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Messages - Nil Eyeglazed

Pages: 1 ... 12 13 [14] 15 16 ... 86
196
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 24, 2012, 08:19:48 pm »
What do I do with a caged goblin snatcher?

If you just want to free your cage, you can pit him outdoors-- over your wall or something.  He'll just run for the map edge, totally harmlessly unless he runs into a dwarf on his way.

If you want to get some use out of him, one popular idea is to sic your guards on him.  I like to always have a few goblins around because they're handy for logic devices.

197
DF Dwarf Mode Discussion / Re: Dwarf Powered Battery
« on: March 24, 2012, 08:09:26 pm »
I dont know about water softening landings...

Was playing masterwork mod, bought a tame Sea Serpent from elves (love that mod :D) and, in a fit of rare compassion, I caged it next to the ocean and pitted it to set it free.  Now, I had assumed water softened landings, so the cage was at the top of an 8 z-level cliff, figured it'd be a majestic sight to see the rare and powerful sea beast sent home in a glorious dive.

I don't believe the water softened the landing at all.  It ended up in many, many, MANY chunks at the bottom of the ocean.

Hurt my heart to see.  One, that thing cost like 12,000 dorfbucks, and two, I was not about to commit to draining the ocean just to farm its body parts, regardless of how valuable their bones are.

I took the lesson to heart and dug a small grotto at the bottom of the cliff so I could set my tame Orca free as well.  It went smashingly.  Until three seconds later it intentionally beached itself in the grotto and air-drowned. WHY DO YOU CREATURES HATE ME SO!

I don't think water really softens landings, so much as it doesn't count for damage from landings.  Drop a dwarf 8 levels through air and 8 levels through water, splat.  Drop a dwarf 1 level through air and 15 levels through water, stunned only (and drowning).

The old "drop a dwarf in a bubble of water" thing takes advantage of this-- every time the dwarf drops, he drops through water, not air, and doesn't take damage.

198
DF Dwarf Mode Discussion / Re: Weapon traps don't work?
« on: March 24, 2012, 07:53:16 pm »
They don't trigger the traps both BEFORE and AFTER being revealed, for some reason.

You watched the goblins walk over the trap, or are you extrapolating from the fact that you didn't see any combat reports/corpses?

If I didn't see the goblins come in, I think the first thing I'd be suspicious of is if there's an accidental alternate path into my fort-- fairly easy to check for.

199
DF Dwarf Mode Discussion / Re: Making my own picks
« on: March 24, 2012, 02:55:13 pm »
Gypsum isn't fire-safe-- need to be solid at 11000 U to be fire-safe.

You'll need a piece of wood (charcoal) to make your first piece of coke.  No wood on glaciers.  On preview, what uncool said.

You'll need a fire-safe material for your wood furnace, your smelter, and your forge.  If you don't intend to use all three at the same time, you can use the same piece of stone for all three.

I'm assuming you're aware of the various difficulties involved in embarking on a glacier-- water being foremost among them, in my opinion.

200
DF Dwarf Mode Discussion / Re: Feedback Request
« on: March 24, 2012, 02:41:09 pm »
I think the kobold on the left looks less dog-like, personally.

201
Time to build a few retracting bridges into our danger rooms.  It's good, they were looking pretty boring before.

I've been pitting gobbos, dropping them afterwards, but only a z-level at a time, and I haven't seen any transformation into weapon masters.  Probably has to do with the distance dropped.

202
DF Dwarf Mode Discussion / Re: Feedback Request
« on: March 24, 2012, 02:15:39 pm »
That looks beautiful!

I think that maybe the elf might be better represented by a slight frown.  It always sounds like they're frowning when they're talking to me.

The human is perfect.  "What a pleasant place you've carved out for yourselves...

"Goodbye."

203
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 24, 2012, 01:53:21 pm »
I see all the time how people build bedrooms with only one door/entrance.   Is there any harm having a bedroom with multiple doors?

No harm at all, it just requires building a few extra doors is all.

204
DF Dwarf Mode Discussion / Re: How to food chute?
« on: March 24, 2012, 01:47:51 pm »
I made a raising bridge that opened+closed 1 tick later than a retracting bridge directly overhead, both linked to a plate triggered upon entering the system.  Not very useful.  Upon retracting the bridge, dwarves go into free-fall state, but of course they have nowhere to fall because of the raising bridge 1 z-level under them.  They don't move or drop their item until the retracting bridge closes-- then they cancel their job and drop their item.  The item itself, once dropped, won't fall-- probably uses the same falling code as dwarves, maybe instead same code as water, takes a few ticks to fall, so can't fall in the 1 tick window allowed it.

You could take advantage of this technique to separate items from dwarves, but it's a pain.  First, you've got to autodrop dwarves, which requires long bridges.  Next, to get the goods someplace safely, you've probably got to use long rows of hanging floodgates (rather than a raising bridge underneath).  You need separate entrance and exit actions, so one-way entrance: assuming initial state of bridge and floodgates closed, entrance triggers the bridge (open+close is fine), and exit triggers both the bridge and the floodgates underneath (again, open+close, to return to initial state).  Probably want the exit blocking off entrance for a while, too-- hatch/retracting bridge combo will keep it closed during the necessary period (200 ticks).  You might have extremely rare instances of plating of goods, when a dwarf is so slow he takes 100 ticks to move a tile-- basically, goods will be plated at the same rate that a plate-hatch undump lure tile needs ungunking, which I think is an acceptable rate of rot.

You'd still have the problem of dwarves delivering a lot of empty barrels for a booze stockpile, but now that I think about it, I bet you can get around this with some orientation tricks.

205
Material doesn't matter for shields-- they have a block chance, and if they block, there's no check to see if the weapon penetrates the shield.

Wood shield is mostly handy because it's cheap and easy, compared to something like silver or iron.  Nice qualities for shields might be light (low encumbrance), heavy (good damage), fireproof (not that they catch on fire when blocking, but just because).

206
Not quite a trait, but easily overlooked:

The single best judge of how well a recruit will turn out is his initial skill in student.

207
DF Dwarf Mode Discussion / Re: Animal Training update
« on: March 23, 2012, 05:06:32 pm »
Anybody tried slaughtering an elven offering yet?

208
I think their clothes are probably protecting their throats for you-- unless there's been a rehaul of coverage for v34.  It's probably not that relevant to this discussion, since you can't armor throats in unmodded games, but for good coverage, I believe you want something with the UPSTEP MAX token-- shirt, robe, dress, something like that-- to cover the throat.  I believe that silk is probably the strongest non-armor material (discounting candy clothing, which is a pain because it rots, same as pigtail fiber).  In whatever version I was looking at, silk had a ridiculously high shear value, which would be appropriate, were it not for the fact that DF considers a silk shirt to be as thick as a leather cloak.  But then, I've never done comparative combat testing on it.

209
Helm, gauntlets, mail shirt, breastplate, greaves, high boots (low if needed), shield, weapon.  I do this for all military and it works flawlessly, and it works in danger room as well.  Despite 10x 28 months of training spear stabbing, I've never had a dwarf hit on an uncovered region, so this setup appears to cover 100% of the dwarf.

No robe or cloak?  Replacing clothing?  I've seen a lot of throat wounds with that same set up.

210
DF Dwarf Mode Discussion / Re: Peacefull Necromancer Towers
« on: March 23, 2012, 02:56:15 pm »
I think it would work better if bandits threatened to dump all their armor, weapons, clothes, and human bone rings on your stoop unless you agreed to their demands.  Oh hey, that's how it works out anyways.

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