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Messages - Babylon

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181

-Mandates to not make things (for a given time period)


I love this one.  I wish I could mod it in.

As far as terrible suggestions

All dwarves become able to make mandates.

182
DF Dwarf Mode Discussion / Re: Help?
« on: May 30, 2012, 02:32:14 pm »
1. yes but you don't need forges, you need a mason and a mechanic and a carpenter for cages.  Walls and a drawbridge are the best defense

2.  create a burrow, go to (m)ilitary then (a)lerts, move to the burrow you made and hit enter to keep civilian dwarves in the burrow until the battle is over.

3.  pigtails are the plant you need for making cloth.  Buying from caravans is usually easier thoguh, elves bring a lot of cloth.

4.  Sure,  might as well let the fortress dissolve into tantrums, and if you can save it you'll feel that much more accomplished.

5.  The questions one might be better, but this one isn't bad.

183
DF Suggestions / Re: Good regions being painfully good
« on: May 30, 2012, 02:25:07 pm »
I don't think this is relevant to the suggestion.  If the complaint is that so-called "Easy" good regions are actually made hard to play, by such a change, then the true "Easy" embarks are actually in neutral regions with hard/harder embarks (or equally, although differently, hard ones) to be found in good ones and evil ones.  It all comes out in the wash.

But although there has been some talk about Easy and Hard equating to region-alignment, given that an Evil embark is terribly easy to play if you do <foo> while being terribly hard to play if you do <bar>, I'm afraid I can only see this as a red-herring argument, or possibly a misguided one in the first-place.

the easy region is supposed to be the neutral ones.

Good should be challenging in a different way than evil, but still more challenging than neutral.

184
I actually just did this.  There is an Ironhands pack that includes the game

I dlded that, then dfhack, unzipped dfhack right on top of DF (it replaced one file) then put therapist in the folder.  Working just fine.

185
DF Suggestions / Re: Good regions being painfully good
« on: May 30, 2012, 12:34:08 pm »
Quote
I think healing rain that heals goblins is going to up the challenge level quite a bit

Dwarf Fortress is sort of a game of killing blows. Goblins tend to be killed or crippled in single strikes.

I dunno, they don't wear armor on their arms and legs a fair amount of the time, and weapon traps tend to take advantage of that and cut off their limbs.  healing rain could make weapon traps much less effective.

Hunters also often just wound the animals they are hunting.

186
DF Gameplay Questions / Re: Advice on defense needed
« on: May 30, 2012, 12:28:41 pm »
What about silver crossbows? Marksdwarves tend to use their crossbows as blunt weapons and if I remember correctly they use hammer skill when using the crossbow as a blunt weapon. So shouldn't a silver crossbow work well?

No you can't make a crossbow out of silver. Silver can only be used for melee weapons. You can confirm this by using the manager screen, "j-m-q" then type in "crossbow". You'll see there is no silver crossbow.

A hint for people trading for steel bars: you can also ask the liaison to bring you magnetite, hematite, limonite, and flux stones such as marble, limestone, etc, and other metal bars such as iron bars and pig iron bars. You can even ask for coke if you want.

Then the traders will bring you iron ore, iron bars, pig iron bars, flux, and coke. You can make a lot more steel that way.

You may not be able to build silver crossbows but the traders will sell them to you.

187
DF Suggestions / Re: Good regions being painfully good
« on: May 30, 2012, 12:24:40 pm »
I agree with HugoLuman. Good areas should be nice, not vengeful. If you're afraid of nice == easy, don't worry; they'd be nice to goblins, too.

Protecting is not being vengeful. Are we vengeful when we cut a tumor out of a patient? As stated before, there has to be a reason why only elves live there. Otherwise, everyone would want to live in the land of happiness and healing rains. Its not that I'm afraid of nice being easy, I'm afraid of nice being stupid and gamey. Not that there's anything wrong with healing rains and everything else. That should all go in, but there should be a cost associated with it, and that cost should be protecting the land. I feel that savagery should only alter how soon you hit the cut off of how much despoiling the land is willing to take, and maybe the response, where in benign lands you just get cut off from all the good effects. In mirthful you'll occasionally get a small amount of unicorns ambushing you in addition to losing the effects. And in Joyous Wilds you get a never-ending siege of unicorns and walking trees and what not, plus losing the effects.

I think healing rain that heals goblins is going to up the challenge level quite a bit.  Animals that are being hunted getting healed does as well.

188
Combine this with being able to zoom to the target of a job in response to job cancellations and things get way less frustrating.

189
DF Dwarf Mode Discussion / Re: Killing Elven Traders
« on: May 29, 2012, 04:09:52 pm »
bad, you just gained yourself a whole bunch of wooden garbage which will slow down your FPS and generate a bunch of hauling tasks for your dwarves.

190
DF Suggestions / Re: Non-alcoholic drinks
« on: May 28, 2012, 05:34:10 pm »
there is milk, but you can't drink it.

191
Woo!

Is it a deathtrap? Can we visit? Would that spoil the fun? Are you going to continue it later if you get another chance? Could someone else embark there? huh? huh? huhuh?

:P I really need some sleep, but those questions are valid.

Not a deathtrap, but not exactly safe either.  Not going to continue later, it's a bit of a one time trick fortress, so once someone visits it won't work the same.  I'd prefer nobody else embark on the same spot.

192
Fortress is done, and abandoned.

Thobthod, featuring a green glass tower and a rollercoaster of sorts.  The drawbridge is up, but that's not the only way in.....

http://dffd.wimbli.com/file.php?id=6391

193
DF Suggestions / Re: Good regions being painfully good
« on: May 28, 2012, 02:48:48 am »
Good regions being painfully good is a paradox, ether the region is good or it is not good at all.

That is because you are going too far into the word. Remember this land isn't "Good" in the sense that it tries to do good things in the same way "Evil" Lands arn't evil at all just openly hostile (It would be like saying a Desert or Volcano is evil)

The idea of "Painfully good" is basically taking a concept that we would call "good" and taking it to its logical extreme or taking something good and applying it all the time even when it is not needed.

I mean havn't you heard the saying "That was so sweet my dentist could feel it" (admittingly I edited that because I couldn't spell a specific word)?

Possibly the best example I can think of for this concept is "Candyland" you would say that Candyland would be a great example of one way a Good land could look right? Have you ever thought of how hard it would be to survive in Candyland? Everything is made of Candy which while tasty gives little-no nutrician... The Water is drenched in sugar as well. You can't grow crops because the dirt is chocolate. Fires are pointless because the trees are Gingerbread. Plus since the animals are essentially immortal here eating them must be a horrific experience and give you terrible indigestion.

This is entirely without going into ways that this place could actively hurt you. Afterall a very common trait with "Good" locations in settings is how addictive they are or how they force you to join them.

So there you go. Candyland a good land being a horrifying death trap without ever crossing out of being "Good". It is just incompatable.

This is ignoring that so far "Good" as far as DF is concerned is closer to Whimsy...
But that is not good at all, that is insidiousness. If it were truly good then there would be no drawbacks.

Good is good, that is it. A good plan in not a plan destined for failure. A good church does not do questionable thing behind closed doors.
Having a good morning is enjoying a nice sunrise, a great meal, and friendly company. If you went to a good dinner, you would not have to look for tacks in you food.
If you rubbed a good magic lamp, the genie would be helpful and not trick you. I could go on and on but it will always be the same. Its not a trick question. Good is good.

Of course when I say good I mean good as seen by dwarfs. A good region would have all the things that a dwarf would want to have at a site.
The region is good because of its high compatibility with the dwarfs. Dwarfs call them good for a reason.
While I understand the 'too good to be true' line of thought, there is no need to make the regions needlessly obtuse.
If you want to introduce more region types into the game, more power to you. But there is no reason to alter the definition of good to fit your desire.

Besides there are plenty of good regions in the history of fantasies. Whether or not the regions stayed good is another question, but that is another kettle of fish entirely.

good is not good as seen by dwarves though, or dwarves would settle there during worldgen, they don't, they only settle in neutral regions.

194
Dear Miners:
I know the old terrible dining room with two seats is OK, But it might be sensible to start digging out the new massive legendary hall which can fit the entire fort 4x over?

Dear Haulers:
I agree hauling stone to build walls isn't fun; but neither is having your arms ripped off by goblins!

Dear masons:
While the Haulers may be slaking off that doesn't give you the excuse to go on break permanently. May I remind you; We have a pit fall of goblins and they are quiet hungry!  :P

Now we know you are bluffing.  Goblins have [NO_EAT]

Urist McMason.

195
DF Gameplay Questions / Re: Two potentially Noobish questions
« on: May 27, 2012, 08:13:46 pm »
you don't need gloves or mittens.  The difference between shoes and socks, socks go inside shoes.  Military folks can wear socks, so they are more important.

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