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Messages - FleshForge

Pages: [1] 2 3 ... 81
1
DF Gameplay Questions / Re: Equip question re: Xbow squad
« on: November 07, 2010, 04:36:33 pm »
They need backpacks for carrying their food in, and waterskins/flasks for carrying a drink as well.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 07, 2010, 03:58:07 pm »
Engraved on the wall is a superiorly designed image of Kadol Primechanneled the dwarf by Bembul Othilstukos.  Kadol Primechanneled is cooking.  The artwork relates to the masterful roast prepared by the dwarf Kadol Primechanneled for The Ring of Avalanches at Skinchambers in the late autom of 88.

3
DF Gameplay Questions / Re: Merchants not leaving
« on: November 07, 2010, 03:27:24 pm »
The trick with holding down mouse while paused actually worked perfectly for me, I have had that situation of merchants taking ages to pack their shit and go for quite some time now.

4
DF Gameplay Questions / Re: after .12 - bigness of civilized sites
« on: November 07, 2010, 01:23:32 pm »
All of that is cosmetic, at least for now.  There isn't any global economy, caravans have stuff based on the environment of their home city.  Maybe later on something like that will be implemented, but currently sprawl is just map clutter.

5
DF Gameplay Questions / Re: after .12 - bigness of civilized sites
« on: November 07, 2010, 01:18:05 pm »
It's the SITE_CAP setting in world_gen.txt, it's called something slightly different in the ingame interface but the name involves "number of sites" I'm pretty sure.  Make it smaller or even zero if the sprawl stuff bothers you.

6
DF Gameplay Questions / Re: water in a glacier
« on: November 07, 2010, 12:33:00 pm »
You need to cave it in down to rock levels, regardless of how high that may be.  You may have already seen, digging staircases at the ice/rock boundary is kind of fruity, but that's the tricky part.  If you drop ice onto more ice then it won't melt.

You don't really have to expose your dwarves to go get cavern water, if you actually have some down there; as long as the water is connected to the map edge, then it should be infinite.  You can dig a tunnel to carry the water to whatever point on your map you want it and build your well there.  It's a good idea to construct floor on the water passage though, to keep trees from growing in it.

7
DF Gameplay Questions / Re: Merchants not leaving
« on: November 07, 2010, 12:28:32 pm »
That is a really great trick, thanks!

8
DF Gameplay Questions / Re: Defending against marksman
« on: November 07, 2010, 12:10:33 pm »
 ::)

9
DF Gameplay Questions / Re: Defending against marksman
« on: November 07, 2010, 11:26:23 am »
One should read articles to see if they actually mean what one thinks they mean.  All three of those examples (obligatory doubt of Wikipedia notwithstanding) actually kind of say that yes, armored cavalry does trump archers.

The Crécy article:
Quote
Knights' armour had not yet evolved to the stage where longbows could not penetrate, and the knights' horses were barely protected at all. The storm of arrows killed or disabled the knights' mounts, and left the knights floundering in the mud on foot beneath an unavoidable hail of arrows.

The Poitiers article:
Quote
Prominent chronicler Jean Froissart writes that the French armour was invulnerable to the English arrows, that the arrowheads either skidded off the armor or shattered on impact. English history of the battle disputes this, as some claim that the narrow bodkin point arrows they used have been proven capable of penetrating most plate armour of that time period. While tests have been done to support this with fixed pieces of flat metal, armour was curved, so the point is debatable. Given the following actions of the archers, it seems likely Froissart was correct. The armour on the horses was weaker on the sides and back, so the archers moved to the sides of the cavalry and shot the horses in the flanks.


The Agincourt article:
Quote
... it was a disaster, with the French knights unable to outflank the longbowmen (because of the encroaching woodland) and unable to charge through the palings that protected the archers.
(the takeaway is that fortifications were the key, which is pretty obvious to us DF players)

10
DF Dwarf Mode Discussion / Re: Snow melts before ice?
« on: November 07, 2010, 10:35:59 am »
It's a bit tedious to do, but I paint every ice patch over with d-o-r (restricted movement) to keep people from walking on those tiles at any time.  Pets ignore it but you shouldn't ever have a dwarf fall in and drown.

11
DF Gameplay Questions / Re: Are Burrows Broken?
« on: November 06, 2010, 10:41:08 pm »
Forbidding stuff outside the main civilian burrow works, although it makes the detailed inventory provided by a bookkeeper a lot less useful.  If you wall up your surface level or just don't bother to control it at all then mass forbidding stuff outside your perimeter is less of a hassle, but you have that kind of problem without burrows anyway.

12
DF Gameplay Questions / Re: Dwarves dying of thirst
« on: November 06, 2010, 01:45:34 pm »
Make sure that zone-only drinking is not set, or if it is set, make a drinking zone at your well (I recommend leaving it off).  Found under (o)rders menu.

13
DF Dwarf Mode Discussion / Re: Desert Embarks / Cavern questions
« on: November 06, 2010, 09:35:19 am »
There is a lot of randomness involved in worldgen, sometimes you end up with thousands of desert tiles.  Same goes for cavern depth, although deserts are almost always lowlands and it tends to be a short way down to hit the caverns.

14
DF Dwarf Mode Discussion / Re: Why Plump Helmets?
« on: November 06, 2010, 09:33:17 am »
Does milling give back seeds?

Yes, the same way brewing does.  Cooking the plant leaves no seeds, but all the other processes ("process plants" too) leave you with seeds.

15
It's not a big trick to edit out the [AQUIFER] tags, yeah.

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