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Messages - jester

Pages: 1 ... 79 80 [81] 82 83 ... 98
1201
DF Modding / Re: Dangerous Wilds Mod
« on: February 13, 2009, 12:36:24 am »
just loaded up a new game, all looks good except for one of my miners who can barely move, check his inventory and he is wearing a pig leather coat that weighs 718238 dwarf pounds, wrong value in somewhere?

1202
DF Gameplay Questions / Re: Trading question.
« on: February 12, 2009, 10:36:16 pm »
bah, build your trade depot outside and make the bastards fight for the privilige of inspecting your wares.  most caravans are well armed enough to give a good kicking to a small goblin seige.  I find a depot just infront of my doors is a good first line of defence (if you have skeletel elephants or the like it is probably a good idea to move it inside though)

1203
DF Gameplay Questions / Re: So I've got beaten up...
« on: February 12, 2009, 10:13:53 pm »
3 other tricks for defeating ranged attackers:

1.  layered armour (briefly mentioned above)  set all you military to on duty, set them to no armour, wait a bit then set them to leather (you did dump all your crap leather armour on the caravan and make good stuff right?), then wait a bit and set them to chain, wait a bit then set them to plate. you should now have layers of all 3 types of armour.  This helps a fair bit.  Also use your first lots of steel for top quality shields, these are THE MOST IMPORTANT BIT OF ARMOUR.

2.  Meat shield:  chain up the biggest/toughest animals you can get (elephants are great for this, horses and cows will work ok, if not just use lots of cats) a bit infront of your fortress, give them a few layers of fortifications to hide behind if you are feeling kind.  bowgobs will happily blaze away at the closest enemy they can see, make that enemy something expendable and tough as nails.  Most gobs only carry about 25-30 arrows so they run out pretty quick

3.  ranged attackers usually come decked out in leater armour and move a bit faster than their mellee companions (at about the same pace as wrestlers though) therefor they are the first to hit your defences if they have a decent way to walk.  My cage traps on my bridge ( i use a huge moated courtyard with one 3 wide bridge)  mostly catch elites, bowgobs and wrestlers.  A "minefield" of randomly placed stonefall traps will work pretty well too.

1204
DF Dwarf Mode Discussion / Re: Tantrum Spirals: The good, the bad, the ugly
« on: February 12, 2009, 09:38:55 pm »
Jesters patent tantrum inducing fortress: 
1.  refuse piles on every coner (non rotting items disabled)
2. no beds
3. no doors (they block miasma)
4. every season activate then deactivate all non military at least twice.
5. no dining room.
6. if you can get them, caged undead in your statue garden/graveyard (no coffins)
7. coin stockpiles with no bins in the statue garden/near foodstockpile (steel coins preferebly)
8. arm everybody.  If you can lock them all inside and activate the hunting labour then hand out crossbows to everyone you can, if not, woodcutting labour and axes is fine.
9. sherrif but no jail, beatings will help with unhappy wounded dwarves once things get going.
10. grow nothing but plump helmets (make booze, things get too slow otherwise)

  works best on a fort that has 100+ occupants already for maximum ummm.... fun.

1205
DF Modding / Re: Dwarf Fortress Complete [Alpha v5] (+new creatures)
« on: February 11, 2009, 02:29:54 am »
I never really liked statistics because in the end the answers are always a bit useless.  If I ask a chemist what happens when I mix 2 things togeather  simple answer: "It will explode stupid, get that stuff away from me"   ask a statician (bugger to spell too) and they will say "well it might..."    The amount of ways that you can "fiddle" data in stats is just criminal.  Stick to physics, make a bomb that works dammit, not one that has a chance of spewing forth a swarm of burning unicorns over the land (hey its possible, so it will have to go into a statistical equation.)
  Mind you all my contact with stats was at uni and then through working for other peoples (bs but interesting) psych research projects.
 

1206
DF Modding / Re: Zombie Mod: version 0.85
« on: February 11, 2009, 02:12:11 am »
you choose which civ you want to be when you choose your capital, you can be the corperates as well.

1207
DF Dwarf Mode Discussion / Re: Tantrum Spirals: The good, the bad, the ugly
« on: February 09, 2009, 04:00:02 pm »
Give everyone an iron battleaxe or pick of +quality+ or above and you can come pretty close to shutting a fort down with tantrums.  I had 3 wounded turn into about 20 wounded in 4 seasons.  Nothing like a legendary pump operator with a masterwork axe having a very bad day to spread the hurt around.   Many of the wounds were amputations (I had 8 miners and about 60 "woodcutters") so not much chance of recovery, the other problem is that I didnt notice my sherriff going down early minus a leg below the knee and my hammerer falling prey to an accidental rain of goblins the previous season. 

1208
DF Dwarf Mode Discussion / Re: Will DF ever be as dangerous as the 2d era?
« on: February 05, 2009, 08:06:09 pm »
Nano forts (1x1) in terrifying areas are a challenge.  The zombies basically spawn in front of your door,  terrifying jungle is the best: truckloads of s zombie chimps.

  Elephants in 2d were the best, they would randomly charge straight at your fortress, just doesnt seem to happen any more, sigh.

1209
DF Gameplay Questions / Re: Catapult fail?
« on: February 04, 2009, 12:22:08 am »
same z level? is there any angle at all? it looks tight (like one z level wide)

1210
DF Gameplay Questions / Re: Tackle's thread of quick newbie questions
« on: January 29, 2009, 01:07:06 am »
you can also find them with reveal.exe

1211
DF Modding / Re: Zombie Mod: version 0.85
« on: January 28, 2009, 10:24:24 pm »
pitchblende (its a purple rock): you can mine it, request it from some liasons and take it with you on the embark screen.  At least I could when I played the corprates.

1212
DF Modding / Re: Zombie Mod: version 0.85
« on: January 28, 2009, 01:33:49 am »
hmmm, mine didnt explode, it just made a buttload of coke (50-60 bits) then suddenly I had no uranium.  I used the nuclear waste to build a kitten execution tower that I think is rather sharp.

1213
if you want potassium so much mod raw potassium into your game, or for extra fun, try francium... make sure that it explodes on contact with air... meaning that as soon as you reveal it BOOM

Wait, so I can mod in something like firedamp?  dwarvern knockers anyone? (had to).

1214
DF Modding / Re: Medieval Mod Concept
« on: January 27, 2009, 03:42:03 am »
you could have a look at the nuclear reactor in neoadepts zombie mod, it doesnt make wood but it is an interesting smelter reation.  Maybe add in a stone that you could use for special smelter reactions.  Although if you are thinking of usuaing a plant in a smelter I think that that would satisfy most peoples demands for realism, make it produce planks or something.

  Thatch? process wheat into straw bales maybe?   I know a few people who live in mud and straw houses.

1215
DF Modding / Re: Zombie Mod: version 0.85
« on: January 26, 2009, 10:11:31 pm »
well if you hit a zombie with the stock the bastard will stay down.

  Similar problems have been reported with the weight of some moulds.

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