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Messages - Garath

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61
I've had some cassiterite occasionally between caverns, which is nice for making bronze. I quite like bronze since it's more likely to be available to me than iron

62
DF Gameplay Questions / Re: What should I use in my weapon traps?
« on: October 27, 2014, 12:23:53 pm »
I used to go 1 menacing spike, 1 spiked ball and 1 serrated disc with the most lethal ones nearest to the entrance. Why? They were less likely to actually kill and so less likely to jam. Instead they were pretty much guaranteed to disable an enemy enough so any trap later would kill it. In cases of too many enemies, they would still largely maim anything, which the weaker traps might not have managed, so almost nothing would enter unscathed

63
DF Gameplay Questions / Re: Questions about animal husbandry
« on: October 27, 2014, 12:13:05 pm »
1) "Other food" or something to that effect.
2) DFHack solves everything.

3) DFHack solves everything.

64
DF Gameplay Questions / Re: DF2012 to .40 - What to expect?
« on: October 27, 2014, 12:10:21 pm »
yes so "just" putting "a" wall, as in a 1 tile high and thick wall, won't work. It now requires some thought and work

65
DF Gameplay Questions / Re: How do I find out why death has shown up?
« on: October 27, 2014, 12:08:52 pm »
with the 'new' way of mostly historical figures as migrants, some would arrive at a ripe old age and die a few years later at your fort. It really pissed me off one time when I got a highly skilled weapon smith as a migrant who dropped dead a year or two later.

66
DF Gameplay Questions / Re: Black Bears
« on: October 27, 2014, 12:04:44 pm »
"Why did you just send 40 black bears to fight a goblin siege instead of sending out grizzlies and your well trained militia?"

"To see what happens, duh."

67
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: October 27, 2014, 12:00:25 pm »
horns and hooves used to be absolute killers (War Yak!), diamond horns sound scary

as far as I know, FB and titans can't breed or interbreed

68
DF Gameplay Questions / Re: DF2012 to .40 - What to expect?
« on: October 27, 2014, 11:55:21 am »
biggest change is the awakening of the world. Succession worlds can happen now as new events, like births, keep on going even after world gen. This also means bandits may decide to camp near your fort halfway through the first year, or a necromancer can set up a tower while you're playing and visit after a few years.

sieges were drawn partly from historical figures already and killing generals could lead the attacking civ to lose the ability to use some trained monsters

IIrc, settlements other than human are also present in adventure mode now.

the combat system recieved a complete overhaul

Morale... recruits run away because there are so many scary goblin corpses. Quite realistic ofcourse, but slightly problematic. "Dwarven childcare" almost becomes mandatory.

Traps have been sligtly nerfed as far as I understood. Also, due to climbing, just putting a wall around your fort isn't going to be enough.

Quite a lot of small bugs have been fixed, read the devlog (http://www.bay12games.com/dwarves/) and some havn't. marksdwarfs and bolts are still problematic

69
DF Gameplay Questions / Re: !!DRAGONFIRE!!
« on: October 20, 2014, 05:20:12 pm »
not sure if it's changed, but fire used to kill by making fat bleed, it'd only damage objects otherwise. Anyone without fat (emaciated?) or just very little of it could survive being set on fire, even though the clothing wouldn't

70
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: October 20, 2014, 05:15:17 pm »
It's been almost two seasons, and fire is still razing the hills of Nourishedfloors. Any ETA on when will it finally die out? Quarantine is turning into more than a minor hassle right now.

Usually a fire spreads until every grass- or moss-covered tile on the entire Z-level has been burnt, unless there are large physical barriers to stop the spread of the fire.
Or water?

a river is a physical barrier, dunno about rain. You can make dirt roads to stamp down the grass so the fire won't spread

71
DF Gameplay Questions / Re: Cutting Gems and not Stones
« on: October 17, 2014, 05:54:51 am »
cutting ores is a good one by the way, unless you want to train up metalcrafters. Zinc has little use (forgot the ore name) and if you have enough silver, lead (galena) is quite useless too

72
DF Gameplay Questions / Re: Cutting Gems and not Stones
« on: October 16, 2014, 01:04:42 pm »
the wiki is your best friend in case of doubt

73
DF Gameplay Questions / Re: How to Enjoy the Game Again?
« on: October 16, 2014, 11:08:17 am »
well, I encountered some of the same issues. At some point in the game I just got competant enough that I could survive pretty much anything by just locking down the fort. There were no more big surprises that would make it spiral out of control, water physics down, experimented with magma, gave up on military some previous version... what to do next?

Well, point one - stop going for 'perfect', go for 'cool'. A perfect embark isnt too flat nor too steep, has plenty of metals, a river of some sorts and hopefully sand or clay. So how about going for setting up behind a waterfall that comes out of a rocky wasteland and falls into an evil swamp? Did I mention the only available metal ore is galena? Or make an awesome looking fortress as your civs "first defense against the goblin hordes". Focus on getting the best jewelers you can instead of the best weapon and armor smiths. Instead of richly furnitured rooms, make above ground palaces for the nobles. The true nobles by the way, no need to give the hammerer its own palace. Maybe a restricted use of traps?

 Most of all, don't use the efficient design you've found that works for every fort. Try to make every one unique. An actual spiral staircase instead of the usual 3x3? Using ramps as much as you can instead of stairs? Tanners, butchers and leatherworks far away from most inhabitants, because they stink, badly, made worse for possibly being underground. Every other level is a sewage/ventilation level with locked grates preventing anyone from entering them. Try to think of things that would make you notice and recognise it from every other fort you've made. Making those things happen is hard to do by itself.

Make it fun for yourself. The game just is, you make the fun.

74
DF Gameplay Questions / Re: Both cannot find path and displacement
« on: October 15, 2014, 09:15:44 am »
I havn't seen this or heard of it. Have you tried looking into the mantis bug tracker (not the forum bug reports)? Just look for mining related bugs

My first reaction is generally that you did something wrong, but that is because it is usually the player that bugged out, not the game

75
DF Gameplay Questions / Re: Disabling Ghosts
« on: October 15, 2014, 09:10:39 am »
note for future readers and anyone else too for that matter - always mention which version you play if it isnt the most current and any mods you might be using, and remember that tilesets may only be graphic mods, they are still mods

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