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Messages - NTJedi

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16
Just using the extra bronze as bolts since I ended up with lots of gold and iron at this location.

17
Yes but at 4 they will not path through it. You need enough 3 that they can path through the area and some 4 to move around and teach them to swim.
Thanks I will adjust my water levels.......  but can I modify some files in the game so the level 4 water tiles are treated the same as level 3 water tiles??   
Seems silly the dwarves naturally refuse to learn the basics of swimming(level_4 water depth). 

18
DF General Discussion / Re: What annoys you the most in DF?
« on: October 10, 2022, 04:16:27 pm »
I ask to you all a single question. What annoys you the most in Dwarf Fortress. It may be a mechanic, an issue, a flaw you percieve. Anything.
  Here's my list of game flaws which should be a top priority:
1. The dwarves NEED their AI programming improved so players are not wasting time in DFHack:
A) Dwarves should be smart enough to equip military gear even if it means the dwarf removes the weakest clothing currently worn which is stopping them from completing this action.
B) Players should not be micro-managing the replacement and disposal of clothes.  Add a new "trash can" into the game which can be built where dwarves drop off old clothes which are burned at the end of a season.
C) The creatures and nature itself should naturally eat (destroy) remains of dead animals or creatures on the map.  Stealthy thieves should naturally take any weapons or armor left by the dead enemies which have been ignored by the player.  Players should not be spending their time as the cleaning maid for *everything* on the entire map.
D) Military dwarves should not be dropping their food inside their bedrooms which eventually rots and causes miasma.
E) Maksdwarves climbing over fortifications or Maksdwarves not standing against fortifications during battles.
F) Dwarven citizens trying to collect items outside the gates above ground and below ground when one or more dangerous enemies exist.  The game should estimate a danger level of any threat... wandering alligators should be a threat level 2 whereas a pack of undead elephants should be a threat level 8.  The player then can choose how normal dwarven citizens behave and how dwarven military behave for this at the start of the game and modify later if desired.

2. The game is called dwarf fortress where the main game has dwarves building fortresses and castles... yet siege attacks from enemies do not bring siege weapons?!??
Let us see the enemies break our gates with battering rams or shatter the walls with catapults!!  How a game could brilliantly provide so many great features yet miss something so basic is baffling.  If this exists as a MOD then I would be very interested in the name.

3. The evolution of weapons and armor in Dwarf Fortress is brief and limited.  Dwarves start the game building crossbows, but that's where it ends since siege weapons really can't be carried.  Players can buy bows and find blow darts which are overall weaker but no real incentive for them.  The only additional depth is what metals will the player need to pickup from trading. The time for crafting better quality is not very important.  I should probably ask around on the forums what MODS will provide more interesting options for my dwarves and for my enemies.

4. The game needs more world events, for example:
A) Earthquakes, Meteor showers (many small flaming metals(super_rare) and rocks), Volcanic eruptions, Hurricane, Tornadoes, Tsunami, Asteroid(One Giant rock with random metal inside).  These should be very rare such as once every 30 years.

B) World Champion Arena Event:  Each city will send a good warrior (not the best & not the worst) to compete for a special reward and title.  The reward might be a piece of land or an artifact or a random war animal, etc., etc., .

C) Some method or way of seeing where large armies of allies and enemies have been traveling.  Let the player send out multiple scouts which provide this information.

D) Joining allies to attack a common enemy and also enemies joining forces to attack the player.   The player should be allowed to at least watch battles from far away.

19
it needs to be between 3 and 4 depth otherwise the dwarves wont even try. . IIRC
It's mostly 4 depth, but there's some which are 3.    I read it needs to be 4 for the dwarves to learn swimming.

20
DF General Discussion / Dwarves not crossing my custom river - depth 4
« on: October 10, 2022, 05:51:24 am »
I setup a custom river (depth 4 and 4 squares to cross) with a stockpile on the other side, but the dwarves are not trying to swim across.  There's a friendly stairway down and stairway up.   Would creating a special meeting room work?  Or will I be stuck having to trick them into swimming by using a retractable bridge ?

21
DF Suggestions / Upgrading from Modest Office Problem
« on: October 05, 2022, 12:11:17 am »
As title mentions... bla bla blaaaaaaaaaa

I realized the "quarters" must mean their personal bedroom.

Please ignore or delete

22
Wondering what to do with my bronze since my fort location ended up with lots of iron.

How do you use Bronze when you have lots of iron?

23
DF Gameplay Questions / How to save abannonded baby?
« on: September 24, 2022, 03:49:49 pm »
For some reason a new female settler arrived to join our fort and she dropped her baby as soon as she arrived onto the map.  The mother does not have any injuries, mental issues or jobs assigned yet she refuses to pickup her baby.  I setup a burrow and assigned the baby into the burrow... but the baby is not moving towards the burrow. 

Any ideas on how the baby can be saved??

24
DF Gameplay Questions / Increasing temperature on the map
« on: September 20, 2022, 01:53:13 am »
Probably not possible.....  but is there a way for increasing the temperature on the map or my section of the map after embarking ?

If that's not possible where would I find the steps for moving lava under a river so it's running year round?

25
DF Gameplay Questions / Re: What should I do with this dwarf?
« on: September 17, 2022, 02:58:03 am »
With dwarves who are problems I typically place them into a special suicide military team then I have them march to steal or attack an enemy far away.  If they die then I setup a memorial and usually it's not a problem.  If they return then I quickly send them out again on a mission even more dangerous and far away.

26
DF Gameplay Questions / Re: The dead are walking straight into a river
« on: September 15, 2022, 10:08:38 pm »
My game is running kinda slow already (250 years of history seemed like a good idea at the time. A decision i regret) and adding 70 corpses has the game running at a crawl. Needless to say, i need to get rid of the bastards. But ten dwarfs against 70 is.. not good odds. Has anybody had a problem like this before?
If you're planning to buy a new computer... now is the time before the economy gets really really bad.  Something to consider if you have only 10 dwarves and 70 enemies is bringing your game to a crawl.   My very old computer I would often take past 300 years and never had anything which slowed the game to unplayable levels.  I'm actually excited to see what my current computer can do in dwarf fortress and its 5 years old.

27
DF Gameplay Questions / Re: How do you deal with noble vampire visitors?
« on: September 15, 2022, 09:02:35 pm »
From my experience it's best to remove vampires completely from the game otherwise you spend too much time trying to find a stealthy murderer who's killing your dwarves as compared to enjoying the rest of the game. 
Another idea would be if there's a way to set a fixed number of vampires in the world such as 10... then I wouldn't mind solving the mystery to permanently destroy a vampire or use the vampire as a caged guard.   I wonder how that could be done?   

28
DF Gameplay Questions / Enemy civilizations and siege weapons ?
« on: September 14, 2022, 02:35:28 pm »
I haven't played the game for many years and was wondering if siege weapons were provided for enemy civilizations? 
Last I remember attacks from enemy civilizations were weak as the game progressed because the enemy civilizations did not have any way to bring down your walls.   Is this still the case or do enemy civilizations now have siege weapons?


Thanks in advance,
NTJedi

29
DF Modding / Re: Diablo Mod Brainstorming
« on: October 05, 2018, 11:12:44 pm »
I don't think there's that much potential for megabeasts with this, admittedly. Most of the creatures that'd fit for that would be better off being relegated to rare wild beasts that are also innate pets for some of the races or as castes for civilized races.


Use the bosses of each level from the original Diablo as the megabeasts:  The Butcher, The Skeleton King, The Bat from Hell, and so on and so on.   I would also make sure to test them so the bosses from deeper levels are usually stronger than the bosses from higher dungeon levels.

30
DF Modding / Re: Dungeon Master Unit for Improving Worlds
« on: October 05, 2018, 11:04:45 pm »
Kitty's right in that new site types can't really be created or defined within the game currently, they're fully hardcoded, atleast for now. Hopefully it won't be the case forever since the available site types don't always fit whatever race one wants to make. Not counting just player-made sites that are filled with creatures later into that, obviously.

A proper world editor would be great though, hopefully Toady does deliver on it for the mythgen update. If it comes anywhere close to the flexibility the WC3 editor had it'll really be a wonderful tool for stories.
I'm saying this information here so current gamers know the best case and worst case scenario regarding what may arrive.  Also would be interesting to hear about other great game editors which I didn't originally mention such as  WC3.
Correction: A new site based on terrain and structure changes can exist... for example an artificial obsidian bridge guarded by two vampire archers trapped by fortifications on the game map OR custom mazes on the game map OR creating an oasis in a desert, etc., etc., etc., .  What "can't" be done is modifying existing sites or adding sites on the world map.  If player-made sites have only been filled with creatures then they've lacked creativity for their modifications of the game map.   

I have seen some very poorly done game/map editors... hopefully Today knows to review the editors which have been successful in other games like Heroes3, NeverWinter Nights, Age_of_Wonder_Shadow_Magic and WC3.  Without any exposure to these editors then many of the good features from them may not arrive.
If he doesn't know how to make an editor, why would he not look at existing editors? You know he plays games, right?
Well, maybe ask what he's looking at in fotf (if he's started). Kind of pointless repeatedly saying it here...

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