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Messages - Riun

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16
Oh, i forgot - i usually watch out to embark with berserker/legions, but these 2 were normal noncaste dwarfs...
I will do a test fort tomorrow, any other thing you want to have tested? My main objective is to see how fast/how many mages i can rush out, so if you have any other thing you want feedback on.

17
Exploding Ammo? This sounds way too powerful, we will need stronger enemys with all the stuff... :P

Maybe change the armory to only have one kind of plates, which are made of different kind of metals. Would give the less used metals a purpose and add some challenge to upgrade. Runes sounds nice as well, maybe plate+rune?

And you are cruel! Teasing us but not giving any hints.
New Magma Temple looks good.

Btw, something odd about learning rates - normally i embark with 2 Axedwarfes and have Axelords after ~4 Seasons. Last fort i embarked with Speardwarfes and they were Spearlords at the end of first summer.. I will do some further testing on this.

18
Tried to find this answer on my own but no go.

I make plates at the armory, then attempt to apply them to armor. Unfortunately, the military is using the good stuff, and they immediately pick up new armor. Is there a simple way to have the plates applied to my good armor.

The way I think I could do it:
Assign no uniforms to all squads, stockpile nice steel stuff next to armory, apply plates, tell them to get dressed they are embarrassing themselves.

Anyone know an easier way?

Yup, make sure you are using the plated version of the armor in the uniform instead of the non-plated version.  Then they won't use the non-plated stuff.

Afaik somewhere in this thread was discussed how plating works - adding plates creates a new item, therefore adding a new crafting level to it. In conclusion, it is not necessary to only upgrade the highest quality armor.

19
My other question musta got lost in the new posts, can anyone tell me how you smelt bifrost?  I got some rocks but cant find a workshop that handles them to make bars.

Unless it has been changed, there are direct reactions to make Weapons/Armors in the Creature research lab. You can not decide which weapon will be produced, but instead get a random one.

20
While i see the balance point of the high end trader, I dont think they are needed. If you do not have every enemy in your world (which you can decide on during worldgen anyways), it's more exiting to start a new game, as you dont run into the same stuff every game. Makes it more replayable.
Kobolds would come to my mind, the little sand people from star wars (just stylewise), or the idead of a mixed race you mentioned before. They could be a traders guild, composed of strong adventurers from all races who sell their loot.

I am unsure if it makes more sense to require archers to crosstrain (because melee and and range is a different training) or to need a single weaponmastery, which they use in melee as well. Think archers are already strong enough, no need to make them supersoldiers in melee as well.


21
I am also fine with the really hard megabeasts, as long as they are selectable :)


I like the idea of gems for mithril, as well as the alchemical point of view. Maybe add a reaction to make a special gem out of any gems and use this with mithril? Just adding more coke is boring. Only complexity then would be to hire mor farmers/miners and another Furnace.
Another possibility would be to add 5 or 10 steps to steel/mithril making to make it more endgame. Hammer steel into Damaszenian steel in 5 steps, then add ingredient for mithril. This would ensure people would not start outfitting their army in steel/mithril.

Flying invader race - flying blobs sounds...strange. They sound fun gameplaywise, but i cant imagina fighting flying pudding... Upgraded Harpys could be an Idea. Giant Insect race (Starship troppers anyone?). Aboveground demons, maybe the siege version of one of your cults. Advanced human race/flying bandits/the evil human empire.

22
First off, everything posted sounds GREAT. Really looking forward to it.

Steel - imho, there is no point in having bloodsteel/etc. if it does not have different purpose. Using bloodsteel to make special weapons is great, having "ordinary steel weapon" and "ordinary bloodsteel weapon" is just the same as different leather types to me. But i am sure you will find great uses with the rehaul to justify different stuff.

On steel making - i like it being more complex then copper, on the other hand it is still too easy. There is absolutely no reason to make any copper or iron stuff unless you have very limited coal (never happened to me). Therefore, there is no ingame reason for steel to be at this mediocre complexity level - either make it easier (reducing iron to one step, making steel process 3 instead of 4) or make it more complex (add a different ingredient to make pig iron then flux for example). I fear that this will prolly have troubles with hardcoded changes and that steel making is very much like in real life as it is now, but balance wise the design is flawed. If complexitiy gets raised though, we might actually make some iron stuff, so more "tiers" of armory as the game progresses.

On Megabeasts - i love the your ideas, but i see one problem with the unkillable blob - when it arrives you might not be prepared to have a cave in or something, but when it's there you cant build/dig the trap needed. So I either prepare for it and then it is a nobrainer, or i am not prepared and it is gameover/wall in.
Megabeasts requiring specialisedweapons (maybe even materials?) sounds absolutely great though. This could also work very well with your magic system, as there could be some megabeasts only killable by some magecastes and alike.

The rest of your list just sounds good - could praise your ideas for pages as well, guess a 10/10 rating is sufficient.


23
Well, one of the intentions of MW is to increase trade importance, therefore one needs to be ready to invest into caravans ;). I dont know about Detection Range, i usually build a lot of scout places anyways. You could also send your squads around every so often, they should find ambushes pretty quickly.

24
First off, you can try to keep your map ambush free, set up Hunters/woodcutters/plant gatherer/fisher, who will roam the map and spot ambushes. (this will lead to some deaths). Alternatively, build watchtowers (1zlevel high tower, glass windows on top, pasture animal inside) to scout.

Alternatively you can build a safe entrance. Wall your Trade Depot in on 2 sides. One open side fill with traps, this leads to your fort. Other side wall in a 3 tile wide pathway to the map edge as close as you can. Build statues near the edge to block off the edge entrance to your road as far as needed. Chekk with "D" if your Depot is accessible and from where. Build a paved road so no trees spawn. Build a roof against flying enemies.

25
There is(was?) a bug with golem hearts. The ones traded from the drow does not work, you need to use the ones you can pray for in the magma temple of armok.

Manual is looking great, I would like to second the request to give more info on Grow duration 600, as well as what early/mid/lategame actually means in terms of sieges. I recall reading something about wealth and population, would be nice to have some more info on it.

26
Manual is working perfectly fine. I don't know if its displaying the correct font, but it's good as it is for me.

27
I just breached hell in my last game to end my fort. ~25 8-11 Skill level Dwarves waited for the demons. They took out ~70 of 100, only cladded in mediocre quality steel. Think with Welded Mithril, more training or crossbowsquads i could have handled it.

An idead that crossed my mind after you talked about adding time to reactions - would it be possible to "breed", as in, trade/spawn/embark with an animal, butcher grown up version, loot item, item allows to get different animal, and so on.

28
My archers aren't arching.
I have quivers, I have bolts, I have crossbows, but they just aren't.

maybe upload a save?  a lot of other people use crossbows successfully in this mod, so i don't know how folks are going to be able to help you without more info.

setting up an succesful archery range is incredible complex. You need to assign a barrack (armor stand/weapon rack), inside this barrack you need to build an archery target. Set the Archer Squad to train at both, carefully assign the correct shooting direction as well as room size so your archers  have a place to stand and shoot.

Furthermore, check if they have to correct ammunition in their quivers (sometimes they pick up a crossbow+quiver with javelins). Also, check if the correct ammo types are allowed to use (military screen, "f"). For example, you need to add Rocktip bolts to Hunters/Squads first and mark them for training/combat.

@Meph: Talking about ammo, I did not find an entry for rocktip javelins. Either I am blind, or there is no way to add them.

29
DF Modding / Re: Ideas for modding / Masterwork DF Suggestions
« on: July 28, 2012, 02:52:22 pm »
Oh, i had the impression you could choose the walkable tiles in a workshop. How did you design the magic buildings if thats not possible?

Edit: Forgot. Found all the changes from last update to work out perfectly fine.

30
DF Modding / Re: Ideas for modding / Masterwork DF Suggestions
« on: July 28, 2012, 01:16:58 am »
I greatly like the Ideas for the races, as well as the designs postet. About Elves, only problem i see with no constructions is, that as soon as invaders come all civilians run around like headless chickens because of no line of sight blocking.
One idea i had to at least soften this would be to create constructions/workshops with no reactions and walkable tiles. Much like the Fountain of eternal youth. Just a collection of trees with walkable paths, elves could build these at the outer ranges to partially block line of sight while not walling themselves in.

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