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Messages - Urist Da Vinci

Pages: 1 ... 145 146 [147] 148 149 ... 169
2191
DF Dwarf Mode Discussion / Re: Hammers or Axes?
« on: March 26, 2011, 03:46:33 pm »
Your dwarves do get more XP if you prolong the combat, but you risk that your dwarves get injured.

2192
0.31.23 is now out, so we may want a new thread.

2193
DF Dwarf Mode Discussion / Re: Combined Arms Approach
« on: March 25, 2011, 06:56:26 pm »
If I have any choice in the battle location, I attempt to flank the enemy. The game does keep track of "from the side" and "from behind" in combat, so I have the melee fighters engage first, and then have the marksdwarves approach/shoot from the rear or side. I tend to seperate melee fighter squads by weapon, because I like to assign custom squad uniforms.

2194
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 24, 2011, 01:05:08 pm »
A marksdwarf decided that the best way to shoot at the goblins was to run outside instead of staying behind the fortifications on the wall. I had to lock the door behind him for security. Goblin flail beatdown ensued.

2195
DF Dwarf Mode Discussion / Re: Mega-Project Concept: BLOCK OUT THE SUN
« on: March 23, 2011, 05:05:52 pm »
What is your map size?

I would find it too hard to make a level shelf in midair using obsidian casting, even when cheating with DFHack.

I was thinking that very large bridges would be faster to assemble and use less material.

2196
DF Dwarf Mode Discussion / Re: Artifact gold mace?
« on: March 23, 2011, 04:31:45 pm »
Good or bad?

Beaksounded
-103200 monies
A gold mace
encircled with bands of goblin bone and sheep leather.
menaces with spikes of microline and rock crystal.
an image of a mountain in gold.

Very good. Testing has shown that density or weight is the best material property for blunt weapons, as long as the warrior is strong enough to wield the weapon properly. Gold is nearly twice as dense as lead or silver. Silver is the best common weapon material for blunt weapons.

AFAIK the game considers gold artifacts soft when considering edged weapons and armor, but not blunt weapons. Gold breastplates would slow down the wearer and be easy to pierce, even as an artifact.

2197
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 23, 2011, 11:03:38 am »
well learn something today one that lair buildings could be accessed but won't net you actions (well one might want to find the RAW name for it any way) ...so for best embark sites find and clear out a lair in adventure mode ...

Night creature lairs also have a preserving effect on the contents, until you embark there. You could use an adventurer to store loot there, and then embark so you could use that loot in your fort. You could either store stolen human goods there, or take loot from an abandoned fort and move it to the lair for re-use.

2198
DF Dwarf Mode Discussion / Re: Help me make a style decision
« on: March 23, 2011, 10:54:37 am »
Also, it is easier to push something off a 1-tile-wide catwalk, using water dropped from above, and into a 50-z-level-deep pit.

2199
DF Dwarf Mode Discussion / Re: Minecarts
« on: March 23, 2011, 10:44:34 am »
There is an entire forum page for suggestions at: http://www.bay12forums.com/smf/index.php?board=5.0

This belongs there.

2200
DF Dwarf Mode Discussion / Re: Influence of the dead
« on: March 23, 2011, 02:17:40 am »
A ghost pushed a dwarf into a trash compactor!? Now you'll get a second ghost to haunt that location...

2201
DF Dwarf Mode Discussion / Re: Help me make a style decision
« on: March 23, 2011, 02:15:40 am »
I don't know if all FBs are immune to drowning but I know some are.
Are we at a point of coding-sophistication in the game where rushing water can push people/creatures around and/or slam them into things?
1. All FB are AMPHIBIOUS, so they won't drown in water. SOME are vulnerable to magma.
2. Water can push lightweight items and creatures around, but FB are too heavy. Anything elephant-size or heavier is too heavy to be pushed by water.
3. Water never "slams" things into things, but it can push critters off cliffs, and they fall to their deaths.

2202
DF Dwarf Mode Discussion / Re: Caveins and the invincible ramps
« on: March 22, 2011, 07:07:19 pm »
I've had this bug before. Sometimes a horizontal line or vertical line of natural wall vanishes during a cave-in, so it doesn't land at the bottom. I saw it when I was trying to cast a wall of obsidian in the ocean by dropping magma into the ocean.

Did you discover any sort of remedy to this?
Nope. Do you have a save file from just prior to the cave-in, that you could submit to Toady via the bug reporter? This kind of bug is hard to reproduce, so it would be useful to him if all he has to do is have a dwarf trigger the cave-in.

2203
DF Dwarf Mode Discussion / Re: Odd FPS problem solved
« on: March 22, 2011, 04:00:19 pm »
Just had the same bug. I was being spammed with dwarves wanting to take geese back to the pasture, after they had been scared on top of the wall by goblins, but the geese didn't want to come back down.

2204
DF Dwarf Mode Discussion / Re: Caveins and the invincible ramps
« on: March 22, 2011, 03:37:17 pm »
I've had this bug before. Sometimes a horizontal line or vertical line of natural wall vanishes during a cave-in, so it doesn't land at the bottom. I saw it when I was trying to cast a wall of obsidian in the ocean by dropping magma into the ocean.

2205
DF Dwarf Mode Discussion / Re: Newest Batch of Fixes
« on: March 21, 2011, 02:07:25 pm »
Quote from: Toady
* fixed up bone artifacts

Now I can stop causing unfortunate accidents for my bone carvers and 33% of all non-moodable skills.

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