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Messages - WealthyRadish

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2281
DF General Discussion / Re: Dwarven energy production
« on: January 13, 2013, 02:34:58 pm »
I doubt that it's the concentration of CO2 that's making this unfeasible. There's little point to this technology, since the energy required is always going to be more than is yielded from the oil produced. So at this time, that'd mean burning coal to produce electricity to produce oil to... power cars? What's the point? Any carbon removed from the atmosphere is drowned by the carbon released in powering the thing in the first place, and since CO2 is hardly the only emission released when burning oil and other complex hydrocarbons, even a 99% efficiency would still not be close to carbon neutral.

The only time when this would be reasonably useful would be in the example mentioned, where renewable energy sources use it as a kind of battery. But for that to happen, we'd need renewable energy to be the dominate supply, and by that time we'll probably not even be using oil to power vehicles.

But yeah, in dorf world, just slap a DWR on that and you'd have barrels of valuable trade goods for the magmaless humies.

2282
DF Dwarf Mode Discussion / Re: I hate this fucking dwarf with a passion
« on: January 12, 2013, 06:46:14 pm »
"He tends to avoid crowds. He likes working outdoors and grumbles only mildly at inclement weather."

Not relevant.

he's a dedicated military dwarf.

Did you ever give his squad a station or kill order? That's the most likely cause of this. Give him another station order in the dining room or something to keep him from wandering out there. If that's still not it, upload the save to DFFD.

Oh well. At least I have my underwater volcano.

That's pretty sweet.

Edit:
Derp, problem solved by zombies. In the future though, always give military dorfs a new station order inside after the other is finished.

2283
Oh god, on the first run I did after getting the game, I ran into the crystal ship quest. I picked the weapon. Neh.

2284
What IS the federation like?

Most of what I came across was in the ship unlock quests. It was months ago though, so it'd be difficult to name specifics without getting it horribly garbled. Some of the special crew actions in the various homeworlds also gave some insight as well, I think.

One of my main beefs with the game was the lack of variation in the encounters, but it is made up for somewhat in the special crew/equipment options that come with most of them.

Also, doesn't one of the stealth cruisers start with a Glaive Beam? I'll take that over the artillery laser any day.

2285
snip

----Joke---->
  *whoosh*

     (Head)

2286
Taking on the flagship as the alternate mantis ship was pretty funny. 6 elite mantis boarders ransacking the place while a fire raged in their med bay was great.

My best advice would be to use ion and fire bombs. After killing and disabling each of their weapons with individual boarders (except one of the middle ones, to leave one crew alive), I knocked out the doors with an ion bomb and the med bay with fire. I think my only other weapon was a basic heavy laser. Losing the doors means that fire spreads better, and allows the boarders to murder and disable freely. If everyone on board dies though, systems will be able to slowly repair.

It really amazed me how incompetent the federation is, but some of the in game text does give a glimpse into what they're like, if you've found it.

2287
DF Dwarf Mode Discussion / Re: Starting Preferences?
« on: January 07, 2013, 01:28:59 pm »
Alright, it's only taming that can form a bond then. That's a good trick, to effectively assign animals without the risk of a negative thought.

2288
Other Games / Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« on: January 07, 2013, 01:13:30 pm »
There's an item to upgrade a friend to premium, but it goes for something like 2-3 keys... which is pretty expensive. At the current rate, that's around 10 ref. I definitely wouldn't trash metal, though. You're better off condensing unused weapons into metal and getting rid of crates, achievement hats, achievement weapons, and all those annoying badges before just chucking out valuable metal for weapons worth 1/18 as much. Wearing nothing is hardly worse than wearing a gibus and mercenary badge, and that metal can get you lovely lovely hats in the future.

If you do end up putting money on the steam account, you really shouldn't buy any weapons or hats. The minimum is a $5 deposit, enough to evenly buy 2 keys to trade, which'll be enough for many much more valuable hats than store bought. Using keys is the vast majority of the time a complete waste. Run of the mill dirty hats (uncraftable) from the store are worth a reclaimed, while a key is currently more than 3 ref. So if you don't mind wearing dirty items, that's more than enough to get a hat and misc for each class, or several of the cheaper clean hats, which usually run for 1.33-1.66.

2289
DF Dwarf Mode Discussion / Re: Starting Preferences?
« on: January 07, 2013, 12:45:52 pm »
Cats are an unreliable source of leather, since newborn kittens are nearly always too small to yield skin, meaning that you need to guess the age of the cat when butchering. It's also a pain to leave kittens alone to grow up, since there are always crazy cat dwarves adopting all your cats over time. Puppies are large enough at birth to yield skin, though. An easy change to make all kittens give skin is to replace [BODY_SIZE:0:0:500] with [BODY_SIZE:0:0:1000].

Also, there isn't much point to bring war dogs over normal dogs, since they can be trained quickly by any random dwarf. Granted, the dwarf will then be unhappy when they're killed (I think?), and the dogs will follow them around when possible, but it saves a good few points.

If the embark has vegetation (and isn't horribly evil), food and booze is easy enough to get from just gathering plants. Paying careful attention to the kitchen settings can let you cook surplus booze to create very large meals, using seeds as the necessary solid component. That, combined with the large draft animals always provided free, means that getting a massive amount of food in the first season is very easy. Cooked meals can also be absurdly valuable trade goods, so bringing a skilled cook may be a good idea.

As for skills, you want to find whatever balance suits you best of immediately useful skills and skills that are difficult to obtain in the long term. Your military is a good example of one that's useful in the long term, as unless you got lucky in choosing a warlike civ (or checked legends mode beforehand), then you may get hardly any migrants with military skill down the line. I'd also consider paying attention to attributes and preferences. Creative dwarves are better for pretty much any skill that creates items with a quality rating, and matching preferences can very significantly increase the rate of masterwork production later. Agility, strength, spatial sense, toughness, and willpower are the most important attributes for military dwarves. Recuperation and disease resistance may come in very handy when the proverbial shit hits the fan, and your military is coated in syndrome inducing blood. Something to consider.

2290
General Discussion / Re: The Official Bay12 - 52 books challenge 2013
« on: January 07, 2013, 01:13:41 am »
Finished Dr. Zhivago and End of Empire, a book detailing the path various British colonies took to independence. Malay in particular was interesting, as was the one on Palestine.

2291
So, getting close to 100% on my first vehicle, and it looks like a *ton* of new skills were added since beta. It's an SU-26, so I'm thinking mentor on the commander and camo on everyone else, but is mentor actually worth it? Or, alternatively, should I go for that Brothers in Arms thing first? I'll probably migrate this crew up to a higher tier SPG way down the line,  after going through the Soviet heavies, but for now it's kind of my best credit mule before getting a KV.

2292
DF Dwarf Mode Discussion / Re: Memorial to a wagon
« on: January 06, 2013, 01:45:19 pm »
It's possible to get wagons as a civ with some light raw changes, but unfortunately they won't be the 3x3 wagons we see, instead being a 'W' or whatever you make them. Kind of a bummer... I remember trying to make domestic wagons that give wood on butcher, and it was pretty underwhelming.

2293
-snip-

Sounds like a Gradius game. I remember playing Gradius III on the SNES, but that was released in '91... not sure about any of the others.

2294
DF Dwarf Mode Discussion / Re: Memorial to a wagon
« on: January 04, 2013, 08:57:23 pm »
This is one of those things that I hope never gets fixed.

2295
DF Gameplay Questions / Re: Can't kill giant armadillo
« on: January 04, 2013, 06:16:08 pm »
Getting it trapped in an area with some steel upright spikes hooked to a lever is a good way to go. Then you can just have someone pull the lever on repeat, and eventually kill it. Or magma it, and then cast it in obsidian.

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