Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Stromko

Pages: [1] 2 3 ... 25
1
My first proper fort with the Steam version, after countless hours with the ASCII version over the years but not having played much recently, I started a pretty standard embark next to a mountain in a calm forest with a brook.

Before the first caravan or migrants even arrived, a small pack of undead (2 or 3) wandered in from the south. I drafted my miners and other dwarves and sent them to fight, but one of the undead was highly skilled and killed them all. Crumbled!

That's how I relearned to always have a door I can close or preferably a drawbridge I can raise to completely seal off my fort, just in case I have to wait something out.

2
My very first proper fort (in the Steam version), a couple undead just wandered in before the first caravan had even visited us. I should note this wasn't even a scary biome it was just regular calm forest and I was unlucky I suppose. I drafted every dwarf I had to deal with it, but one of the undead was highly skilled and just tore through everyone.

Ever since then I've been sure to get a front door or better yet a drawbridge set up for every fortress as soon as I can manage it, just in case something shows up that is way too strong to handle. I don't think I've actually had a fort crumble since then, but nothing that dangerous has shown up that early either.

3
DF Dwarf Mode Discussion / Re: Goblins Should Not Be Immune To Aging.
« on: November 14, 2022, 11:03:36 pm »
May We ask what, exactly, you meant by this?

Perhaps I read too much into the pushback on changing goblins to adhere to being more traditionally goblin-y, maybe people just want them to remain Dwarf Fortressy goblin-y, although what exactly that means is certainly up to discussion.

I've seen too many 'discussions' on bringing real world issues into fantasy worlds and I think it's scarred my brain. There's really no winning except not to play, but I forget myself sometimes.

4
DF Dwarf Mode Discussion / Re: Goblins Should Not Be Immune To Aging.
« on: November 14, 2022, 05:35:32 pm »
I like goblins, not as much as dwarves but I like them, and in defense of goblins: I think they should be war-like, brutish, short-lived and numerous. These elements are key to their appeal and make them enjoyable and valuable to their settings. You take away too many of these elements and you're just left with small people, you have diminished their identity and uniqueness. Make them immortal and now you have small elves with a slightly different set of grievances, which is almost what we have now.

It's perfectly noble to say people shouldn't be categorized and put in a box, recognizing that everyone deserves agency and freedom is critical in the real world, but fictional settings are only going to have a handful of fleshed-out characters. If it is unremarkable for characters to exist that go against the grain then that setting doesn't have a grain, then it's unremarkable and pointless. The setting and those characters start to lack an identity, there is no longer a 'norm' to rebel from or stand out from.

You can still have compelling stories without leaning on stereotypes and tropes, but when we're talking about a procedurally generated fantasy world, leaning into that a little helps a lot in providing recognizable touchstones. If I were a new player and I'm raring to play a dwarven fortress, and after a few hours of play realize my taverns are full of goblin bards and my civilization is led by some random elf.. well, there might be a period of confusion, but eventually with enough hours in I'd just accept the setting has a lot of random noise in it that doesn't change anything, signify anything, or really mean anything.

On the other hand if a goblin bard shows up and causes some sort of commotion among the commoners due to how unexpected that is, or if an elven queen takes charge and now the diplomats from a local elven enclave think they can push you around even more on the wood situation because they think they have an inroad with your monarch, now it becomes somewhat impactful, the world actually reacts to events going against the usual grain of the setting. When everybody's just people who can interchangeably fill any role in the setting and it's unremarked upon, we might as well just be Crusader Kings without mods.

I don't expect any of this to actually matter as far as the development of the game goes, clearly this would demand a reactivity that is a bit further along than the game will have for a long time, and there aren't any changes needed that are really high priority. I just had to say something, because I feel like there's been some misguided virtue signalling calling for a setting that is milquetoast, bland, and flat. It seems like a common sentiment around fantasy settings lately, and I find it really quite anthrocentric. Saying goblins want to be like people is implying they want to be people -like us-, and is no virtue at all when you pick it apart.

As an aside, and sorry to feed into the off-topic discussion even more, but  if people don't realize Warhammer is supposed to be edgy to the point of self parody... and to be fair, many Warhammer fans DON'T realize that... well I just hope they realize that. To be fair some of the writers who've made content for those settings probably don't realize it either.

5
I'm really looking forward to trying out the new labor management.

I've always taken the old school approach of manually assigning all my labors, I got used to this before Dwarf Therapist and all that existed and just haven't felt like using user-made 'crutches' even though they'd obviously make things easier if I'd learn to use them; just stubborn like that. What that means is I've taken to a pretty simple system where I lump dwarves into just a few categories that I can easily remember and apply, the new profession / work crew system will be the prod for me to actually branch out a little.

The official graphics are quite beautiful also.

6
DF Dwarf Mode Discussion / Re: Sidearms for Crossbowmen?
« on: October 29, 2022, 03:46:34 pm »
When I do think about preparing my marksdwarves for melee, I do train with hammers and shields, but I don't actually aim to give them hammers when they are deployed. My intent is that they'll be better at bludgeoning with their crossbows and blocking with their shields if it comes to that.

A shield seems the most useful for their off-hand in either case because it can deflect arrows and block melee attacks, so putting them through some seasons of hammerdwarf training doubles as making sure they have blocking skill.

7
DF General Discussion / Re: Future of the Fortress
« on: June 10, 2022, 04:08:15 am »
I just hope I can drop in a keybinding file for the Steam version and have things operate as close to how things are in the regular version as possible. Because of thousands of hours of playing DF and developing pure motor memory, I don't think I'm going to be able to consistently remember any new bindings any time I want to do a thing that I used to do in the old version. I'm pretty sure those neurons are thicker than cable ties by now and it's going to trip me up frequently for years if old functions require different keys.

8
It feels to me like the main difficulty in Dwarf Fortress (or maybe just what remains once you learn how to play) comes from things that are just tricky, complicated or costly to deal with, an early example being werebeast attacks. Those start happening early enough you're unlikely to have enough competent ranged dwarves to take it out before it enters melee, it's finicky to track down who was bit once it becomes a scuffle, and if someone is bit once you've gone through the process of figuring out who is in fact now a werebeast, well, they're just a lost cause. Eventually I just started turning off werebeasts in worldgen and that was the fix for the issue, but I could see stuff like that causing a lot of frustration for new players in particular.

My point is sometimes losing is fun, sometimes it isn't, it's not an all or nothing proposition, and it's not so much a function of the numbers of the threat as it is the nature of that threat, whether or not you can do anything to plan for or deal with it.

For instance breaking into the circus but misjudging how many jugglers and clowns they had and watching them systematically work through your fortress bringing !joy! to all the boys and girls, that kind of losing is usually fun. Sieges, also a pretty good time one way or another. Things that happen over and over again at random and you can't really do anything about them though, not really fun after awhile, like for instance in versions where tantrums and loyalty cascades would happen a lot, not a fun way to go. I think the difference is whether there's something novel to experience and to learn from, if there's nothing to learn then you're just going to experience it again and again so the novelty wears off.

I'd also say the economy may need some work at some point. At first it's fine, you have to make some effort to get tradegoods flowing so you can get the things you still need after embark, but once you get chugging along you can just buy out every caravan effortlessly, though by then you don't even really need most of what they bring.. Perhaps craftdwarfship, decoration, and materials shouldn't have as large an effect on the value of things as they do, and the generation of certain things (food for example) could be toned down. If the wealth growth curve of fortresses were adjusted of course the breakpoints for when invasions and so on happen would also be adjusted I'm sure, maybe keep migrations where they are since giant migrant waves are a common complaint (although perhaps with the simplified labor assignment system this will be much less of an issue). I just think it might be cool if at some point I would feel the need to expand more industries as the fortress goes, not just the smelters and candy floss makers.

9
It was my understanding that vampires don't actually have a need to feed or eat or drink, so you could just lock them in someplace. Drop raw resources to them, they craft them into the finished product, then tell them to dump the finished product (or use an 'airlock' system to otherwise keep the vampire from escaping and feeding-- either way it's a bit of micromanagement).

Once/if proper climbing and jumping is in the game it will be harder to make it work with pits, and if desperate dwarves can someday destroy doors that would complicate things too, but right now it shouldn't be hard at all to keep vampires locked up without resorting to chains or the justice system at all. Just as far as I know vampires don't actually NEED to feed at this point so you don't have to worry about that.

10
DF Dwarf Mode Discussion / Re: Parapets, Height & Range
« on: November 27, 2012, 10:35:55 pm »
Last I heard-- and I don't know if the parabolic trajectory coding for minecarts and such changed this-- being higher up actually reduces your range.

So, make it Dwarfy. Channel a ramp (spacing and height totally up to you) all the way down around your fortifications to the level of your gate, and build your parapets one or two levels above the gate. Enemies will be higher up and therefore suffer the effects of height, whereas your entrenched dwarves will benefit.

11
DF Dwarf Mode Discussion / Re: Obsidian Floodgates
« on: October 19, 2012, 04:56:12 pm »
Yep, your chances of getting obsidian gates would improve greatly if you stockpile any amount of obsidian as near as possible to the workshop. The first gate made when the mason starts the job might be taken from wherever the mason's standing at the time, but subsequent creations should be started from the middle of the workshop and they'll look for whatever's closest.

Also make sure you've allowed them to use Obsidian for workshop jobs. Go to the overview 'z' screen, then over to Stone at the top and make sure Obsidian is green, not red like the others.

You might want to use Bauxite for the floodgates and the mechanisms if you can find some. It's proven magma-safe, and I've not heard of people using obsidian for magma-safe applications.

12
Hammers can be especially good if you don't have iron but do have silver, since silver is excellent for blunt weapons. Quite good if you just don't have a whole lot of iron as well, since if you use silver for your bolts and hammers you can reserve all your iron/steel for armor.

These days I use a mixed military, because migrants can arrive with advanced weapon and combat skills that would take years to develop from scratch. So long as they're highly skilled with whatever weapon they're using, they're much more lethal than a rookie with the 'best' weapon.

Personally I do prefer axes myself. I usually set them to be lumberjacks, since they keep their armor and weapons while doing that job IIRC. This lets me benefit from the (usually) plentiful surface timber without worrying too much about ambushers.

I find setting up squad equipment so they use their 'individual choice' weapon isn't perfect, like a high macedwarf might end up wielding a spear instead. So I like to nickname or give a profession to my skilled combatant migrants that makes it clear what weapon they are good at. I'll often give a basic uniform of armor + leather cape, hood and robes to all my military, then add their best weapon type individually. When I have time I'll go ahead and make a weapon or rank-specific uniform (makes me wish for a 'clone' command for uniforms), but this lets me get the military up and training their best strengths with the least work.

13
DF Dwarf Mode Discussion / Re: Cart feedback - several months later
« on: October 16, 2012, 05:30:31 am »
Carts as in wheelbarrows, or carts as in minecarts? I think minecarts are pretty much just useful to construct giant shotguns that fire boulders, that's as much as I can figure since I've never tried them.

I have found wheelbarrows useful though. When it came time to build a road, I constructed a metal (lead) stockpile within the surface portion of my fortress and assigned wheelbarrows to it. That way, only a few dwarves busied themselves ferrying bins full of bars up there at a time and my whole fortress (and FPS) didn't suffer from dozens of dwarves slowly dragging lead to the surface one bar (or fantastically heavy bin) at a time, all the while constantly dropping bars halfway there because they needed to eat or drink.

The stockpile proved quite useful, as when I started construction of the lead-bar road, the bars were quite close and my builders didn't have to drag them far at all.

So there's two uses for wheelbarrows right now from what I can tell. One, they limit how many dwarves at a time will fill a stockpile. Two, they allow heavy items to be moved at full speed.

As far as non-killing purposes, minecarts would fill much the same role, they just take a lot more preparation and don't necessarily need a dwarf pushing them all the way. From what I've heard they can catch liquids and transport them, and they can be very dangerous since when they get up to speed they can run creatures right over. The lethality index of minecarts would actually make them really useful if you could get to grips with the system.

14
DF Dwarf Mode Discussion / Re: Help me survive the ambush
« on: October 08, 2012, 02:38:29 am »
I usually go into orders and have all Death Items set forbidden. I manually unforbid anything that I want my dwarves to stockpile, once the danger has passed.

Make sure there are plenty of idle dwarves to provide food and water while your military dwarves are recuperating. It seems to be a pretty low priority job, so wounded dwarves can dehydrate and die easily.

15
DF General Discussion / Re: Future of the Fortress
« on: September 29, 2012, 03:09:33 pm »
Can plants fruit with living things? Like, a tree that creates Bad Things, or an 'egg pile' plant that creates bugmen?

Pages: [1] 2 3 ... 25