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DF Dwarf Mode Discussion / Re: Work Orders bug
« on: March 05, 2011, 01:32:27 am »
it's a known limit of the system
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But the Urist unit can be any figure you think is reasonable.If I'm not mistaken these numbers were hypothesized based on the speed at which an adventurer travel. It might not be totally correct, but it'd say close enough.
Love the idea of this mod, but im more interested in just testing out the part of clothing not rotting off to avoid claim spam. How would i go about moving just that part over?1) Copy armor-related item_*.txt files from IM Data\Intensifying Mod to your raw folder
y u necrobumpThis is a thread worth bumping.
We would have lived much longer if EvilFuzzy didn't build that god damn roof over his water-fall terrace.I read through the log and it was interesting. The elves I have and the elves you used were quite similar with the notable difference of mine not having access to mechanisms all together. If you do an another elf fort, it'd be nice if you consider my elves and even if deemed not suitable for the game, give some feedback. If I'm informed I'd be happy to observe your game for inspiration as well. And maybe help a bit with modding elves to your liking.
There where picks and such, but there where some rules to make it more elfy (only cage trap, no underground homes, etc.).
www.bay12forums.com/smf/index.php?topic=73969.0
The lack of metal sucked and there was a bug with the mod that kept us from making more than one squad, so our military really sucked. Staying in the walls helped. Also that kick-ass cage trap bridge Bowie built. That thing was cool.
The question is: what's actually the intended numbers. The 2010 bar usage are off and it would be fixed back to the 40d values sooner or later. However, my point was that "it takes alot of resource to fully deck out a proper military." which stand even with the 2010 bar usage bug.Suggestion: don't give help here based on modded versionsUntil you mod it, which I did.Let's run some numbers.....
weapon: 2 bars
shield: 2 bars
cap: 1 bar, 2 total
helm: 1 bar
chainmail: 2 bars, 3 total
breast plate: 3 bar
Gauntlets: 1 bar
Greaves: 2 bars
High boots: 1 bar
Those are 40d numbers. In DF2010, everything takes 1 bar.
I did thatonceseveral times...
Until you mod it, which I did.Let's run some numbers.....
weapon: 2 bars
shield: 2 bars
cap: 1 bar, 2 total
helm: 1 bar
chainmail: 2 bars, 3 total
breast plate: 3 bar
Gauntlets: 1 bar
Greaves: 2 bars
High boots: 1 bar
Those are 40d numbers. In DF2010, everything takes 1 bar.
You could always recycle the nonmasterwork to get some of that backThis is only true for some large pieces like mail, plate and greaves. For the most part it's more player-time efficient to just dig up new ores and trade the pieces away for bars (and ores) with the caravan.
I have done an above ground fortress in a jungle. I basically lived off hunters. They hunted down elephants and I produced roasts from the meat and bolts from the bones. I didn't need any other industry. I used most of the wood to build a base, with the rest used to make furniture, crossbows and glass coffins. I would buy any armor and weaponry from the dwarf caravans, as well as all the metals, stones and bricks. I didn't really have any trouble fighting off the goblins, though I got bored of the fortress before the sieges got too difficult.Sieges wont get any more difficult. In vanilla settings, the combination of OP crossbows and bad armor placement mean you should be able to survive until a bronze colossus or an inorganic FB come.