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Messages - Maklak

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1291
DF Dwarf Mode Discussion / Re: Danger room Fun
« on: February 11, 2011, 06:26:16 pm »
This is how I made my danger room:

1) I mined 3x3 room out of the way, with 3 tile long 1 tile wide entrance, and 2 tile deep, 1 tile wide alcove. I also made sure, I had lots of wood.

2) I opened Dwarf Therapist, checked the lowest skill of my active carpenters, and set that to be the lowest acceptable on both my carpentry workshops (making bins and barrels and beds). I made sure, there were no scheduled carpentry jobs in manager.

3) I built another workshop, then set its profile to only accept dabbling carpenters. I ordered all my 90+ training spears there. I enabled carpentry on all my peasants in Dwarf Therapist.

4) I build armor stand and door in alcove. I set door in alcove to internal, forbidden and tightly closed. I also installed 3 door in entrance corridor and set them all to tightly closed. This proved to be ineffective, so in future fort 1 door will be enough. I made barracks out of the armor stand to cover the 3x3 room.

5) I built a lever, and started installing 9 tiles of 10 no quality wooden spears connected to the lever by no quality mechanisms. This took some time.

6) With spears done, I removed my new carpentry workshop, and disabled carpentry on peasants. I hope they don't start mooding out making wooden items.

7) I hand-picked male only first squad to train in DR. I outfitted them in full "Munchkin" armor (see armor on the wiki, basically I gave them full metal armor, 2 mail shirts, and leather dress, 6 leather cloaks, and so on)

The result was fairly impressive. I got legendaries quickly, and they were not injured in any way.  They were some downsides also:
- Trainees sometimes passed out of exhaustion, when in danger room, so I didn't keep it on repeat all the time. They all got inexhaustible quickly too.
- Some Dwarf went inside, probably to take out a dead cat or something, and died.
- Lots of dead pets, mostly cats and dogs. Injured elephant and big cat.

My multiple legendaries killed the next siege with relative ease. A speardwarf managed to stop 2 squads of goblins until 2 of his buddies showed up, and finished the slaughter. Only 2 dwarfs died this time rather than 20. Maybe I should give them melee weapons rather than wooden crossbows with not enough ammo. Oh well.

1292
DF Dwarf Mode Discussion / Re: Dual-Wield Shield
« on: February 11, 2011, 03:59:34 pm »
So how many weapons and shields should I tell my dwarfs to equip to maximize their potential? I already maxed their armor.

1293
Dear Caravan.

Siege is not a good time for visiting my fortress. Coming from the direction opposite to the entrance, and walking around the moat during said siege was not very bright either. Still, you might have only suffered minimal losses, had you decided to run for my depot, and not scatter trying to run away from goblins, who are faster than you. While I appreciate bravery of your escort, charging off one by one to meet their doom from different squad of goblins was just bad tactics. Next time please stay in group and concentrate fighting on one squad.

To those of you who made it inside: I know, the death of your companions must have been quite a shock, but you should wait out the siege in the safety of my trade depot, rather than try to leave immediately. Still, I respect your free will.

If it is any consolation, our military managed to get rid of the goblins, and you are all getting a funeral. I also appreciate the gift of all the loot you no longer need. 

Well, maybe some of it was my fault, so I decided to commission additional pylons entrances into our fort with raised bridges for safety.

PS: Please bring more guards next time.

1294
DF Dwarf Mode Discussion / Re: Population to millatery ratios
« on: February 09, 2011, 07:20:05 pm »
I'm trying to set up a "civilian defense program" correctly. My conclusion so far is that I need to divide dwarfs into following castes:
1) Females don't get danger room training or "recover wounded" jobs. They get some armor and crossbows. I assign them bone and wooden bolts for training, not metal. During sieges they rain bolts on enemies trying to get through traps. Some ranged training on captured goblins behind fortifications is ok too.
2) Important males (legendary crafters, doctors usefull nobles, and the like) are in squads set to inactive all the time. They don't have "recover wounded", "haul wood", and whatever else might get them into trouble. They have some hauling jobs, but mostly do their main job, and train during some breaks. Same goes for important females. 
3) Males with no important skills get full DR training, and melee weapons. They are set to train untill multiple +5 legendaries and double up as haulers. They also all have jobs that don't influence quality, like furnance operator, milker, ets. My problem is, multiple +5 soldiers seem to get their civilian jobs disabled. These guys get the best equipment and are sent to combat first.
4) Maybe I should keep miners, woodcutters and hunters out of the military, to avoid "equipment mismatch" spam but I didn't have  much trouble with that.

Proportions of military to civlians should resolve themselves.

Cons:
Lots of equipment needed.
Lots of micromanagement.
Some unhappiness.

Pros:
Everyone has a chance to defend from minor threats.
Dwarfs train rather than idle.
Armor replacing cloth gives them better survivability, so random hauler won't die from DR spears when hauling away cat corpse.

1295
DF Dwarf Mode Discussion / Re: Code of Dwarfliness
« on: February 08, 2011, 06:02:45 pm »
Oh, and one last thing about walling off. There is the "raised bridge at the edge of the map" exploit that in combination with walls makes an almoust safe path for traders. That is just to "wrong" for my tastes (and I do enjoy magma workshops, DR training, and water reactors). I even think Toady wrote sth about "removing remaining edge of map exploits". Anyway you might want to write that explicitly in OP.
I tend to disagree on this subject. I regard walling off the entire edge of the map with raised bridges, to ensure safe passage for traders, as a very dwarfly megaproject, with quite a bit of risk involved during it's construction (unless invaders are turned off). Go try and do it yourself, and you might gain some respect for it.


Well, I was planning to build a road around my map, then a wall, and several lever-operated entrances with traps, but never got around to it, and my FPS is getting low, so maybe next fort. 

What I was reffering to was walling off a few screens of land for fortress, and making a 3 wide path to the edge, finished with some raised bridges, so that the only path to depot and inside fort is through there, and sieges will just stand outside. It is not as much as I disrespect people who do this (some of them may pull of megaprojects, and are much more cometent than me) It is "WTF?" factor. Why won't the stupid goblins just go 1 tile beyound map, and enter the fort? Also, walls cannot be build too close to edge for a reason. I form me building walls a few tiles from the edge, and walling off most of the map is acceptable. If somebody wants to wall off entire map edge with bridges, or turn invaders off or something, thats how they play, I don't care.

Now, walling off entire cavern system or HFS would be quite a project IMO :)

If there is a way to pull this off such that ambushes, sieges, migrants and traders appear in the same spot, then disregard what I wrote.

1296
DF Dwarf Mode Discussion / Re: how to discover ambushes
« on: February 08, 2011, 05:11:27 pm »
I haven't used this so far, and it is some work to set up, but a 1x1 pit with a few cats surrounded by glass windows surrounded by fortifications and roofed over can't be touched by bowgoblins or trolls, and should spot them. A few towers like these close to map edges should spot anything, and reqire no maintenace (the cats will just catsplode on their own) once set up. As for FPS / pathfinding issues I don't know.

On a flat terrain wandering cats discover ambushes pretty well.

1297
DF Dwarf Mode Discussion / Re: i hate lazy ass archers
« on: February 08, 2011, 04:43:01 pm »
Did you assign ammo to them?

1298
DF Dwarf Mode Discussion / Re: Code of Dwarfliness
« on: February 08, 2011, 04:41:50 pm »
Well, I'm nowhere near player skill level to survive all these rules, and generally don't like them, and like cheese, so perhabs I shouldn't speak in this thread, but I still think I have something constructive to say.

I don't wall off, but use traps instead. Still, completly walling off would actually increase the game difficulty for me. I need wood and water (before I make invader proof water intake with fortifications and floodgates, plus a big inside tree farm, but thats beside the point). I also want migrants, and to trade with caravans.

Waterfalls would still be a challenge *IF* made with actual plumbing (recycling water or disposing of it), not mist generators powered by water reactors. Actually I wouldn't sneer at someone who managed to put a waterfall or a well in hundreds of bedrooms, if they were made with actual plumbing taking up whole Z-levels.

Oh, and one last thing about walling off. There is the "raised bridge at the edge of the map" exploit that in combination with walls makes an almoust safe path for traders. That is just to "wrong" for my tastes (and I do enjoy magma workshops, DR training, and water reactors). I even think Toady wrote sth about "removing remaining edge of map exploits". Anyway you might want to write that explicitly in OP.

Trash compression should be at least borderline. There will inevitably be some things, that you want to get rid of. I don't mean stone, but goblin trash, low quality furniture, and such. They can be traded to caravans or dissolved in magma, but DAS is a viable alternative. What you might want to disallow instead is abusing quantum stockpiles, especially putting hundreds of raw materials right next to a workhsop.
Another reasonable limit to DAS would be: It is ok to destroy trash, but not living beings, and definietly not invaders (Elves are not trash, btw).

About big dining rooms, prepared meals and good booze:
Pretty much everyone uses these, and I disagree with this constraint.  Well, maybe a dining room totally pimped out with jewel encrusted furniture worth 2k+ each is an overkill, but other than that dining rooms are pretty integral part of any fort. Plus when set as a meeting zone, it may somewhat increase potential for tantrum spirals.
Booze is simply a necessity, and brewers *will* skill up. The only reasonable constraint here would be "only use chaep stuff, like plump helmets to make alcohol", but even that is a stretch IMO.
Prepared meals, especially after cooks skill up are quite ridiculously expensive, and they spoil slower and save barrels. Maybe consider allowing 2 ingredient meals only? They are still somewhat "not hardcore", but at least less cheesy than lavish meals.

What about adding "Do not manipulate strange moods" Especially do not have everyone make one weapon and one armor item, and don't keep small steel stockpiles close to metal workshops. A mooded dwarf can make anything out of anything he likes.   

Your list also lacks "no savescumming", just keep playing.

What about "don't kill pets" "don't kill dwarfs" "don't kill nobles" "don't kill caravans (wall maybe elfs if you really want to)"?

I had one last thing to add, but I forgot.
EDIT: I remember now. Don't tinker with creature speed. Especially don't set Dwarf speed to 0 or 1 or something like that.

Oh, and change the title of the thread to sth. like "Common ground for a challenging playstyle for veterans", or people *will* complain, that you call them dishonorable.

1299
DF Dwarf Mode Discussion / Re: Urist Frankenstein's Medical School
« on: January 22, 2011, 09:11:01 pm »
I think it is horrible.

Some people drop dwarfs 2 z-levels to train doctors, but patients may loose ability to stand.

Fully training a skill at embark costs IIRC 35 embark points. Not that much to me, but it adds up for all 7 to have some maxed skill, and some secondary.

1300
DF Gameplay Questions / Re: How good is wood armor?
« on: January 22, 2011, 08:40:34 pm »
http://df.magmawiki.com/index.php/Metal#Weapon_.26_Armor_Quality

Looking at that I'd say, that wood is not much better than leather, and bone / shell better than wood, but still worse than any metal.

1301
DF Dwarf Mode Discussion / Re: Woah.... I think I went too far.
« on: January 22, 2011, 08:00:28 pm »
This is turnig into a huge offtop, but anyway I'll answer.

History revisionists, called "holocaust deniers" managed to demistify some of it, and thats a good thing.
Holocaust deniers claims that holocaust - as in systematic murder of entire human group with specified characteristics - did not happen at all. Check dictionary next time, maybe mysterious words like "denier" will be clearer.

They are a diverse group. Some say, holocaust didn't happen at all. Most say, that it is grossly (pun intended) exagerrated, and the death toll was lower, and therefore making such a big deal out of in is unjustified. "Holocaust denier" is an umbrella term to ridicule / isolate anyone who has any doubts about the official version of holocaust and speaks about it. History revisionists ar often name-called holocaust deniers to discredit them, and their work.

OK, so I went on a rant. Now I'll propably be lynched by forum dwellers.
If only you had sufficient IQ to know why lynched...

Oh, I know why, and it has little to do with intelligence. Propaganda surrounding holocaust is a big success, and people will attack anyone, who disagrees with it. There are some award-winning movies every year about it, people keep talking about it in the media, and so on. I assure you, it is quite clear to me, why people don't like to hear what I'm saying.

Here are some interesing links:
http://www.onethirdoftheholocaust.com/
http://www.youtube.com/watch?v=Vyrp_8wibEk

One more thing, tough. WW2 happened over sixty years ago. It was a tragedy, a lot of people died, but I think it is time to move on. People still keep mentioning nazis and holocaust, as if they were important now. We have other problems at hand, like possible peak oil, starvation, prison camps, that currently exist, unstable economic system, and so on.

It seems no one agrees with my views here, so lets just drop the issue. This is my final post on the matter, unless somebody forces me to go on.

Back on topic: This game practically forces people to be cruel. If not directly to your Dwarfs, then to animals and invaders. As a game it would be much less !fun! if it played like sim city with no outside threats, but still.

I don't think, I've corossed the moral event horizon yet, but I already did some bad things. Invaders have it comming, but "mobile kitten rovers" dying to FB in caverns were a bit sickening to me. Still, it mostly worked. Only a small portion of the caverns remains undiscovered, and no Dwarfs died. 

1302
DF Dwarf Mode Discussion / Re: Woah.... I think I went too far.
« on: January 22, 2011, 06:46:11 am »
You people should read more. "Holocaust industry" is a good start. WW2 was a great tragedy to a lot of people, not just jews. Even by current estimates death toll was about 35M, including 3.5M jews. Allies propaganda (mostly Soviets, but others too) started at 6M jews, and did their best to make "jewish holocaust" look like the worst thing that happened to mankind ever. This was to make themselves look glorified and Germans look like pure evil. History revisionists, called "holocaust deniers" managed to demistify some of it, and thats a good thing. Sadly they are often imprisoned. This tells a lot about how much freedom we actually have. Prisioners of Auschwitz and other camps were starved, but then feeding prisoners wile loosing war, and getting supply trains bombed by allies couldn't possibly be a high priority.

Just to put things into perspective: Every superpower at that time had work / concentration camps. Soviet ones were actually worse and took more lives. I think the British invented the concept, having so many colonies and problems with ingenious population getting in the way of their expliotation plans. Even USA had some for the Japanese, and it is estimated, that 1.5 died. China has work camps for like 3M even now. Korea is even worse. Come to think of it, jews made occupied Palestinian land into one big concentration camp.

Yes, so "nazis" were evil, but so were allies. Both sides commited war crimes during WW2. For example Britain carpet bombed Dresen, a 300k city. USA went even more overboard, nuking another citiy! The result? Germalns lost the war, so they are evil. Allies won a war, so their crimes are justified or forgotten.

OK, so I went on a rant. Now I'll propably be lynched by forum dwellers.

So has anyone made soap out of elves yet? Yeah, it requires modding them to be butcherable, but still, many of you would probably find that amusing.

1303
DF Gameplay Questions / Re: Swimming lessons
« on: January 22, 2011, 05:55:45 am »
What about mist generators? They periodically flood some tiles, but not long enough for a dwarf to drown. There would be many job cancelations, but other than that? Would this work?

I think, you could use burrows to much the same effect as conscription, but with less hassle.


1304
DF Suggestions / Re: UI Design Philosophy
« on: January 22, 2011, 05:50:58 am »
Come to think of it, I'd like to be able to "this bed" -> encrust -> "this gem" rather than micromanage stockpiles, or hope I get lucky, and they don't encrust bag or mechanism or something.

1305
DF Suggestions / Re: UI Design Philosophy
« on: January 21, 2011, 06:17:19 pm »
I think presistent cursor, and easy switching among 'k', 'q', 'v', 't', and "just mooving screen around" modes has been suggested before. I would like it too.

Item->action it is implemented to some degree, for example when selecting items to be traded.
 
I easilly got used to thinking "I want a wall -> right over here -> made of gneiss". It seems quite natural. "I want a wall around my settlement, where should I put it to keep goblins away?" is natural too, when designing a defence.

There are a lot of interface suggestions in this http://www.bay12forums.com/smf/index.php?topic=34949.0 thread. Maybe you can add something there.

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