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Messages - Findulidas

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166
I'm pretty sure scourges are held to be the worst weapon in the game. An edged weapon with no penetration to speak of.

Whips, on the other hand, are great. Over double the velocity, contact area of 1, and blunt (doesn't need penetration.) Goes through armor, chips bones, knocks foes out, goes through skulls.

Fair enough, mustve mixed them both up. I generally stick with a named/masterwork weapon of steel since they are pretty damn good to begin with. A whip should probably be made out of the same materials as other blunt weapons though.

167
Dont ever get cursed either.

There is the boolean value of "still alive" and "definitely dead" however.

Yeah and given that this game is very much based on chances you can very much still die to a random arrow even though you are legendary everything with steel armor on top plus grandma urists legendary socks.

168
Being able to learn some spells would be nice. Perhaps being able to brew potions with small resistance effects.

Diffrent types of civs like animalmen. Amphibious, poisoned attacks and the like but not minotaur strong. I bet masterwork already has this though.

Last time I played masterwork in adventure mode I found those few of those rare mood weapons lying around in the castles. If they are still around then maybe you could check if thats still a thing. The castles also had few of the frost giants in the basement. This is two years ago or so I guess so maybe none of that is still around.


169
DF Dwarf Mode Discussion / Re: Rethinking embark skills
« on: May 06, 2016, 03:11:33 am »
Everything else can be learned on the job.
Basically yeah, but I think this is more about optimizing the points you have than going with as little as you could.

I still spend all my points, I just prefer to bring more supplies.

Yeah, but the points spent on skills easily makes the dwarves outproduce anything you can bring with those points. Specially since steel and such are so very expensive. Im not saying that embarking without skilled dwarves isnt fun (or fun) and its more satisfactory when you build everything including skills yourself. Its not optimal though. Examples:

Good miners mine so much faster than without skills (including ore, gems, rooms, down to the magma you name it) that it will significantly stall you fort without them. Unlike most other skills mining also seem to get faster to level the higher the skill they have (excluding 5+ and so). So that if you start with good miners they will be legendary much quicker than unskilled.

The carpenter alone can produce enough products to trade the merchants for everything they got. So you can just ask for whatever you need including steel items (just let him make about every fifth item a trap weapon). If they arent of the type you need, dont worry just smelt them and let your armorsmith create something nice out of them. Also a good way of getting meat, fish, berries, seeds to mix the food up. Its much quicker to trade it from a merchant than to collect it yourself. All those masterwork items he produces will also give happy thoughts, sometimes much needed in the beginning.

If you are planning to do something big with your fort (or letting each dwarf have decent rooms plus a legendary dining room) then a good mason is invaluable. Specially if you are building a castle or something along those lines because blocks are so much lighter than stones. Until he has a decent level the mason is sooo slow as well. Making doors everywhere will take forever and you will be missing a lot of happy thoughts from not having masterworked items for some time.

A good armorsmith saves a lot in both time (both spending before hes trained and all items that must be hauled before he is) and resources to train the armorsmith up, if you dont have access to magma yet cos you didnt have good miners then its even more so. Same with weaponsmith obviously. Of course masterwork items are far superior to the ones you get from goblins/at embark (that 3x hit/deflect is huge) and having a leveled armorsmith/weaponsmith increases the chance greatly.

Always lacking pots/barrels? Embark with a stonecrafter. He will make barrels out of rocks, which you should have lots of. He can double as a jewelcrafter a skill sometimes not used much, but when it comes to trading with elves its always neat to have higher value cut gems or just some extra value in a pinch. If you want to level him on rock you get so much low value clutter.

Do you want traps built quickly and weapontraps that work? You need a good mechanic. Good mechanisms decrease the risk of weapontraps getting stuck (which makes your idiot dwarves try to go out and unstuck them). It also increases the speed between each activation and the activation speed of traps, levers, pressure plates you name it. In addition if you are going for a fort with maximum value (some say the dwarviest of forts) then masterwork mechanisms are very valuable. A personal experience is also that masterwork mechanisms seem to produce a lot of happy thoughts, no idea why. Perhaps its the endless row of traps in my entrances.

A clothier might seem like a fairly useless skill, but infact masterwork clothes are worth quite a lot. If you want to trade with elves or dont have anything else to trade with merchants then having few piles of masterwork lightweight clothes can actually pretty easily trade for much of what they have. Not to mention the obvious fact that sooner or later you need to have a constant production of clothes and bags, a skilled clothier helps with this.

And so on....

170
.06 seems solid enough to me that the crashes are surprising. If it only crashes with dfhack enabled, try disabling dfhack components one by one and see if it stops? Either way, let the guys that maintain it know

Have to agree here, must be some mod. I havent played the latest version that much but I have only crashed when rare things have happened or when my fort has gone it to several years so my old computer cant process all the stuff properly.

171
One spear, one warhammer and one axe. Since you know slashing, blunt and piercing

Or just pack a halberd and call it a day.

To be fair a scourge, a flail and a sword/spear is probably the best due to how weapons work. Scourges and flails are extremely quick weapons. It is unfortunate that its hard to get them in good quality.

172
Dont forget shields (over bucklers).

173
DF Dwarf Mode Discussion / Re: Rethinking embark skills
« on: May 04, 2016, 12:48:06 pm »
Everything else can be learned on the job.

Basically yeah, but I think this is more about optimizing the points you have than going with as little as you could.

I mean you could easily go with only one pick and one axe and go from there. Ive done so several times in the past and it has worked, even on evil glacial embarks (fun). Its a diffrent way of playing.

174
DF Dwarf Mode Discussion / Re: Rethinking embark skills
« on: May 04, 2016, 02:45:07 am »
Architect is a terribly annoying skill to level, however I find it almost useless. I usually build at most one bridge per fort and perhaps one or two screwpumps. Paved roads dont seem to make dwarves happy regardless of quality level. That leaves furnaces which alone dont do much to the fort at all. Architect dont speed up the building speed either. So really its fairly useless. Having architect on all or even one of your starting dwarves is a complete loss imo. So many other skills that make things better or faster.

I would also disagree on the fact that growing isnt useful. Having a leveled grower means much more food from each grown plant and less losses. The dwarf will also plant a lot quicker which means one higher leveled grower does the work of seven or so lower leveled ones in the end. It also actually saves a lot of work overall in your fort due to it already being a huge stack. Really the article on grower in df wiki explains in greater detail. Not to mention if you only have a few fiber for clothes and a sudden need a grower with high skills can be a huge help.

I prefer to have a carpenter, a mason and a stonecrafter. These skills used to be really good since masterwork items made a huge diffrence in the happiness of dwarves, so having you fort filled to the brim with masterwork items were really nice. Now its not as significant although still useful. Not to mention speed is a factor, the quicker they are the less dwarves you need to work in the field.

Carpenter Im still going to keep though since making wooden spiked balls and selling them to the merchant is just too easy. You can easily take everything he has from twenty or so masterworked spiked balls. And then having masterwork beds, bins and cages makes dwarves happy.

I also enjoying having two good miners since I usually have an elaborate plan to get down to the magma and cut channels which I build magma furnaces and such on. This needs to be worked on asap because it takes time to adequately find out where the edges of the surface sticks out while still having mined out materials, rooms, legendary dining rooms etc.

175
How would you have your own zombies and ghosts? Sounds like a mod or adventure mode.

176
Also for the ones choosing spidermen with many weapons, the way I understand it choosing many more shields is superior since it increases the chance to block stuff by a lot while still allowing you to attack with them.
Well you can also block with weapons, so I imagine at the point of having six weapons, the difference between shield and weapon doesn't matter much because you're pretty much invincible anyway. Except when taking ranged weapons and fire into account. Arrows are a lot harder to block with weapons, and fire cones can't be blocked with them at all. I'd go with, 2 shields then 4 different weapons as pretty much ideal.

I would probably go with 3 shields and 3 weps. One spear, one warhammer and one axe. Since you know slashing, blunt and piercing. Would consider changing one shield for a free hand to throw stuff with though because that is too good in adventure mode.

177
DF Adventure Mode Discussion / Re: WTH?
« on: May 03, 2016, 10:52:55 am »
I see you had the good fortune NOT to start in a dwarven fortress, at least.

Its FUN

178
Also for the ones choosing spidermen with many weapons, the way I understand it choosing many more shields is superior since it increases the chance to block stuff by a lot while still allowing you to attack with them.

179
DF Adventure Mode Discussion / Re: Healing the companion
« on: May 01, 2016, 12:03:40 pm »
Is it possible to start as her in adventurer mode without dfHack (after retiring current adventurer)?

I would say no, since all adventurers seem to be either old ones you already created in that universe or brand new created ones that basically didnt exist prior to you started playing.

180
DF Adventure Mode Discussion / Re: WTH?
« on: May 01, 2016, 11:09:05 am »
Findulidas likely meant this link:

Yeah, thought I had actually posted both but probably botched something along the way heh.

A list of controls is also helpful:

http://dwarffortresswiki.org/index.php/DF2014:Adventure_mode_quick_reference

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