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Messages - shlorf

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346
Yeah, and since civilizations never seem to appoint new leaders after world gen you end up with lots of human fortresses without a lord/lady to give you quests in adventure mode. Still even without a diplomat killing the caravan often enough and never letting them leave with profit should eventually lead to war.

347
DF Gameplay Questions / Re: cooking with dwarven syrup
« on: January 13, 2011, 06:46:00 pm »
Yeah the only way you can make him use a syrup barrel is turn only a few solid items on in the kitchen section of the stocks menu and then forbid all but one stack from the selected items. If you bother to micromanage that much you can get some big stacks of food tho.

348
DF Gameplay Questions / Re: Small Animal Training
« on: January 13, 2011, 06:43:43 pm »
You misread tame for train. Small animals can't be trained, they can only be eaten and processed for extracts (a select few). You can also try to put them up for adoption, but since dwarfs normally have no preference for vermin that will probably do nothing.

349
DF Gameplay Questions / Re: Ramps vs. Stairs
« on: January 13, 2011, 06:40:32 pm »
The singular ramp design is probably the most fps efficient, I would suggest making it 3 or even only 2 tiles wide (works fine for me).
The following more symmetrically pleasing design is what most people seem to use tho:

Code: [Select]
__V__
__V__
^^W^^
__V__
__V__
rotate 90° on next z-level
It has the advantage of looping on itself after 2 levels instead of 4 and you can connect in all directions easier, but it opens up a lot more paths to calculate.
There was a thread about this before, it had exact distances.
I just realized this is missing some walls, don't build it like this but I gotta go to bed now and that design is also on the wiki iirc.

350
DF Gameplay Questions / Re: Best thing to do with a caged ettin?
« on: January 13, 2011, 03:56:42 pm »
Yes, station them in front of the fortifications with a (m)ove order. Notice that dwarfs who are of low skill will fail to shoot through fortifications if they're not right next to them, so you might have to restrict the possible tiles they can occupy by building walls.

351
DF Gameplay Questions / Re: Best thing to do with a caged ettin?
« on: January 13, 2011, 03:35:36 pm »
Search for the marksdwarf not training thread. I made a post there that hopefully covers all cave-ats/bugs.
http://www.bay12forums.com/smf/index.php?topic=74671.msg1864861#msg1864861
There you go, your problem is probably just no ammo designated to their squad or all your ammo designated to the hunters. Check the ammo designations with (m)->(f), then remove all items and create a new bolt item for your ranged squad (set it to at least 25*<number of crossbowdwarves).

352
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: January 13, 2011, 11:40:41 am »
If they don't just dump it away or wait till it degrades away. Besides a legendary dodger/shield user doesn't really need armor anyway.

353
DF Gameplay Questions / Re: Sending merchants to a specific trade depot?
« on: January 13, 2011, 09:59:41 am »
I had two depots on a fort once and (in vanilla) and the merchants would always go to the old depot.

354
Will this change the goblin mounted siege squad behavior? I read on the wiki the goblins can come with any underground creature that has the mount_exotic tag. But they never do for me.

355
DF Gameplay Questions / Re: Bronzes vs. Iron
« on: January 13, 2011, 07:36:32 am »
No, but maybe it will once corrosion is implemented  ;D. If you smelt with magma then it allows you to stretch your tin/copper further tho.

356
DF Gameplay Questions / Re: Arrgh! Help needed w/ Economy!
« on: January 12, 2011, 03:34:05 pm »
Nah it's really just the scaling that is a little off, with farming being the worst. At the beginning you get stacks of 2-3 plants, later on with legendary farmers and potash you get so much food which gets crazy multipliers for being masterfully minced wealth isn't an issue. The material size being disabled means a decent outfit for a soldier for a mere 8 bars of metal. The legendary dwarves are pretty overpowered too. Attribute bonuses stacking up for every legendary skill leads to supersoldiers who can only die to syndromes (if you don't use dangerrooms it will take a few years but afterwards a siege doesn't mean anything but annoying dumping of goblin clothing). Legendary +5 crafters churn out the masterworks by the dozen (shouldn't a masterwork be something special? - instead it becomes the quality standard and anything else is melted/dumped/traded).
Enemies preferring gloves/shoes/leather over metal armor turns the table in the dwarfs favor too much (and results in even more clean up woes).
I could go on but i think i made my point.

Anyway I'm now on an embark that only has copper, silver and zinc, and I will probably not trade for metals i might still get enough goblinite for my armor needs anyway.

357
DF Gameplay Questions / Re: Misc. Obect User questions
« on: January 12, 2011, 03:02:32 pm »
It might work, but since the skill is only used for striking with a shield or other non weapon items normally it might only affect striking type attacks and not the stabs and slashes from the sword.
I think you should be able to test this in adventure mode, however.

358
DF Gameplay Questions / Re: Proper material for bolts?
« on: January 12, 2011, 12:29:44 pm »
The bolt mechanics are weird to say the least, common sense would suggest bolts initially do piercing damage, but the wiki says they do edge damage (That means it will either slash or pierce and if i read the bit about contact area vs size right they should pretty much always pierce). For edged weapons steel is second best and adamantine is best because of its ridiculous max_edge parameter. Then why is adamantine the worst material for bolts (that's also written on the wiki btw).
Well for normal edge weapons the strength of the weapon wielder plays a big part in the damage that is done. Bolts however seem to rely on a kinetic energy model (of which no one but toady probably knows how detailed it is). Kinetic energy is 0.5*m*vē so it scales linearly with the bolts mass and quadratic with its velocity (the latter appearing to be a non-factor since ranged weapons always seem to fire ammunition at the max_velocity from the raws).
The biggest difference for bolts should come from the fact whether they pierce the armor or not (if they don't the damage is changed to blunt which can still damage the target even if the armor material completely outclasses the bolt material in all properties).
So what you would theoretically want is bolts that are very heavy and very hard.
Steel would fit the very hard part and adamantine would fit it even more. Silver would be the heaviest of the possible bolt materials, but its also very soft.
Anyway i don't know why i just wrote all this as testing shows that all bolt metals except adamantine perform pretty much the same. Imho just base the choice depending on what you have too much of.

359
DF Gameplay Questions / Re: Arrgh! Help needed w/ Economy!
« on: January 12, 2011, 12:02:31 pm »
I either put my soldiers against the hfs or stash away all masterwork blue metal equipment (don't stop until you have even socks of it) for an adventurer. Then I go and try to get some artifact weapons (once 1/3 of the population has had their moods i give up). Starting a war with the elves or humans seems pointless unless their sieges will also grow stronger the longer you keep it going (never tried).
For metal you can just keep melting until you have a couple of legendary +5 weapon and armorsmiths.
If you don't suffer from fps problems try something like 'removing' a cavern layer by mining away all the pillars and making the rest level ground. Build a megaconstruction outdoors. Destroy all stone of undesirable color (I'm looking at you microcline) by training an army of legendary siege operators.
If you carved your fort out of a mountain above ground level dig away the rest of the mountain and put windows in the rooms.

If you're really bored start a new fort with a mod posters before me suggested or at a more challenging embark region (evil/freezing/no iron/no wood). Oh yeah try adventure mode, if you like roguelike hack 'n slash rpgs.

360
DF Adventure Mode Discussion / Re: My first goblin ambush
« on: January 12, 2011, 08:16:43 am »
Got ambushed in a good forest yesterday... companions impaled on unicorn horns everywhere \o/

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