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Messages - zzedar

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91
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 08, 2013, 03:57:39 pm »
Is there any way to make a creature that eats coke? SPECIFIC_FOOD doesn't seem to support that kind of thing.

92
DF Suggestions / Trade suggestions
« on: April 08, 2013, 03:35:31 pm »
Right now, trade isn't nearly so interesting as it could be, for two reasons:

  • It's rarely useful
  • It's easy to produce absurdly high-valued objects

To make it more interesting, it should ideally give higher rewards, but at a higher cost. In terms of cost, rather than attempting to completely redesign item prices -- there'll always be something valuable people can make easily -- I think the thing to do is for the traders to present limited markets. Once you've met their demand for a good, they don't want any more. This could either be a hard cap on how much of any given type of good they'll buy, or a diminishing returns sort of deal, where the more a given civilization buys of something, the less they'll offer for the next one of that class. This could also have bleed-over: selling a bunch of dwarven syrup roasts could reduce the value of dwarven syrup roasts by 20%, but only reduce other prepared meals by 5% (or whatever). The prices would gradually reset over time. This way, no single thing will be too valuable.

In terms of increasing the rewards from trading, I figure that each civilization would have its own specialty, something you can't get yourself, at least not easily. Ideally, each race would send a diplomat, so you could make trade agreements in much the same way as outpost liaisons work now. These are just examples of things each race could specialize in: trade with the dwarves could determine the skills of your next wave of migrants (the mountainhomes would send better people to a profitable outpost, the liaison would ask what people you need), the elves could bring valuable animals, the humans could... actually I have no idea what the humans could bring. Maybe they could get stuff off of tall shelves for you.

Am I making any sense at all? I'm going on like 3 hours of sleep here, so I may be babbling.

93
DF Dwarf Mode Discussion / Re: On scaly gophers
« on: April 08, 2013, 03:11:06 pm »
I'm not sure if there can be more than one of the same type in a word because they are randomly generated, but maybe the two gophers are brothers or something.
Oh, they're randomized on an individual level? I thought it was just a few distinct species randomly created at worldgen.

Also for question 3, they are so huge that if they are wearing clothes most attacks will just bounce off the clothes. Better hope your dwarves know to aim for unclothed areas.
Ah, it's the size that was causing that! I thought it was just really good at armor (and scaly). Do demons in their natural habitat have access to clothes? This guy was wearing troll fur, but that presumably comes from the goblins.

if he's leading the goblins, he will NOT be immune to any of your traps, however, as he is a demon, i believe he does have [Trap_Avoid], so you'll have to knock him out
Way ahead of you, he's already dead. Axedwarves kept hacking away at him until he died of blood loss. (This took forever -- most of their attacks just bounced off, and when one did get through he healed incredibly quickly. Fortunately, there were so many axedwarves ganging up on him that he couldn't get a spare moment to hit back.)

94
DF Dwarf Mode Discussion / On scaly gophers
« on: April 08, 2013, 12:52:02 pm »
So a while ago, I was visited by an ambassador from the humans. He was a gopher covered in scales, with a sting. The meeting went well enough. A year later, I was visited by another human ambassador, this one built on more conventionally human lines, which surprised me. I checked the civ info for the humans, and there was no mention of any scaly gophers in positions of power. However, during the meeting, some goblins showed up, led by... a scaly gopher with a sting. I didn't make a note of the original ambassador's name, but I assume it was the same (for lack of a better term) person, driven out and now in charge of the goblins.

I have three questions:

  • Am I right in assuming it to be the same entity?
  • As I understand it, human ambassadors will warn future human invaders about any traps they know about. As it happens, I don't think the gopher saw any of my traps in his first visit, but if he had, would the goblins have been immune?
  • How representative of their kind are these guys? Are they about the same difficulty as their subterranean cousins?

95
DF Dwarf Mode Discussion / Re: Jumping into the deep end
« on: April 06, 2013, 09:16:46 pm »
I think I'll keep him, for lack of a better term, "alive". His preferences make for easy mandates.

96
DF Dwarf Mode Discussion / Re: Jumping into the deep end
« on: April 06, 2013, 07:52:03 pm »
Ah, a lever! Hadn't thought of that. I forgot that nobles can be assigned to that job. That was the problem, I couldn't figure out how to get him where I wanted him.

97
DF Dwarf Mode Discussion / Jumping into the deep end
« on: April 06, 2013, 06:38:29 pm »
Ordinarily I try not to have unfortunate accidents, but I make an exception when the new king is a vampire. Thing is, this guy's going to be tough to kill -- his military skills aren't particularly impressive, but his physical attributes are, even for a vampire. I also checked his description and he's looking pale, which means he's going to feed soon. What's the best way of getting rid of him fast? I have no access to magma, my only traps are cage traps... I do have a lot of troll and goblin prisoners, but it would take a while to get their cages set up (unfortunately, I used their cave dragon mounts as target practice for my archers). Should I just hope he goes to his study soon and lock the door? I could also lock the main gate, not letting him in, but I kind of want his entourage. Maybe dig out another entrance that leads directly to his rooms, lock the main entrance, and not let him into the main fortress?

98
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 06, 2013, 03:56:51 am »
Enough mechanisms for what?

99
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 05, 2013, 11:37:43 pm »
I just had a battle (against goblin siegers) take place almost entirely underwater. And the dwarves were mostly novice swimmers, with I think one dabbler. They all survived, though.

100
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 05, 2013, 05:23:35 pm »
Metal; shittons of silver laying around.
And you've checked to make sure the jugs are empty? And there's no stockpile set to give to the press?

101
DF Dwarf Mode Discussion / Re: Demon pathfinding
« on: April 05, 2013, 02:10:27 pm »
Ah, thanks.

102
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 05, 2013, 11:37:03 am »
If I have a nestbox, built on a solid tile but completely surrounded by empty space, and non-flying creatures hatch from it, will they immediately fall down (possibly to their deaths, if the fall was deep enough), or will they all stand on top of that one tile and start fighting, or what?

103
DF Dwarf Mode Discussion / Re: Properly-equipped marksdwarves
« on: April 05, 2013, 11:12:32 am »
Archery towers are still stationary objects. You can't move them around.
No, but you can build several towers, and move your archers between them. An archery tower can control an area about 45 tiles across (range is 20 in either direction, plus add a few squares for the tower itself), so it shouldn't take many to control the whole map. (you can also  use bait, natural terrain, or constructions to control where enemies go, but that verges on "defensive")
Quote
And I haven't really used hunting much in this version, but I try because ambusher is such a nice skill.
If you have them hunt, you should make sure the animals assigned to them are hunting animals, not war animals. It may be worth buddying up to the elves until you can get some jaguars or something. The thing about hunting is that they'll likely be out in the open a lot, so they're more likely to be surprised and get into melee. On the other hand, if you have other dwarves that are likely to be in the open, having some hunters around may help protect them.

104
DF Dwarf Mode Discussion / Demon pathfinding
« on: April 05, 2013, 10:58:52 am »
Noticed something odd when a nearby human civ sent a demon diplomat. It moved quite slowly, so I could see its path in a lot of detail, and I noticed that it seems to use a different pathfinding algorithm than dwarves do. Keep in mind that throughout the following, the mayor was absolutely motionless in his office, waiting for the demon.

The mayor's office is in the northwest corner of a very large, mostly empty room. The stairs are approximately in the middle of this room. The mayor, heading to his office, generally goes diagonally from the stairs. The demon, however, moved in a straight line west from the stairs until he was due south of the mayor, then moved straight north.

There is an alternate explanation possible for this: moving in this fashion took the demon directly to a weapon rack, located about 20 squares south of the mayor's office. Possibly its building destroyer nature made it want to seek out this building, even though it doesn't actually destroy buildings when it's a diplomat? This path also took him over some smoothed floor, but I doubt that had anything to do with it.

105
DF Dwarf Mode Discussion / Re: Properly-equipped marksdwarves
« on: April 05, 2013, 10:36:27 am »
I'm not sure what you mean. The whole point of archery towers is that they allow you to engage opponents outdoors. I mean, if you don't want to use them that's obviously your business, I'm just curious.

A good way to train up dodging and shield is with live training (ideally, focus on one dwarf, and have him teach the others). What enemies do you have available? Depending on the enemy you're training against, you may want to temporarily armor the dwarf in heavier stuff while the training's going on. Make sure he doesn't get attached to the armor!

Just out of curiosity: do you have your marksdwarves hunt?

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