep if you want wool (pig tails are an easier source of thread). Turkeys are ideal for eggs, but blue peafowl are arguably better if you want bones and meat as well because they grow up quicker.

Unless somethings changed recently, goats and sheep both give milk, but only sheep give wool.

29
DF Gameplay Questions / Re: Boner Armor
« on: June 17, 2012, 05:18:34 pm »
Yeah, I've always been told wikis are not the best source of information. Oh well, I suppose thats what the forum is for. Lol. But atleast the issue got resolvedm even if it took a few hours.
The wiki is made by ordinary players like ourselves.  It will be accurate if people fix any errors they come across, or at the very least leave a note on the article's talk page.  B is for bold!

Leather leather armor [wut]
Leather cloak
Bone Helm
Leather hood
Bone Greaves
Bone Gauntlets
Leather high boots
shield
training spear [i wish I could make bone spears, but alas.]
[...] Anything I can add, you think, without it seeming like my dwarves are wearing eighty-three different animals in breastplates alone?
Can you fit a leather cap under the helmet and hood?  Would probably only give small benefit, but head protection is critical.

30
DF Gameplay Questions / Re: Attribute Training Question
« on: June 04, 2012, 09:32:25 am »
I can't find a link, but my memory is that there used to be a bug affecting mining specifically that prevented mining from training any attribute.  It seems to have been fixed by 0.31.12, though. (link)

Pages: 1 [2] 3 4 ... 9