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Messages - nanomage

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706
DF Dwarf Mode Discussion / Re: What do you bring on terrifying embarks?
« on: August 12, 2011, 02:13:42 pm »
I tried one speardwarf on my first embark, and he got murdered by an ogre, and my dogs got tossed into a ravine by some harpies.

If you're going to moat/wall off your fort, why bother with a terrifying embark?
well it may still terrify the migrants and caravans and harpies can still fly over. It's to keep away ogres and skeletal herbivores who can really kill a warrior dwarf.

"I'll not dig the moat because it makes terrifying embark too easy"-type thought is kind of alien for me, sorry.


707
DF Modding / Re: Building a better elf
« on: August 12, 2011, 02:04:13 pm »
afaik some mods add a special "wood hardening" reaction which allows them to enchant wood to be denser and harder and sharper. Wouldn't that suit your needs?

And as a side mad idea:

Their etherial beauty can be represented by all elves having a "deadly vapors"-type attack that causes dizziness and nausea to everyone trying to attack them (well, everyone close enough, really).

708
DF Suggestions / Re: Other versions of fortress mode
« on: August 12, 2011, 01:54:12 pm »
i don't think any fortress or settlement should have a goal. Dwarf fortresses make excellent examples here, they don't have goals they just live until they die.
Why should other races be different?
It's you who makes goals not some predefined setting or quest master or some higher mind.

When politics and war and economy and supplies and resources are implemented you'll be able to have some specific goals in mind when playing, like
"Well i like this goblin civ the Seducer of incest and i'll build this goblin fortress to supply them with iron and quality armour" or
"Or poor hippies of the Forest of Flowering! i'll build a huge retreat for them to produce enough cannon fodder to fight the dwarf menace with superior numbers", but i'm opposed to having any predefined goals forced upon me.
You just do what you want and your fortress lives until it dies.


709
DF Gameplay Questions / Re: Changing the Exotic tag
« on: August 12, 2011, 01:44:49 pm »
No, but you need to edit your save's raws

data -> save -> region folder -> raw -> objects
all the creatures, manualy?

Well you can write a script or use the binary linked by onarum or download the "Noexotics" mod. (or something like that it's called)
Manual approach is worth it too, though, because you don't really need to convert all creatures to pets. You only need to convert those you caught and want to tame.

710
DF Dwarf Mode Discussion / Re: What do you bring on terrifying embarks?
« on: August 12, 2011, 01:40:06 pm »
i bring more miners to have that moat around the wagon asap.
and miners can fight, too, if those skeletal giant badger are already here

711
DF General Discussion / Re: Dwarf Fortress on Russian language
« on: August 12, 2011, 10:50:34 am »
There's a russian wiki, dfwk.ru
Also, I think there are groups devoted to DF in russian social networks such as vkontakte.ru
I remember trying to run a succession game and a community fort there.

Here's the link (you have to be registered there, obviously)
http://vkontakte.ru/club2606586
oh that makes me remember learning to play ADOM. Words like "dagger" or "haggling" or "dodge" were quite a mystery! It helped learning english alot though.
 

712
That'll keep them from rushing in but this only happens out on patrols anyway.  And even if you force them to be stationary they'll still loose all their missiles on one creature.
He means you can control whether they shoot by raising the bridges around the bunker.

Another solution is just to have more bolts and more dwarves.

EDIT: also, try searching for "auto-reloading marksdwarves" on the forums. I remember there was a thread about how to make them reload.

713
DF Dwarf Mode Discussion / Re: Goblin Master
« on: August 12, 2011, 09:51:01 am »
that's a bit too late to have ideas after you have 30 dwarfs killed, but you can try walling it of. That'll buy you some time before your dwarves kill each other so that you can engrave the walls with images of the slaughter.

714
the lair must have some human skins and other butchering products as well, be sure to tan and cook them before they rot. it's highly valuable stuff because it's so rare. too bad your dwarves don't understand that.

715
DF Dwarf Mode Discussion / Re: Umm...I'm speachless
« on: August 12, 2011, 07:01:09 am »
wouldn't adding [THROAT] tag to testicles result in major arteries running there, too?

716
DF Gameplay Questions / Re: Strange mood problem
« on: August 12, 2011, 06:25:55 am »
check if you have moar bones. It might be that he wants two or three stacks.

I'm not sure if it applies for the second material, but you should also check his preferences to find out if he has preferred metal. If he has, try obtaining some bars of his preferred metal for him.

717
DF Dwarf Mode Discussion / Re: Upright Spikes vs FBs
« on: August 12, 2011, 06:20:23 am »
steel spikes should work although you'd better have something better at your second line of defense.
What's fb's description? does it head any easily severable parts?

718
DF Dwarf Mode Discussion / Re: Human Queen
« on: August 12, 2011, 06:02:27 am »
If you make humans war trainable, you might have a War Queen.

719
DF Suggestions / Re: Wild Card Events
« on: August 11, 2011, 10:02:51 am »
As capntastic has always argued, events should almost never be random. However, I still think that there should be SOME events that are random. Like weather etc.
"random events" are juts a convenient placeholder to replace stuff you can't or don't want to actually calculate.
Like, look, weather is not really random, it is governed by athmospheric currents and solar heat and such, which are in turn governed by solar flares or planet axis tilt etc etc...
It's really all completely predefined with no room for uncertainty. (well our weather forecasts better left aside)
With the each iteration you achieve better and better approximation and leave less and less room for RNG, until you really reach the very basics of the world.

If your game keeps track of so much stuff as df is going to do, why would you want random events? I mean, when df will really be keeping track of animal migrations, climate change, volcanic activity, caravans', armies', monsters' and travellers' movement, astronomy, meteors, tectonics, then all these events will be happening naturally in the way  they should be happening, not in the way RNG (very roughly) models them.

 

720
DF Adventure Mode Discussion / Re: Miscellaneous Weaponry
« on: August 11, 2011, 08:22:13 am »
I believe damage relies on it's density and sharpness.  For example, the jade mortar would be better for blunt damage because of it's density, while the elf tooth would be better at slicing.  The goblin's toe wouldn't do much damage, as it isn't sharp or dense.
unless you throw it.  might get a lucky headshot.  easier with chunks larger than a toe.  i'd at least use a whole hand or foot.  the arm or leg is even better.  a corpse is best but they slow you down quite a bit.
Look at it this way:

It's not that hauling a dragon corpse with you slows your adventurer.
Instead, throwing dragon corpse is a special kind of attack which is not only devastatingly powerful but also gives you an enormous boost to your usual 130 speed!

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