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Messages - SwiftSpear

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1
DF Bug Reports / Re: [0.31.01] Military forces are just to weak
« on: April 23, 2010, 04:19:33 pm »
Wrestlers are not underpowered. They are however more realistic.

Axe>hand.

Other forms of damage are a little underpowered, but Wrestling should be amazingly useless.

Though I appear to be the exception. all my wrestlers have figured out the art of cutting their opponents with the enviroment. I keep finding trog blood all over from my legendary wrestler.

Another reason Wrestlers suck now is they no longer are invulnerable to attacks now that Dodging is part of the Dodger skill instead of Wrestler.
Mmmm, Weapon fighting vs Wrestling:  Large weapons, like axes, longswords, maces, spears, whips, and crossbows...  Are very easy to disarm or at very least disable.  So an excellent wrestler with good enough agility has a reasonable chance of defeating a large weapon opponent.  Wrestlers with enough skill should be able to break limbs and apply chokes, however, it would take much more time to kill an opponent than with pretty much any weapon, so if there is more than 1 opponent the wrestler gets tied up with 1, and killed by the other.

Striking should be less useful against any type of weapon, but potentially more useful against multiple weak opponents, and about on par with wrestling (if the wrestler attacks a striker neither has a clear advantage).

Small weapons, short sworts and daggers, should dominate wrestlers, and edge out strikers, but lose to most large weapons (unless it's used in conjunction with wrestling, disarm the large weapon opponent and THEN stab them).  Small weapons are extremely difficult to disarm without getting seriously hurt, but of course, they don't have the damage potential or range of a large weapon.

2
DF Bug Reports / Re: No Wagons (DF 0.31.01)
« on: April 23, 2010, 04:06:30 pm »
I'm guessing it's related to http://www.bay12forums.com/smf/index.php?topic=52128.0

The wagons don't come any more, but the donkey's have all the stuff that would normally be on the wagon (plus a whole bunch more) loaded onto them.

3
Picture very related.

Nah, there were 4 elephants.

4
DF Bug Reports / Re: [0.31.01] No Fish. Anywhere.
« on: April 13, 2010, 06:33:45 am »
EDIT:  Could it be something dealing with me turning temperature and weather off for performance issues??
It's quite possible that fish spawn based on a temperature value or something, so you have different fish different times of the year, or fish don't spawn in ice, or something like that.  I think vermin work quite differently than hunt-able animals in terms of how it figures out when and where they appear.

5
DF Bug Reports / Re: Fey Dwarf demanding rock bars
« on: April 13, 2010, 06:29:51 am »
i have the opposite bug. I have a secretive dwarf.
He sketches pictures of square blocks.
there are several blocks lying around. including a metal one(iron block) and a metal ore one(native aluminum block).
Since he liked copper I even made him a copper block. Nothing.


You have metal blocks or you have metal bars?

It's not possible to make rock bars, only rock blocks.

6
DF Bug Reports / Strange Mood Dwarf does not claim workshop
« on: April 04, 2010, 01:44:14 am »
I've only had 1 dwarf go into a mood in my fortress so far, he ran into the gathering hall and stood around until he went insane.  Any possible legitimate causes for this?

7
DF Gameplay Questions / Magma pipe questions
« on: July 22, 2008, 07:50:05 am »
How does the filling mechanism of magma pipes work?  If I dig into one from above will it fill upwards?  Past it's initial top altitude?  Will it flood the map?  What if I dig a large portion of the pipe out, as it's refilling obviously it will keep flowing outwards from the pipe, will it force magma up any Z levels that aren't in the pipe main?

Magma pressure is just sort of a mysterious thing...  I find it hard to understand the mechanics of it...

Does anyone have advice on safe usage of magma pipes for a magma economy?

8
I'm DEFINITELY for this idea.  Seriously, one of the best ideas in DF for a long time.  (perhaps not 1 rope being used per Z level though... you don't really need obscene amounts of rope to make a rope ladder)

Dudes climbing a ladder can't carry items (unequipped, they don't have to get naked to climb), and wagons can't climb ladders.  Certain animals maby should also not be allowed (like elephants).

Really... this might be the simple solution to the problem of scaffolding.

9
DF Suggestions / Re: Slightly smarter channeling
« on: July 18, 2008, 06:35:49 am »
I'd like this to apply to other things too... like building floodgates.  Dwarfs CONSTANTLY get themselfs stuck in flood rooms and other assorted stupid acts.  Is it feasible to make the pathfinder compute methods of not getting stuck?  It would only really need to be levied when dwarfs are doing risky tasks (rewalling, channeling, floorbuilding, floodgate building), so in theory it need not massively tax the general pathfinder...  It might also be a good idea if areas where risky work is being done can be set off limits to other dwarfs... although, even if that can be manually done, and the unstuck stuff is done automatically, it would make things ALOT easier then having to manually set hundreds of channel commands each time waiting for some simple task to finish just because the dwarfs are too stupid to figure out that if they did channels in every square around them they can't get out.

10
DF Suggestions / Re: More Ethics Tags- Specific ones
« on: July 18, 2008, 06:29:15 am »
I'd tend to prefer more general ethical groupings... IE, specific civilizations (as opposed to full races) have various attributes they weigh with various strenghts.  A life worshiping human civ might get more mad about tree stuff then a water worshipping elf civ.  A less kidnappy goblin empire might be less unpopular in general then a more kidnappy empire.  different civilizations might have strong propensities to war (blood & death worshipers).  Sure, there should/would still be racial traits, but EVERY diplomatic relationship shouldn't be dominated by racial characteristics, it would make world history get very boring and predictable really fast.

I like the religion system that toady has been implementing so far... with different fields of worship bringing about different relational aspects.  Sure, it's far from fully comprehensive, there's lots of cultural things that could also be done, but at least it's not predictable to the point of frustration.

Realistically... my hunch is that fiction artists working with fantasy universes more laid out racial tensions the way they did just for story consistency.  Goblins are demonized, so they hate/attack everyone and vice versa, even though that racial characteristic probably isn't very feasible for a real evolution produced species.

11
DF Suggestions / Re: Why can't my dwarves be fat
« on: July 18, 2008, 06:17:49 am »
I'd say that fat dwarfs would stand up to the cold better than thin dwarfs, what with all that extra insulation. Perhaps it could be a biome dictated behavior that dwarfs, and maybe other critters, would eat more when living in a cold or freezing climate, if there's food available. And on top of that, fat dwarfs could last longer without food.

This'll probably have to wait until after a "nutrition arc", "food diversity arc", or some other such arc. Likely after the "caravan arc," when I expect we can make more trade requests per year, and so get regular food shipments.
I would consider it bloat... although I guess it could have interesting effects on creature populace in worldgen, if they had to realistically self sustain in an area, as opposed to just sort of arbitrarily populating where ever their random number tells them to.  Civilizations with abundant or just reliable food sources would be more likely to survive, and you'd have better targets during military conflicts, raise the food supply and starve your opponents out during sieges.  It would make adventure mode slightly more interesting having to intellegently feed your character... but there are other activities I'd rather see in adventure mode first.

12
DF Modding / Re: got regional prospector working (39b)
« on: July 18, 2008, 03:29:50 am »
It's finding lava for me. Are you sure you're looking in the right biomes?
Are mountians still the right biomes?

13
DF Modding / Re: got regional prospector working (39b)
« on: July 17, 2008, 03:18:46 am »
Either my maps are failing to contain lava or my RP is failing to idenfity lava spots.  One way or another it sucks because lava was the whole reason I wanted it.

14
DF Announcements / Re: Dwarf Fortress 0.28.181.39a Released
« on: July 15, 2008, 01:46:06 am »
Awesome work.  Wish there were more fortress mode gameplay relevant changes, but meh, can't always have your cake and eat it too.

15
DF Dwarf Mode Discussion / Re: Am I the God of Blood?
« on: July 13, 2007, 10:59:00 pm »
You guys have too much time on your hands :P

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