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Messages - ricree

Pages: 1 2 [3] 4 5 ... 9
31
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 20, 2011, 12:02:19 am »
Is there any use for feathers or skulls?

32
DF Gameplay Questions / Re: Less metals = good, memorable Fun
« on: February 18, 2011, 06:13:34 pm »
Any thoughts on running an effective military in a low metal environment?  So far, my leather wearing axedwarfs* have been slaughtered during seiges and ambushes.  I'd rather not go back to the bad old days of cowering behind a trap line, but it seems like the only option without access to good armor.



* generally around competent for most military skills

33
DF Gameplay Questions / Re: Newb
« on: April 04, 2010, 02:14:36 pm »
Have a carpenter make a few buckets.
Channel out a small area, then mark it as a pit/pond with the i key. 
Once it is marked, type 'p'(lowercase) to turn it into a pit/pond. 
Then type 'P'(uppercase) to go into the pond settings. 
Type 'f' to set it to pond instead of a pit. 
Your dwarves will now try to fill it up with buckets.  Once the entire ground in the channel is muddied, go ahead and clear away the pond by typing 'i', then 'x', then mark the area to get rid of.

The farming area will be one level down, but you can easily make stairs or ramps to go down there (the current version will automatically start the channel with ramps on the edges, so you won't have to). 

From here, you can create farms as you normally would.

34
DF Gameplay Questions / Re: Dwarf status
« on: April 04, 2010, 02:06:54 pm »
Also, white/light grey is drowsy.

35
DF Dwarf Mode Discussion / Re: I treed a dragon
« on: March 28, 2010, 04:04:30 am »
If the civvy dwarves won't get close enough to chop down the tree, fire a ballista at it. That will kill the tree from a distance.

Hope it helps.

You could also probably collapse the ground out from under it, though you might have to collapse a really big area to get around the civilian issue.

36
DF Gameplay Questions / Re: Starting Military question
« on: March 09, 2010, 04:36:48 pm »
Wrestling actually does help against missile attacks.  It's not great, but it's better than nothing.

Very high-level wrestlers will actually be able to "go matrix" and dodge incoming bolts and arrows.  They're not as good at it as they are at dodging melee blows, but like I said, it's better than nothing.

Also, don't discount the value of stat boosts.  It won't prevent damage, but a dwarf with good endurance will be able to keep going a little longer so that they can finish opponents off.  In a close fight, it could easily make the difference between death on the battlefield and getting dragged back to recover in bed.

With that said, I personally prefer to start with marksdwarves.  In general, I prefer to train up at least a couple of these before I worry about melee troops.

37
Also don't forget that many of the great fictional dwarven cities were built with at least some eye towards defense.  In these early stages of DF development, pretty much any attack thrown against you can be fended off with a couple of traps, or some walls with a handful of marskdwarves.

Let's say that siegers were able to bring down those walls and bypass the traps, plus they were more numerous and persistent than current sieges are.  Then you'd probably want to have your fortress build deeper.  Perhaps, for example, you might want the bulk of your fortress behind a large bridge that could be readily defended, possibly with a couple ballista covering it.  And then you might also want some vaults and other strong points where dwarves could retreat and valuables could be stored if your first rounds of defense weren't enough to fight off the attackers.

If you actually had to take this into account, I suspect that most fortresses would wind up being more epic in scope simply out of necessity.  As it stands now, building these sorts of defenses in depth is pretty pointless, and until burrows come out they wouldn't even be that effective anyways (since citizens will at most flee into an indoors ares, you can't really have indoor defenses for them to hide behind).

So at least in part, I'd say that current designs are a response to what works best with the sorts of challenges a fort will face.  Once effective sieges get in game, I suspect that fort design will have to shift in order to accommodate them.

38
Of course, the real absurdity to any dwarf fortress player is the idea of a noble doing anything more productive than setting mandates.

39
DF Gameplay Questions / Re: Difficulty getting Dwarf Fortress to Run
« on: March 05, 2010, 02:24:07 pm »
Tried setting it to my exact screen resolution [1152x864], windowed=NO, and no dice.

What happens if you try starting in windows mode by default?

The 40dx version might also be worth a try.  The latest is 40d19, but I haven't personally tried either of those.

40
DF General Discussion / Her Name Didn't Happen to be Urist, Did It?
« on: March 05, 2010, 02:18:13 pm »
From an article today in Cracked.com:

Quote
One tells of Phung Thi Chinh, a pregnant noblewoman in their army who gave birth on the battlefield, and fought the Chinese with her baby on her back.

Dwarfiest thing ever.  They just needed some magma to complete the picture.

41
DF General Discussion / Re: Al-Qaeda's fortress has been abandoned
« on: March 05, 2010, 02:15:04 pm »
I don't know, but they'd best keep an eye out for giant cave spiders.

42
DF Gameplay Questions / Re: Super ready
« on: December 16, 2009, 02:24:03 am »
A couple bits of advice:

First and foremost, don't be afraid to fail.  Remember, "Losing is fun".  A lot of the best and most memorable stories involving this game are all about the mayhem as a fort crashed and burned.  Since the game generates a semi-persistent world for your forts, a failure is just another interesting place to go explore in adventure mode.

With that in mind:

The wiki will be your best friend for  a good long while.  It goes into deep detail on a lot of the more complex points of the game, and is a pretty fair source of strategies for both beginners and advanced players.  If you run into a mechanic that is confusing you, there will probably be a page somewhere on this wiki that explains it.

The two most likely failing points for your first fortress will likely be booze and food.  Your dwarves prefer to have a large stockpile of alcohol available, and will be slower and less happy without it.  Even worse, there are maps where your only good source of drink will be alcohol, so if you don't have enough you will lose dwarves to dehydration.  So early on, figure out what you need to produce food and booze, and you will have a much smoother run.


If you make it the first couple years, your next major threat will come from goblins.  They will come in either small hidden groups, or large visible sieges.  Either can kill you if you aren't careful.  While I consider a strong military to be the most fun way of dealing with them, it is also fairly complicated to get up and running.  Instead, look up the page on traps, and build a whole bunch at the entrance of your fort.  If you have enough, the goblins will take such heavy losses from them that they will retreat.

Once you're experienced enough to deal with these, you're probably be advanced enough to figure out the rest on your own.

43
Why not auto forbid?  Then you can just use the designate tool to mark them as either dump or melt before claiming them.

Key sequence would be:  d b m <then mark whatever> d b d <then mark the same stuff>  d b c <again, same things>

This will set everything meltable to melt and dump the rest.  Nothing should wind up going to your stockpiles except as a temporary measure while the melt designated stuff waits for destruction.

44
DF General Discussion / Re: What is DF programmed in?
« on: October 07, 2009, 09:17:47 pm »
the result is the same. VB code takes more space but it's easier for someone.
If you want to talk about native, both C/VB are not native, the native is IL (Instruction list).


Err...... do you want to doublecheck what you said there?  C most certainly compiles down to native code, unlike vb, which compiles to bytecode that is executed by the CLR.  Perhaps you were thinking of C# or managed C++, for which everything you said would be true?  But for normal C, your post is not correct.

45
DF Modding / Re: Legends File Format
« on: October 05, 2009, 10:48:00 pm »
Thanks for the reply, but I was hoping that the full format was mapped out somewhere.  The script you linked seems to be for the world_sites_and_pops.txt and the world_history.txt files, which are a very small subset of the legends.

Since the various 3d visualizers exist, I figured that at least part of the save format must be known.  I was hoping that the part I was interested in was written down somewhere.

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