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Messages - AutomataKittay

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286
DF Dwarf Mode Discussion / Re: Forgotten beast silk clothing!
« on: August 07, 2013, 06:07:38 am »
Its value is the same as forgotten beast silk. In my experience it seems like it's always fire/magma safe. Either way, it's totally worth it just for the cool factor.

Someone did some checking and underworld silk's almost always magmasafe, but just as with forgotten beast and other randomly generated critter, it have the base value. The magmasafe part's probably to put up with the heat they can put out.

287
Burrow him somewhere out of the way, syndromes can make things bleed out constantly. Dwarves aren't really smart about seeking medical care in general, sadly.

288
DF Gameplay Questions / Re: Adventurer Migrating to a Fort
« on: August 07, 2013, 05:15:20 am »
This is only if you're a dwarf adventurer, right? I can't get a legendary human to migrate, can I?

Only main civ creature, unfortunately, I was hoping to get some goblins that got assimilated into dwarven civ ( not adventurer, just normal worldgen captures ).

I had once a world with nearly half of the dwarf civ population being goblins (after one Mountain Hall conquered whole goblin civ). There was a lot of dwarves with goblin names (children of the snachted), but no goblins migrating my fort. I believe vanilla doesen't support multi-race fort, except for the king.

And the king's buggy, according to reports I've seen, showing more like tame pet than a civ being in fortress.

289
DF Gameplay Questions / Re: Adventurer Migrating to a Fort
« on: August 07, 2013, 04:24:06 am »
This is only if you're a dwarf adventurer, right? I can't get a legendary human to migrate, can I?

Only main civ creature, unfortunately, I was hoping to get some goblins that got assimilated into dwarven civ ( not adventurer, just normal worldgen captures ).

290
DF Modding / Re: Minor mod idea/request for arrows
« on: August 07, 2013, 04:13:44 am »
Hehe, medieval weapons and armor research in a nutshell. So many confusing, inaccurate names, many things that only have foreign names (faussard, zweihander, etc), and many things of which we still cant realy tell how they were used, and how effective they were to that end. Not to mention that fact that 'medieval' is used to discribe a period of 4 centuries, during which quite a few things changed. Popular media and inaccurate, out-of-context research doesnt help either.

Which is probabaly what has you confused here. Some folks took modern chainmail, went at it with some 12th century slashing swords and broadhead arrows, then a few indirect references later chainmail is invulnerably to 'all conventional medieval weapons'. Automata probabaly got it right with the main difference being that medieval chainmail did not have sophisticated methods of sealing the rings, they only had rivets and/or forge welds.

Plenty stories exist of knights being stabbed/shot through chainmail, chainmail-protected joints in plate armor were easy targets for daggers, and eventualy chainmail was replaced/suplemented with other armor wherever possible.

Yeah, closest thing to being invulnerable is full plate armor, and those have plenty of gaps and weak spaces ( not to mention being very late medieval development ), it is pretty invulnerable to slashing weapons for most part. Not so much against hammer-like or heavy weapons or piercing weapons like war picks, but it manages somewhat. Better than full suit of chainmaille, but chains are still a lot easier to manfacture with technology of the time and does the job for most part.

Powerful crossbows and well-trained bowmen could pierce the plate itself with right arrow and short enough range, though it'd be more toward longbow end for bows, but it'd fit right in with how DF stimulates things and how 'short' the normal DF range is, too. It's just a lot harder than against chainmaille

Way I see it, DF's more realistic than most thinks when it comes to ranged weapons, it just really sucks in adventure mode to get one-shotted so easily. Also reloading's way too fast, but that's more side effect of simplified weapon system. I don't mind seeing others rebalance it to be more fair, since, well, it is a game that can be tweaked :D

Though this' all off-topic and DF's pretty primitive stimulation as of present with such material, it'd take a lot of tweaking and testing to make it work together well, what's there works well enough for fun gaming. Also I'm not a medieval research specialist, I just read a lot and took a look at war records of the time, so take what I says with a grain of salt. Plus it's just limited comparsion between plate and chain, there're a LOT of different armors during the era, as well as weapons, or even variance within general types of armor and material used to make them.

291
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 07, 2013, 03:54:13 am »
Do you know how much leather can fit on your second trade caravan if you set all requests to maximum?


Neither do I, I guess I am about halfway through the list.  I'm about up to 30% of the value of the stuff I have to trade, and my rough guestimate is about 50 bins of leather so far (in addition to a bunch of wood, metal bars, and desperately needed cloth, I have a dwarf sitting in a possession muttering about it)

Around 40 leather of each kind at very least ( 4 bins and 10 leather each on maxed order ), multiply that by how many you've maxed out :D

So around 120 bins, at least from domenstics and a lot more for decent sprawl.

292
DF Dwarf Mode Discussion / Re: I love the manager.
« on: August 07, 2013, 03:48:50 am »
How does the manager work with dedicated workshops? Some of my shops are dedicated to individual dwarves while others of the same type are for the general populace. I like my master craftsdwarves to have specific tasks; I would much rather have my legendary crafter building stuff that will stay in the fort than spamming trade goods and my master mason building doors rather than blocks.

Pretty well with some job cancellation if it's using linked stockpiles and material can't be confused ( like forge having invidual metal stockpiles or craftshop separated by wood, stone and bone ). Not very well if you're using same material between all of them ( like your mason example ). Though there're this work-around:

I like the manager. To get around the "Stick orders everywhere" I just take the workshops I dont want extra orders on (Usually glass smelters for sand collection and block-making mason workshops) I just order up ten "collect sand" or "make blocks" and suspend them. If I unsuspend one, it runs on repeat for as long as I want, or until I run out of blocks/bags.

Forbidding the shop's building material works too to stop manager from putting orders into them, and probably is a good idea if you have a cluster of workshops that you turns on and off. It's probably pretty ideal for block-churning shops, too.

293
DF Dwarf Mode Discussion / Re: Caravan spawn locations
« on: August 07, 2013, 03:34:19 am »
Will a road under a drawbridge get smashed?

So, can I avoid ambushes for the caravans if I dig to the map edge underground and get a depot there, with draw bridges?

Bridge can't be built on paved road.

And yes you can, if you blocks off the two tiles side access you're stuck with aboveground, using drawbridges. Don't use retracting ones, because those don't forms walls.

294
DF Gameplay Questions / Re: Ruefully Routed Rutherers
« on: August 07, 2013, 03:29:51 am »
z-enter-scroll to rutherer-w-enter
Sorry, my alliteration gland is acting up again.
Also, this is great.
Thank you, and thank you.

Side question: is it worth it to allow newborn Rutherers to reach maturity? Obviously I'll want to keep some so I don't need to constantly retrain my beasties forever, but 10 years seems an awfully long wait.

If you plan to run your fortress for a few more decades, it's worth it if you want to do a bit of animal husbandry or like having exotic meats.

295
I wonder if having access to gypsum plaster helps prevent infection.  I never used to have infection issues in my fortress, but in my latest one I'm seeing infections fairly regularly.  I have no gypsum, and the caravans bring very little.  I used up all my embark gypsum on a full body cast for some guy who wrestled a Minotaur to death.  I've been relying on splints ever since, which work, but seem to keep the area exposed to infection.  Dwarfs with casts in place of splints suffer no such infections.

Has anyone else noticed this behavior?  There's a good chance this is just coincidence.

Concidence, at least for me, I gave up using plaster cast because it didn't made a difference over splint to me. Soap and timely cleaning seem to help deal with infection a lot more. Broken nail will suffer infections too, and it don't heals in vanilla.

As for OP, I've seen infection healed away, it might take a while, but I have dwarves with infected broken nails and mentioned above, they don't heals. Infection can be prevened, somewhat, if the doctor have clean water and soap, otherwise it depends on dwarves healing it away along with their disease resistance.

296
DF Gameplay Questions / Re: Dealing With The Aftermath of A Battle
« on: August 07, 2013, 03:20:06 am »
I came up a with a simple system for my own fort which can save a ton of time. When you deconstruct a wall, you may have noticed that a bunch of items teleport to the spot where the deconstructer was standing. In fact, every item in that 16x16 region will teleport to that spot. The trick is to make a dwarf deconstruct a wall while standing under an atom smasher. You can try something like this:

BBO
OXO
OOO

O = Wall
X = Wall to be deconstructed.
BB = bridge, raises to the left or right. For best results, raise before deconstructing wall.


Of course, you'll probably need to build several of these, depending on the size and shape of your killing zone.
This whole time, I have been getting angry at my dwarves for randomly making quantum piles for no reason in absurd places. This is why that happens?

Yeah, it's a relatively new bug, probably even just the latest version. When a construction ( wall or floor ) get deconstructed, stuffs in a specific square area get teleported into dwarf's square. It was intended to fix issue of things falling on dwarves or dropping things onto dwarves going under it, from what I understands, and got too eager.

297
DF Gameplay Questions / Re: What does war training actually do?
« on: August 07, 2013, 03:17:54 am »
As far as I can tell, war training makes them more aggressive. I haven't noticed other improvement. Hunting training makes them able to sneak with hunters.

298
DF Gameplay Questions / Re: Dwarves not eating- HELP!
« on: August 07, 2013, 03:16:26 am »
The reclaim failed almost immediately, so this didn't end up being a problem, but I tried d-b-c, and I stationed a squad on top of the wagon, and it wasn't forbidden and was accessible, so I don't know what the problem was.

I've had issue with (o)rder not allowing food hauling making dwarves starve ( apparently eating need hauling labor ), it's something I almost never think to check personally.

299
DF General Discussion / Re: Morality?
« on: August 07, 2013, 03:07:13 am »
Once the economy is implemented in DF, I hope you could turn it off for when you don't want to deal with the headache of a full-blown capitalist economy. I'd think the most natural place for such an option would be on the embark screen (unless Toady wants to handle sudden and abrupt switches between models during a fort's operation).

There're a switch for it in d_init.txt, I've used it in 40d. Though I think it's only internal fortress economy, but that should take care of most woes.

300
DF Dwarf Mode Discussion / Re: Can I stuff a dwarf in a cage?
« on: August 06, 2013, 03:19:27 pm »
Though now I wonder about using justice system for it?
The problem with that is that her sentence would eventually be up and someone would let her out. Unless you wall her in, but then what's the point of the artifact cage?

apparently artifact cages cannot be used in traps  >:(
Huh. I've never noticed that before. I usually just build any artifact cage I get and use it as a super-valuable zoo. You might have discovered a bug.

I thought I've had dwarves not get let out if I undesignate the cage that was used for justice. It's been a while for me, though! And I imagine the artifact exclusion from cage trap is intentional since it'd have to be coded that way, probably in expectation that player would want to use it for decoration.

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