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Messages - John Johnston

Pages: 1 ... 12 13 [14] 15 16 ... 34
196
DF Gameplay Questions / Re: A masterwork has been lost!
« on: September 15, 2008, 03:02:00 pm »
That's interesting - I'm on a map with magma and at one point, for no reason I could discern (and believe me I looked!), got an absolute frakload (several dozen) of "a masterwork has been lost" messages.  There are several fire snakes around (including a couple of caged ones) and I think (looking at the skills of the 2 dwarfs affected) whatever was being destroyed may well have been wooden...

197
DF Gameplay Questions / Re: Draw Bridges and what is under them
« on: September 15, 2008, 02:59:14 pm »
You can use pressure plates.  There is a delay between someone walking over the plate and the object (bridge in this case) activating so put the plates a bit in front of the bridge.  Also if more than one enemy walks over the plate I believe it resets, so don't rely on pressure plates exclusively (unless you've got a load of them).

198
DF Gameplay Questions / Re: I shall name him Alvin
« on: September 15, 2008, 08:06:50 am »
If someone had attacked a wagon carrying animal cages, it might have been left behind, and subsequently collected by your dwarfs and brought inside.

199
DF Gameplay Questions / Re: Dwarf Crime?
« on: September 15, 2008, 07:19:26 am »
My current fortress uses an accidental defence (I didn't plan it) where (past the entrance traps of death) there is a fairly long corridor heading into the centre of the fort.  It doesn't go directly though - the corridor goes along and then down a staircase one level.  This means that intruders wandering down the corridor are not seen until they descend the staircase, at which point they are quickly spotted and filleted instantly by all the guard marksdwarfs standing around.  Very effective against kobolds.

200
DF Gameplay Questions / Re: Who knocked up my musk ox?
« on: September 15, 2008, 02:47:25 am »
You can use the mules as guard animals chained up at your fortress entrance to detect kobolds, and be confident they won't breed, which as far as I know other animals would when chained.  They are likewise safe pets.

201
DF Gameplay Questions / Re: Draw Bridges and what is under them
« on: September 15, 2008, 02:31:02 am »
I recommend you build not one but several bridges over the area, in parallel with each other.  That way you can dig the channel out in stages (without ever blocking the way completely while you are building the road) and you also have a degree of redundacy for when Cog goes into a tantrum and smashes the bridge.

202
DF Gameplay Questions / Re: Dwarf Crime?
« on: September 14, 2008, 04:33:02 pm »
Enemies have got to be within the usual LOS range of a Guard dwarf before the Guard will attack them.  I don't know about whether they respect the no dwarves outside - they certainly respect it when no enemies are around, but I suspect that (like active military dwarfs) they will pursue enemies outside even if the no dwarfs outside is on.

203
DF Dwarf Mode Discussion / Bookkeeper Precision
« on: September 13, 2008, 11:20:48 am »
I'm curious as to what bookkeeper settings people use.  Is there any advantage to using settings lower than the maximum? (aside from having more time on the hands of one dwarf!)

204
DF Gameplay Questions / Re: Help me distribute gear, please?
« on: September 13, 2008, 11:17:19 am »
I would suggest that you tell your military dwarfs to wear no armour and then construct your new armour from a particular material - let's say Giant Toad leather for an example - so that you end up with (eg) 10 * Giant Toad Leather Helms.  Then go into the stocks menu and forbid every helm made from a different material so that only the Giant Toad Leather Helms are unforbidden.  As you're forbidding by type of material, you don't need to manually forbid each Helm.  Then tell your dwarfs to wear armour again and they should pick up those particular helms.
I believe that this should work.

Things become harder for (particularly) iron armour, as a) the goblins inconveniently smother you in it and b) some dwarfs have a horrible habit of filling their room with 26 narrow iron helms, which appear in the stocks but can't be moved, dumped, etc.

(edit)
Incidentally, I always have my bookkeeper set to maximum precision, and suspect most people do the same - it'd be very interesting to survey this.

205
DF Gameplay Questions / Re: Hot climates
« on: September 13, 2008, 11:10:39 am »
I heard a while back that someone had constructed an above ground tower on a very hot map, and had several people (babies I think) die due to the heat.  Not sure of the details!

206
I'll not go by definition, but by playing style:  playing adventure mode requires you to do very much the same sort of things as playing a Roguelike would.  I never bothered with the original Rogue but IME adventure mode plays very similarly to playing Angband without magic.
Same movement, similar combat, same display, same sort of inventory management, similar (by which I mean, of course, massively better in many different ways) environment to adventure in.

Fortress mode, on the other hand, plays like... uh, well, fortress mode.  More complicated than DK or Evil Genius, more freeform than any Civ any other game I can think of, more combat oriented than Sim-whatever, more gruesome (in its own special way) than any FPS, and with an unhealthy dose of anal micromanagement required on a regular basis and a user interface from the fourth circle of hell.   ::)


(we could add another one to the list of Roguelike traits: moddability)

207
DF Dwarf Mode Discussion / Re: Okay, this game is just too detailed.
« on: September 12, 2008, 06:29:21 am »
How do you tell a female dwarf is expecting?

IME the answer to that would appear to be:  "if she is married, her husband is alive, and you are under the babycap, then she is expecting, due 9 months (a year?) after her last baby."

208
DF Dwarf Mode Discussion / Re: What shouldn't be eaten?
« on: September 12, 2008, 04:14:40 am »
I thought this was going to be a thread about "which foods is it best to feed your dwarfs on, and which foods should be avoided."  Personally I like to order in food from Giant creatures (especially GCS and Giant Toads) on the grounds that a) the more expensive the food, the happier it probably makes the dwarf and b) I like the idea that my dwarfs are commissioning the death of GCS.
I suspect a *gutter cruor biscuit* should probably be avoided, too.

IRL I'm a veggie, although more from a distrust of meat processing than from a desire not to slaughter hapless animals.  I don't think it's possible to live without causing harm to some creatures somewhere, but I also don't believe in wasting time agonising over guilt for something trivial like theoretically denying the right of a bunny rabbit to graze in the garden  ;D .

As for DF, I personally try to cause the poor dwarfs the minimum harm practical (although as the Terminator once remarked after seeing a couple of dwarfs running around:  "It is in their nature to destroy one another"); I have no qualms about exterminating goblins and wildlife, but I won't (usually) kill dwarfs for kicks, and I won't murder traders either. 

I'd quite like to see the "thoughts" of dead dwarfs updated when they die, so that instead of reading "he has sustained major injuries recently" it might read something like "was killed by suchandsuch and is communing with insertworshippedeityhere in heaven" or "is in hell awaiting the arrival of stilllivingdemonworshippedbythedwarf" and things like that.  It would give more "closure" to the death than having them just listed as if they were still alive.

209
DF Gameplay Questions / Re: possession
« on: September 11, 2008, 05:22:13 pm »
I'm open to the possibility (although almost certain it isn't so!) that a Possession mood might be channelling the spirit of one of your dead dwarfs, and creating an artefact based on that dwarfs preferences.  If it isn't true, it should be, it'd be unholy cool...   :)

(And yeah, your miner could also have come up with a floodgate of some kind from that mood.  Not sure what else miners make.)

210
DF Gameplay Questions / Re: I has a plan
« on: September 11, 2008, 07:17:52 am »
The single tile blind corner version above could be loosely considered an exploit, as it takes advantage of units being able to squeeze between the blocks diagonally.  It wouldn't work on anything larger than a single tile width corridor.  (No condemnation intended!  It's just a bit flange-y :) )

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