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Messages - RAKninja

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1021
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 12, 2011, 03:48:22 pm »
Are both eagles tame?  If you caught one of them wild, and you haven't edited your raws, then the answer should be no.  You can change exotic animals to be non-exotic midgame without repercussions.

if the female is tame, it should work if there is a male anywhere on the map.  spores and such.

1022
DF Suggestions / Re: Make defenders of your fortress heroes
« on: July 12, 2011, 03:34:36 pm »
Aye, I thought about that. The problem is, how do you say exactly how useful someone is to the fortress ? I thought of created value for the fortress, which would be simple to track. It would let indirect usefulness - such as the guy who cooks for the guy who creates - be unrewarded, which isn't fair but is pretty much the way it works. However, it lets the defense of your fortress completely out.

The point would be to keep this fairly simple. Also, elections are not based solely on the number of friends. For all we know, we could add a threshold of social skills or of willingness to take on the role.

it counts masterworks.  add a "title system" for crafting, as the military has for kills.  after X masterworks, you get a title.  then, have that title mean something.   i like the idea of gifts, and that of "fame".

the game could then track the "total fame" of each profession, and tie it in to diplomacy.  for example, caravans might greet you prising your bonecrafts, instead of just your craftwarfship.  artifacts could also be taken into effect, as the fame of the creator and/or wielder or owner grows.  would definitely make things feel like a living fort.

1023
DF Dwarf Mode Discussion / Re: Military Uniforms
« on: July 12, 2011, 05:46:25 am »
If you never noticed, goblin breastplates have an image of the civ they came from.
humans do that a lot too.  and not just breastplates.

my dwarves also like to decorate with our civ's symbol, both my local and parent civs.

then i get that same old rendition of an elf shooting a vile brute.  i swear, that one event has been engraved and sewn more times than i care to count... perhaps even more than the foundation of my fort.

1024
DF Dwarf Mode Discussion / Re: Best. Embark. EVER.
« on: July 12, 2011, 05:41:35 am »
"Urist, why did you stud a wooden lute with adamantine spikes?"
"Eh, why not?"
i'm kinda right there myself.  i started building with the stuff i had so much extra.

1025
DF Gameplay Questions / Re: Forgotten beast corpse ruining everything
« on: July 12, 2011, 05:31:14 am »
z- stocks, near the end of the list is "corpses"

press tab and scroll, and scroll, and scroll.
Thank you!

big pain in the ass it is.  ive spent hours looking through that list trying to find "inaccessible" parts that my dwarves want to bury.

1026
DF Gameplay Questions / Re: Weapon types
« on: July 12, 2011, 05:28:51 am »
A lot of this stuff depends on what mode you're playing.  For instance, as an adventurer, you can get away with disabling blows, retreating, then returning at leisure to finish off disabled opponents.  In dwarf mode, your dwarves are relentlessly aggressive, and so disabling weapons (blunts, whips) don't work quite as well.

One of the reasons whips have such a fearsome reputation is because they're ideal at taking out what dwarves in dwarf mode are good at: lower number of high quality, heavily armored foes.  They don't do as well in the hands of a dwarf, because dwarves face completely different challenges: gigantic beasts, and huge numbers of relatively poorly armored foes.

The problem is that different targets are vulnerable to different attacks.  You can fire a crossbow at a bronze colossus all year long without killing it.  Battle axes can turn a goblin invasion into a gooey pile in a hurry, but have trouble against super large creatures, with limbs too large for something the size of an axe to cut off.  It'll take a lucky head shot to kill even a small target with a spear or hammer, but a hammer can disable even the largest of creatures, and a lucky shot from a spear can kill something too huge for axes to slice apart.

If you were to play as an adventurer, probably the ideal setup would be something like:

a) Things to throw

b) Adamantine two-handed sword, for chopping up really big stuff

c) Platinum whip, for breaking any bones anywhere

d) Adamantine battle-axe and shield for regular bad guys
whips are even more fearsome in the hands of an adventure mode baddie.  nothing like the old "ignore armor one kit kill blow to the head" to get the adventure !!FUN!!, right?

whips are great in fortress mode.  one or two hits is about a guaranteed knockout, if not an outright kill, to most anything you'll fight besides large, no-pain beasts.

good point about "every job has a tool" though.  this is why i like "combined arms" forces, rather than armies made up of only one type of weapon.

1027
DF Gameplay Questions / Re: Weapon types
« on: July 12, 2011, 03:50:59 am »
How well do whips do against bronze colossi and the like? The toughest-seeming beast I've whipped in adventure mode was a troll and it was knocked out by a single lash.

oh, whips are not as great as all that on things that do not feel pain.  or very large things.

1028
DF Gameplay Questions / Re: Forgotten beast corpse ruining everything
« on: July 12, 2011, 03:48:34 am »
z- stocks, near the end of the list is "corpses"

press tab and scroll, and scroll, and scroll.

1029
is he even a dwarf?  "law giver" sounds like a human title, and humans are sometimes deceived by things form the darkness.  things that constantly emit miasma and dust attacks.  things that are called "clowns".

if this is indeed the case, sounds like an excellent reason to go to war with the local humans.... as if we ever needed a reason.

my local humans are also dominated by such a creature.  aside from me taking a potshot at him in adventure mode, he has not showed up to my fortress.

1030
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 12, 2011, 02:53:38 am »
what is the best way to foster a relationship between two specific dwarves?  two, side by side single tile burrows?  when restricted to non-alert related burrows, civilians still can leave to get food, drink, and sleep, right?

trying to marry my duchess off to my king (which may not be possible, just thinking about how consorts are nobles of a different stripe themselves) and it's a bit slow going introducing the two.

Hrm, I would say put them in adjoining quarters with a very nicely made well between them, an artifact mechanism or bucket if possible.  All in one burrow.  The well should be a meeting area, and not actually inside the designated owned rooms of either dwarf.  Keep other dwarves away with burrow assignments, and if possible, don't give the two you want to get along any jobs at all for a couple years.  If it's going to happen, it will happen.  I believe that dwarves can be incompatable based on their stats though.  Unsure.  To feed them, overlap burrows, but only the burrows where food and drink are stored.

That's what I would try anyhow.  To build relationships, dwarves must idle near each other, so you need your dwarves to idle and congregate.  A snazzy well will definitely help.

thought this may be the case, pretty much what i had set up.  i have an aboveground keep for my king.  every place i have a room for the king, i have a "mirror room" for the duchess.  i have an artifact statue on the first floor as meeting hall (along with a prepared-food-and-drink-only stockpile a kitchen and a still), all labors for the two disabled, and the bedchambers are in a "solid" adamantium room with a mostly bluemetal wall between the two.  the entire keep is set as a burrow for only those two.  no one else has any free time to disturb them aside from the occasional child.

i'll give it a few years.  if this doesent work, i've got a few decades to play matchmaker for both of them.

1031
DF Gameplay Questions / Re: Weapon types
« on: July 12, 2011, 02:49:27 am »
copper whips cut through candy armor.  to the bone.  causing a knock out.  few things terrify me as much as a goblin master lasher.  i lost a near-lord axedawrd in two hits (one to foot, next to head), and had two lords crippled in a recent attack where said master lasher jumped off of a small opening into my drained moat, and proceeded into my access tunnels.  yea, the master lasher did die, but he killed two experienced soldiers and broke the hands and feet of three more.  solo.

typically, i let my dwarves choose what melee weapon they want to specialize in (if they dont come with a military skill and i need conscripts).  any dwarf that becomes a "wrestler" gets a whip.  whips crack armor better than candy edges it seems.  and by armor, i am also counting troll clothing and the like.

1032
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 12, 2011, 02:40:19 am »
what is the best way to foster a relationship between two specific dwarves?  two, side by side single tile burrows?  when restricted to non-alert related burrows, civilians still can leave to get food, drink, and sleep, right?

trying to marry my duchess off to my king (which may not be possible, just thinking about how consorts are nobles of a different stripe themselves) and it's a bit slow going introducing the two.

1033
DF Dwarf Mode Discussion / Re: Goblin Invation!!!
« on: July 11, 2011, 09:43:27 pm »
Oh, I definitely have a legendary dinning hall for happy thoughts, I just don't designate it as a "meeting hall", to avoid parties.
I also don't allow my soldiers to carry food, so they get happy thoughts from the waterfall leading into the legendary dinning hall and so forth.

It's just the sculpture gardens that scare me, but I've honestly never experimented with using them to see if the happy thoughts outweigh the friendships made.

I do have one large family that I try and keep safe, although it just occurred to me, that perhaps designating a sculpture garden to this family might keep the kids out of trouble.

Do people throwing parties only invite the dwarves they know? Or would that put my military in danger of making friends?

Until I get patrols set up, I do that as well, putting barracks for training in choke points, so any hostiles are greeted by dwarves looking up from sparring with big grins on their faces, ready to test their mettle and their metal.

I agree with doing as much real combat as possible for experience, sending a squad out as hunting party on occasion. I don't use hunters, so the military can do the hunting, gaining skill while providing meat to the fortress well.

i'm not sure about how parties work...  if the host gives "invitations" or its just any idler available.  i have none of my statue gardens assigned, but i do have a lot of them.  my cryps are 4 5x5 cells arranged around a 3x3 stairwell.  a total of 2 cells are used for noble tombs, and have a valuable coffin, and 4 statues, one designated as a garden.  all the other cells have 23 coffind allowing citizen and pet burial, and 2 statues, one designating the entire space as a garden.  i have four complete units (16 crypt statue gardens)  i have my dining hall and well.  i then have two other statue gardens where i want civilians to hang out, one on the first floor of my tower, so someone can pull the levers there on short notice, and one at the ground floor of the king's keep, so dwarves are available for my king and duchess to socialise with.  and so that they socialise with each other.   i'm trying to unify succession, so that i have a clear and robust line of duke-kings in the future.  failing that, they both need consorts.  i plan on this fort going as long as it can, and as i'm self sufficient, and could technically survive at least decades totally walled off with minimal user interaction.

no one in my fort has many friends.  the two that pass being mayor around nowadays are both former children with exactly one friend each (come to think of it, it might be each other), there are a few other dwarves with one friend.... the duchess.  out of her six listed friends, only no more than three can still be alive.  perhaps in addition to everyone being busy, my large number of meeting halls keeps idlers and children spread out, so that no one really socialises.  i've noticed a lot of my migrants have rust on their social skills.

i use hunting, and hunt with my military at the same time.  my hunters are all off-duty marksdwarves.  having a bunch out at once is nice, they'll sometimes spot thieves and ambushers for me.

1034
DF Dwarf Mode Discussion / Re: About archers
« on: July 11, 2011, 09:19:13 pm »
also bows, not crossbows, and blowguns for that matter, use swords as the melee skill, not hammer.  so if you use actual bows, you might try giving them swords as well.  if they do indeed shoot first, at least, before using the swords, i will be a happy overseer indeed.
You can't make arrows. Elf.

...OH MY GOD! I'M CALLING PEOPLE ELVES FOR ALMOST NO REASON!
bows and blowguns.  i got a bow from a mood and have traded with the humans for some, and arrows.  aside from the squad leader using the artifact bow, i let my marksdwarves pick their own weapon from all available.

my dwarves appreciate any tool available to kill goblins.

1035
So, gem cutter goes fey, grabs a bed beryl and starts his mysterious construction. I sigh, "ooh, another perfectly cut gem, how simply fraking marvelous. Worth 4200 dwarfbucks. Lovely. Thanks."


I come back later. He has built a red beryl coffin. Out of ONE GEM. He is now a legendary gem cutter, which would be cool... if that was in any way USEFUL. It is almost as useless as legendary woodcrafters, I have NO use for those guys.

Still one gem is now a whole coffin. It must be micrometres think, one gem cut it infetesimal strips and built together to make a coffin. Wow. Just wow. 48000 dwarfbucks. Not bad.

do you know how much value you can add with masterwork gems?  get a legendary gem setter, and trade one finely decorated item for an entire caravan.

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