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Messages - schussel

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166
DF Dwarf Mode Discussion / Re: Issues with constructed ramps
« on: December 16, 2010, 06:26:16 pm »
check back into wiki  for ramps you will see what you have done wrong :)

167
DF Gameplay Questions / Re: Military Training boredom!
« on: December 15, 2010, 04:20:26 am »
Well, heavier armor will result in them moving slightly slower (although I believe armor training can decrease this penalty). However, because I have not yet seen a marksdwarf that will actually attempt to run away when fighting in melee or move to better cover when fired upon, moving more quickly isn't much of an advantage for them, other than possibly firing a little faster.

Also, marksdwarves only have piercing damage, so I think anything that can't bleed to death or die from organ damage will pretty much just laugh at you unless you have some other sources of damage, be they traps or more dwarf-based.

unless they got out of ammo or the target moves adjacent then there's a lot of hammering punishment no matter the ammo :)

that'S why alotta amries that are purely marksmen are consisting of hammer lords very soon if you dont let em train very long at the range or have plenty to shot prisonerwise :)

168
ive got alot of dead bodies in from of my gates, my dwarfs refuse to dump them or get them out of the way, this is normal?

anyway, i will solve it with magma unless someone has a better idea.
check outside refuse removal orders ... o-r-o  + availability of refuse pile

169
DF Gameplay Questions / Re: Not enough haulers!
« on: December 14, 2010, 06:29:59 pm »
Create a tiny 1x1 meeting zone. Have as many idle dwarves as possible for about a year or so.

In about 12 years you should get a huge bumper crop of haulers, and additional haulers each year afterwards.

+

but carefull those dwarfes tend to bond up very heavy so if you lose more than 2 dwarfes at once for whatever reason you might end up on the receiving end of an evil tantrum spiral :)

another way is to specialise crafters and haulers ..

so disable hauling for crafter and select groups of haulers for the specific job (refuse for those dumping jobs, stone for filling metal ore and stone piles and so on)

anyway the master recipe is ..dont do too much the same time .. that splits your workforce far too much to be usefull .. it heklps to forbid parts of the to be hauled stuff until one area is cleared .. and to speed up hauls between or from craftshops(butcher) design your fort so that specific stockpiles are very near (like refuse and food pile near the butcher or wood and furniture pile near the carpenter) .. remember that moving z-levels count as 1 step too in case of hauling distance (so piles above or below shops are quite fine when connected via nearby ramp or stair

170
DF Gameplay Questions / Re: Military Training boredom!
« on: December 14, 2010, 06:23:46 pm »
Thanks for all the answers chaps.  I have a few more questions to bore people with.

1) Do marksdwarves suffer penalties from heavy armour?

2) Do marksdwarves really need the armor user and dodger skills given they'll be at long range mostly?

3) Should I bother equipping my melee jobbies with more than 1 type of weapon?  If not, which weapon?

answers in random order :>

3) well each legendary rank gives a big atribute boost .. + weapons have different fields of usage .. as axes and swords are fine to splatter weak armored enemies and hack limbs off .. warhammers and maces damage heavy armored foes to the max (esp usefull on those pesky bronze colossi) and spears .. well they are fine to pierce organs in big enemies :)

2) imagine an open field battle when the marksmen run out of  arrows or a nother siege squad attacks from the flanks (happens sometimes) .. as melee is bound most likely marksmen would be in a bad shape

1) its possible to clad em in metal too .. never found a pro or contra to it other than above fact

171
DF Gameplay Questions / Re: Military Training boredom!
« on: December 14, 2010, 03:42:21 pm »
Quote
See:
http://df.magmawiki.com/index.php/Armor

Have you actually read that wiki page?  I have, several times, and it still doesn't make any sense and doesn't actually answer any of my questions.

... unless you mean that list at the end where it says to use the following for "upper body", for example:

Upper Body
1 x breastplate
3 x mail shirts
6 x cloaks

Is that legit?  It seems a little ridiculous (and ought to be physically impossible) for my dwarves to be walking around actually wearing all that stuff.  Shouldn't there be some penalty for having so much weight/layers?

its quite legit .. in fact in history multiple layers of  clothing was advised to soldiers that could afford it   (say around medieval times)

and well its extremely effective too ... but taking ages to pickup equipment aslong you dont precollect em in special stockpiles ... and even then :)

172
DF Gameplay Questions / Re: Military Training boredom!
« on: December 14, 2010, 03:34:42 pm »
Quote
oh and 4)  I still don't understand that bloody crazy armour section.  Are they really saying that my dorfs can wear 7 helmets, 8 body pieces, 12 gloves, etc and is that beneficial/required for the defence of the realm?

I hope someone knows/answers this 'cause I wanna know too.  I really don't understand how or why it's possible to wear multiple pieces of armor on the same body part, and whether it's a good idea to do so.

For example, is it possible to wear these together as a set?

Leather armor + steel chainmail shirt + steel breastplate

...and if it is possible, does it offer any better protection than simply wearing the steel breastplate alone?  Are there any penalties to movement or fatigue or dodging or anything else from wearing "too much" armor? 

Or, more simply -- what's the "ideal" armor set, if there is one?

--nomad_delta
well any attack needs to bypass each layer ..

so it does offer more protection ..  if you read about that in the wiki about armor (http://df.magmawiki.com/index.php/Armor) there is a good guide for building the most effective armor combination ... just exchange dresses with robes depending of your civ (as those are interchangeable and sometimes not present to be build by your civ)

beware .. a steel full clad layer + full equipped leather layers may render any armor user above lvl 10 proficiency almost invincible :)

173
DF Gameplay Questions / Re: rawflag for animal trade
« on: December 14, 2010, 03:27:12 pm »
thanks for the clarification .. imma test around abit with it

wonder if its possible to get evil creatures like werewolves or harpies as pets  by adding the evil pet tag :)

174
DF Dwarf Mode Discussion / Re: Dwarf Housing Project
« on: December 14, 2010, 03:16:40 pm »
i tend for the 3*1 system too with bed container and cabinet .. i guess even the latter is quite im portant for any cloth collector types

175
DF Dwarf Mode Discussion / Re: Graphics (or lack of) Poll
« on: December 14, 2010, 03:10:39 pm »
graphics ... as i am too stupid to convert the asci tiles into a visual context :)


176
DF Gameplay Questions / rawflag for animal trade
« on: December 14, 2010, 03:08:42 pm »
heya .. i am looking for the specific flag that's defining the kind and maybe volume of animals traded by a race (so i can mod a custom race with that equal of  say elves)
could one of those (that are exclusive to elves in entity_default)
[USE_GOOD_ANIMALS]
[USE_ANY_PET_RACE]

be the faulty ones? ...and if yes would there be any way to enlarge the tradevolume in pets?

thanks

177
DF Gameplay Questions / Re: soldiers permanent pale/faint
« on: December 13, 2010, 07:18:22 pm »
Pierced ears is elven hippie bullshit. Dwarves just don't stand for that kind of thing.

quite .. but still they die because of it :)


btwhad to abandon .. within 30min realtime the whole fortress engulfed in chaos and slaughter ... guard-squad vs tantrummers vs berzerking tigermen that were on trade visit but could not get out because of a frogman siege (70 frogs ...).. before the first guardsquad succumbed and started the thing there were 130 dwarfes on abandon 8 were left...

178
DF Gameplay Questions / Re: soldiers permanent pale/faint
« on: December 13, 2010, 06:09:22 pm »
usually they went themselves . but this time no no ofduty ... maybe i should do that instantly next time .. btw the tantrum spiral is going round .. allready 20 deaths .. 12 alone by the new captn .. by punching brains in .. first time i ever witnessed such a massive tantrum spiral .. all because of pierced ears :/

179
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 13, 2010, 05:47:03 pm »
funny in sacredpicks .. after 6/10 soldiers of the royal guard succumbed to an ear ineftion!! about 4 random dwarfes managed to get into the double sealed off reservoir of the  power generator ... coffins are really needed those days ...

edit: the bodycount goes up to 25 by now .. mostly when prisoners ripped the chains(aka ropes) in the prisons and escaped ... the guard knows no mercy
 oddly in between a pet cat defended its master and was killed by the guard too :) never seen that

180
DF Gameplay Questions / Re: soldiers permanent pale/faint
« on: December 13, 2010, 05:19:43 pm »
had to replay due to a crash and now i get it .. all were pale because of infection that was not shown or diagnosed .. all soldiers with the condition died allmost the same time .. 6 in the number o.O

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