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Messages - BurnedToast

Pages: 1 ... 167 168 [169] 170 171 ... 209
2521
DF Gameplay Questions / Re: Anyone capture a troll?
« on: November 26, 2007, 07:33:00 pm »
I've never even seen a troll this version, despite having multiple sieges large enough that they should have brought some.

2522
windmills work fine with weather off.

some maps just don't have any wind, though I'm not sure offhand if there is a pattern to it and if so which maps don't.


2523
magma won't burn/melt things. fire won't destroy things (in fact I don't think anything can burn at all). water won't freeze in the winter, and if it's already frozen it won't ever unfreeze. I think ponds don't dry up either but I'm not sure on that one.

weather has almost no effects on dwarf mode right now, and temperature has almost no effect unless you have magma or your map freezes. if you are playing on a hot+ climate with no magma you can shut them both off without any real difference in gameplay.


2524
DF Gameplay Questions / Re: Why can't you embark to some places?
« on: June 02, 2008, 06:17:00 pm »
You can't embark if the fort is located 100% on mountain, ocean, or lake biomes. Dwarves can't park the wagons in the water and the mountains are too hard to get it up to.

leave at least one square of the embark area on any other biome and you can embark there.


2525
DF Gameplay Questions / Re: Can I catch rain somehow?
« on: June 02, 2008, 06:22:00 pm »
murky pools don't refill as such right now.

What happens is they freeze in the winter and they lose information about how much water was stored in them, so it defaults to 7/7 when the ice melts. If you drain the water out totally it won't ever come back (unless you cheat). This works with any water source that freezes - when it thaws it will default to 7/7 no matter what level it was at before.


2526
DF Gameplay Questions / Re: Champion with Artifact armor
« on: June 02, 2008, 08:42:00 pm »
It's really hard to say how effective artifacts are. I had an unskilled marksdwarf (well he was legendary marksdwarf, dabbling hammerdwarf/shield user/wrestler) beat 2 tentacle demons to death then get part way though a third with a masterwork boen crossbow before he was killed once (he had run out of ammo) so I'd say they are much better then plain masterworks, even if the material is not the best.

Edit: remember that quality not only gives a damage bonus, but a bonus to skill with the weapon too - something material does not effect and which can make a big difference.

[ June 02, 2008: Message edited by: BurnedToast ]


2527
Ah well, I apologize for the false info on dying quality - I've never had a dyer past novice or so, so I guess I never noticed. This could be one of the reasons I've been having trouble figuring out the prices of cloth things though.

2528
Edit: My values are not matching up at all with the game, either alot has changed from the old wiki or I am doing something wrong.

Edit 2: ok, it seems the dye just adds it's value to the end product. So if a sock is worth 100 monies, the exact same sock dyed black would be worth 120 monies. the value of the dye does not seem to get multiplied. I also don't think dyeing has a quality modifier, so black dye will always just add 20 to the final good.

[ November 26, 2007: Message edited by: BurnedToast ]

[ November 26, 2007: Message edited by: BurnedToast ]


2529
No, stone don't stop them from sparring. Check the wounds page (be sure to scroll down!) for nerve damage (brain, spine injuries). These will stop sparring and are the cause of the VAST majority of problems people have getting dwarves to spar.

2530
DF Gameplay Questions / Re: FPS And game speed
« on: June 01, 2008, 06:19:00 pm »
The biggest increase will come from turning weather and temperature off - weather alone will double (or more) your FPS and right now it has no real effect on the game (other then making it rain which is no big loss). Temperature is less of an increase and has more of an effect - if you have magma on your map or if it gets cold enough to freeze in the winter you might want to consider leaving it on. If your map has no magma and does not freeze (or is always frozen) then there is no real reason to leave that on either.

2531
DF Gameplay Questions / Re: Agile sleeper
« on: June 01, 2008, 06:32:00 pm »
That's actually a good question, I don't know. Considering agile dwarves do pretty much everything else faster they might. Then again, if tiredness is based on number of actions taken they might also need to sleep more often which would balance it out. (I have no idea if that's how it works or not). I do notice that when you start out all your dwarves tend to sleep at the same time but eventually they sleep on totally different schedules.

You could use companion to set one of your dwarves to perfectly agile and leave the other normal then time how long it takes both of them to get tired, and then how long they sleep if you really want to find out.


2532
DF Gameplay Questions / Re: possessed armorer
« on: June 01, 2008, 06:29:00 pm »
quote:
Originally posted by Deon:
<STRONG>Also note that he wanted THREAD not CLOTH.
The fastest way is to cultivate a few rope reed plants and quickly turn them into thread (in loom).

[ June 01, 2008: Message edited by: Deon ]</STRONG>


Dwarves have NEVER wanted thread, ever. When it says cloth... thread... they always want cloth. You don't need to save thread for moods, they won't ever use it.

They used to want either silk or planet fiber (though they did not care if it was rope reed or pig tail) and I think that's still true, but I'm not 100% sure.  I always keep a few pieces of both laying around just in case (preferably GCS silk for the major $$$).


2533
If I remember right, all you have to do is delete the butcherable_nonstandard tag from humans (in the /raw/objects/creature_standard.txt) and you will be able to butcher them. You do not need to make a new world to get it to work either (err.. I don't think you do anyway).

To kill them, as others have said you need to either drown them, make a cave in on (or under) them, or use magma. You can also use a ballista (they do friendly fire) - just wall them in with fortifications or channels (so they don't wander off) set up the ballista and fire away. It's a bit annoying for killing lots of them though.

If you don't mind cheating, it's even easier - you can just use dwarf companion to set them to be butchered and a dwarf will run up, grab them, drag them off to the butcher shop and chop them up - no modifications to anything needed. I'm not 100% sure they will turn the skin to leather though, you might still need to delete butcherable_nonstandard for that.


2534
DF Gameplay Questions / Re: Spontaneously exploding beer
« on: January 08, 2008, 04:57:00 pm »
have you had any dragon attacks? or anything on fire in the fort ever before this?

Is it a scorching map? though it should not matter if the storage was underground... was it?


2535
DF Gameplay Questions / Re: Fear and levers
« on: January 08, 2008, 08:28:00 am »
I think the fear kicks in and dwarves start running at 15 or 16 squares. You might want to build the bunker a little further back then that though, just to make sure they are safe from archers - I don't remember for sure if archers can shoot farther then the 'run away' range or not.

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