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Messages - Findulidas

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766
Embarking on two kinds of biomes, especially evil/good, is wonky. Sometimes you only get creatures from one biome.

Is there anyway to see what kind of Terrifying biome it is before you embark there?

I dont think so, If someone knows I would be happy to know. Perhaps there is a dfhack lua for it, like prospect all. One you could use before embarking. I doubt it though. I would like an evil biome with all the monsters but none of the huskifying clouds or sometimes ridiculus zombierespawning where you have to kill hair 7 times over before atomicsmashing it.

767
Ive find that you can often find dwarven elite fighters in forts. They are often pretty good.

768
DF Adventure Mode Discussion / Re: Can't find guy I'm supposed to seek out
« on: November 04, 2012, 10:00:32 am »
Sewers are a bit broken atm. Flooded parts and parts you can only get to if you are able to take a fall of several z levels. This is in addition to them being sometimes ridiculusly huge and filled with sideways with monsters (loads of corpses more likely though). I generally talk a short walk in them and if I cant find what Im looking for then I leave them alone, because a very large labyrinth sewer might only have one or two exits.

These quests might be the first ones you get playing adventure mode which can easily ruin your experience, I do recommend just staying away from them.

769
DF Dwarf Mode Discussion / Re: World Gen Question re: Shallow Metals
« on: October 31, 2012, 03:13:45 am »
You can cheat if you have played for years and havent found any marble as well. Just type "changevein MARBLE" in dfhack when the kursor is above a vein. It will turn into marble, works for any rock/ore I think. Havent used it in a while.

Cheating generally isnt fun though, however if you have specifically embarked for flux and it somehow happened to be above the magma sea under a huuuge cave of water then its fair game I think (happened to me once when I had played around with the generator). It is singleplayer after all.

770
DF Dwarf Mode Discussion / Re: World Gen Question re: Shallow Metals
« on: October 31, 2012, 02:18:07 am »
If you change the x and y variance on volcanoes and then increasing the volcanism frequency then you are likely to atleast get one volcano next to sedimentary layers.

You might have to work with world rejection though.

771
DF Dwarf Mode Discussion / Re: Soap consumption
« on: October 30, 2012, 02:37:00 am »
Soap use has always been a bit buggy for me. Bugs with the lye (either in buckets or far too much of it being consumed for few soap bars) or dwarves refusing to use the soap.

772
DF Dwarf Mode Discussion / Re: Leather cloaks etc on steelclad dwarves
« on: October 30, 2012, 02:33:52 am »
Or you could just request leather and keep only as many animals as you need for the bones (and meat, if you're not importing it or relying on farming). Caravans only bring about four of each thing you request, but one bin of one type of leather is a "thing" and there are a whole lot of leather types to request.

Like previously posted, just request leather and cloth and you will probably get much more than you need.

773
DF Dwarf Mode Discussion / Re: World Gen Question re: Shallow Metals
« on: October 30, 2012, 02:30:36 am »
There is a metal option for the occurance of metals, the lower the setting the more metals you get. Dont take too low on the setting though because wonky things happen at the extremes.

As for increasing shallow metal only I dont know. I would suggest going for two or more biomes if you have trouble finding it. One with shallow and one without. Honestly I would say having two or more biomes in the same embark is generally always a good thing because its more likely to get diffrent variants of metals/stones/animals/trees/vegetation a.s.o.

774
DF Dwarf Mode Discussion / Re: Too much food?
« on: October 29, 2012, 05:07:52 pm »
Wow, you store everything on the same z-level. You should meet a dragon, the fire will burn everything away. Everything.

775
At two-three ambushes and sieges per year, nevermind beasts, your supply of mechanics and masons will quickly dry up without dedicated military.

Untrained civilians do a great job in an emergency, but they are definitely not the same as military.
I meant to use them in building traps. I.e. They do thier work and when its done they can leave it behind and its likely to do much more harm than any military. I still dont agree that a trained military is that much better than civilians though. Especially considering you have to dedicate 40 dwarves to training only for 3-4 years before you see decent results, if they go into battle before then they are as good as dead which means the time spent training is wasted. Only the first single squad of 5-7 goblins are easily going down on untrained dwarves and by the point more goblins arrive then those you probably have just reached a fort with a size capable of starting training those 40 dwarves.

I have built sucessful trap free forts that have been protected only by dwarven might(pop cap 100 only 10 in active military). Military can be effective if you know how to use it.
How do you fight off that last wave with cave dragons, rutherers aso. My military alone can never cope with that. Last fort I had with military alone lost 50 dwarves that had trained using the bronze I had on the massive vile force of darkness.

Not really. I find Dwarves are cheaper than metal at times.
Thats fair enough, you can easily do traps on just stone and wood, or just stone if its a hard embark. Nothing stops those harder beasts like a cagetrap or my prefered method of dropping them off a bridge into a deep hole.

Necromancer sieges are something that require overwhelming Dwarf power and ingenuity.
Indeed, although a military doesnt do anything to change that.  The most effective way of stopping the zombies and necromancers might well be to drop them inside a hole without any exits or perhaps another cage trap. The simple dwarven military is often just fuel to the fire.

Oh and don't forget, I like having something called fun. Because traps suck. Too impersonal. And they get overwhelmed much more easily than Dwarves.

Unless you're talking about end-game traps. But then, an old military is much more fearsome.

Dwarves. Use them.
The amazing variety of diffrent traps you can make and diffrent setups is def not something not personal. Indeed how someone setups thier own traps can be extremely varied if you so choose. The addition of minecarts has just added to the fun. Nothing says goblin pâté like a lead minecart racing through the entrance.

While traps generally dont lead to as much !FUN! we arent really talking about !FUN! forts here are we. We are talking about tackling the enemy force in a decent way. Ive done several forts with just military just for fun but its obvious that sooner or later a bigger army pops up you couldnt face even if you had 120 dwarves in the military, which would be in itself a good feat. Getting equipment and support for all of those. Also the massive losses are often not filled with the arriving dwarves. While I do use a military in all forts (except the forts where I specifically arent using one) a military behind traps is just the best way to do things because the dwarves are weak and the traps (even the worst of traps) are sure to land a hit and often a kill. You also need a year minimum to get the barest hint of a good dwarven squad and by then the first goblins are almost sure to have arrived, better equipped and better trained. It just takes loads of effort to make a military fort only and there is always a point where the losses are much bigger than the dwarves arriving, its more about how many dwarves will be arriving next season vs the losses. Not the military skill the dwarves actually have, only legendary dwarves are the ones likely to survive and as Ive said Ive yet to get one through training. If someone can show me how then please, I would like to know.

The only traps Ive stopped using are cage traps, they are just too op. If you get a long enough corridor only trapavoids get through. Its not even hard to get that many cages on a map with loads of trees and they are set up pretty quickly. Its also silly how building destroyers 2 are caught by a mere wooden cage.

776
DF Dwarf Mode Discussion / Re: Dirty Kutsnob
« on: October 29, 2012, 01:44:12 am »
I've seen hunter migrants come into my fort with ammo stacks in the mid 30's. But yes, if you know there are elite goblin archers outside, do not deploy your own. You want dwarves with legendary lvls in dodge and shield for those and a way for them to close the distance quickly, or a nice line of traps.

A nice line of traps with a dog behind the wall to attract the goblins seems to work fine. It also allows for goblins getting killed outside the entrance of the fort.

777
DF Dwarf Mode Discussion / Re: Stone beds???
« on: October 29, 2012, 01:41:04 am »
No, I don't know how you make a bed out of a single ruby, either. It's almost as bad as making a pickaxe out of a baby, but with less slaughter.
Well, scientifically speaking, a babies bones are made out of cartilage, and the pick was a BONE pick, so I doubt it was a newborn. Therefore, presuming you coulld find a way to wedge them together (perhaos with dwarven glue?), made the handle out of cartilageor something, and didn't waste much material, I could imagine that.

If you get a fell mood the dwarf might pick a baby and turn it into a pick. Usually they create furniture though.

778
It stands to reason that the first real fight green Dwarves are going to have against siege-happy goblins is going to end in blood. The only way around that is adding more Dwarf. Then those numbers become skilled numbers. That is in accordance with reality.

Which essentially makes the military useless considering you can do a better defense using three mechanics, two masons, two miners and a carpenter in a month than 40 dwarves can put up after having trained for a year. You and I seem to agree on this. After the traps, bridges and such have been set up those dwarves can do something else as well. The only thing military is good at is patching up the few holes an unexperienced player might create and killing off the odd forgotten beast who flies over all the traps and walls.

Dwarves train astonishingly quickly if unencumbered by armour. Stick with wooden shields and wooden weapons until they become at least half-decent.

Is this true? Can someone else confirm? Maybe it will speed up the training in not an exploitive way, but just a bit quicker which is essentially what I want.

779
...Except that Dwarves do train and do learn within the first month. If they have no experience, that's what having no skill in it is. Dabbling = just starting. I really don't know how you run your forts, but I've had my Dwarves train and they've all reached proficient-legendary in their skills. Consider taking Dwarves with good teaching skills.
Of course they are getting some experience, the diffrence between the dabbling status gotten in several months and having no experience at all is almost insignificant though. Thats really the problem.


If you are arguing that they should follow realistic timelines with real life, then Dwarves should drink every day (they don't), eat everyday (they don't) and sleep every day. They don't.
Training works. Danger rooms are an exploit.
It shouldn't be on a par with an exploit.
Of course its an exploit, thats why I dont use it. Im not arguing for the use of it. Im not really arguing for a strict realistic game either (although I still stand my point that the game is striving to follow realistic timelines decently, some things have to get cut because otherwise the game would be a mess, boring and unplayable. That however is offtopic). Im arguing for a decent change in skills on the dwarves over gametime vs the monsters they are facing (or atleast the goblins alone). Currently its nothing like it. You train dwarves for two years and let them on goblins and they will get thier asses handled to them unless you managed to roll a decent one in the migrants. Even if that dwarf happened to get decent military skills your dwarves still have to have good student skills and he/she has to have good teaching skills to get those skills spread around.

Gl with that. I build traps and let them wander into it and die, the survivors gets mercifully killed by the weak militarydwarves.

780
DF Dwarf Mode Discussion / Re: Questions about magma
« on: October 28, 2012, 03:14:45 pm »
Be aware that dwarves wont touch anything that is heated beyond a certain temperature.

Also its generally not that hard to get magma safe materials, most forts get a layer of stone that is magma safe sooner or later. You can often get your hands on either an ore or a metal that is safe if you want to create a floodgate or perhaps a grate as well.

A warning is that handling liquids like magma and water eats a lot of fps.

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