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Messages - Drazinononda

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121
DF Dwarf Mode Discussion / Re: Blunt weapon damage calculation
« on: July 05, 2013, 07:02:12 pm »
Plus, you know, warhammers are preferred against zombies and undead, afaik. They don't feel pain, do they?
No zombies don't feel pain. Are warhammers the preferred weapon against zombies? I thought all weapons were basically equal against them.

The one situation where blunt weapons are absolutely preferred is when you are in an reanimating evil biome or there's a necromancer nearby. In that situation, edged weapons just produce more enemies, since every limb they sever is raised as a new zombie to fight!

That's actually why warhammers (and maces) are preferred, I think. Whether due to biome or due to necromancers, more limbs = more potential zombies. And besides that: where else do zombies come from?

But otherwise, like you said, all weapons are basically equal due to the zombies still being on a placeholder HP system rather than the blood-breathing-and-brains considerations of most living things. There's nothing to sever off of a zombie head, so a few whacks with a hammer and a few slashes with a sword are (currently) pretty equivalent.

122
Perhaps I misunderstood what you mean by liking the "building challenge" of having an aquifer. The only challenges to it are (a) constantly unsuspending jobs to build/smooth the walls that block off the aquifer and (b) keeping your fort alive in the intervening months. You're "throwing a tantrum," as you put it, about the first one, and the true challenge of the second is what you enjoy about the game.

You said that you "can't believe that it's a intentional game mechanic to be forced to unsuspend thousand of times," and I think you're right. The only reasons the suspension happens in the first time are either to keep your dwarves safe (so they don't keep running out into an oncoming siege or magma river to build the wall) or to prevent spam ("Urist cancels Build Construction: f'ing water everywhere" x10000000). The fact that an impermanent obstruction in an otherwise safe zone causes a permanent suspension is an oversight, and I don't see any reason to avoid correcting the problem in a least-intrusive-available manner just because it's an "exploit." In fact:

I like to use utility that make accessing the game easier, like the interface mods from falconne and dwarf therapist, things that don't change the game mechanic, just the interface or the way you give commands.

Your response to me seemed to indicate that I'm the sort of person who likes to go on WoW and spend an evening collecting 50 Bear Asses to trade in to a generic NPC to get a fancy sword so I can sell it to buy potions to use while I go collect the 75 Demon Clothes for the next quest to get a fancy robe to sell... and so on. But really, that's stupid. I play DF for the same reason you do: it's a thinking game. And I use DFHack for the same reason you (presumably) do: it makes the game less tedious. I personally think the workflow plugin should be integrated into the game, because in a game where the characters are supposed to be somewhat autonomous, they should behave like somewhat-autonomous people. My boss doesn't have to come tell me every day what to do to make sure my department runs smoothly; he tells me something once (or with my memory, sometimes twice) and I maintain that standard. And I don't have to tell my wife to add something to the shopping list every time we're almost out. She sees that we're almost out of milk, and puts milk on the list. And you should be able to tell your dwarves that you want fifty drinks in the pantry at all times and then leave them to maintain that, or to tell your dwarves to build a wall and have them automatically go back to it when a temporary condition that causes them to suspend the job has passed.

So yeah, I'm all in favor of various hacks and modifications to ease interfacing with the game while still playing it in the intent and spirit given to it by the Adams brothers. Toady didn't intend an aquifer to cause repeated suspensions any more than he intended dwarves to stand in the same tile where they're trying to build a wall or tame elephants to starve to death because they can't eat fast enough. Those are coding and design oversights that, assuming he lives forever, he'll eventually fix. Using "exploits" to fix problems in the present that Toady likely won't get around to for years hence is not cheating in any way, and in fact many of them are simply in-game ways to do the same thing that third-party mods do for you. As an example, using an Atom Smasher to clear up all the thousands of single bones, worn clothing, vermin remains, cartilage and nervous fiber that a mature fort can create is sometimes very helpful for increasing FPS to "make accessing the game easier" in a way. Same thing with stuffing a hundred puppies in a cage (rather than pasturing them) in order to cut down on pathfinding calculations, or making your pump stack reservoirs three tiles wide to reduce temperature calculations. On top of that, most of them can be role-played in ways that turn them from exploits into challenges; try disposing of all your junk by digging a "landfill" that you fill in with constructed walls proportionally to the amount of trash you "compact" under a bridge.

I'm just the slightest bit offended in my human sensibilities by your attempts to mock me for purism when my suggestion (paraphrased, "suck it up") was based on your opening statement that you didn't want to use an "exploit" and remove the aquifer because you "like the challenge," while complaining about literally the only 'challenging' thing about an aquifer. On top of that, after stating that you like to use third-party utilities that were neither suggested, condoned or approved by Toady, you referred to intended behaviors such as pressure reducers and atom smashers as "exploits." It seems to me -- note 'seems' as a hypothesis, not an accusation -- that you have decided upon your preferred gaming ethics and procedures and decided also to treat all other methods with derision, without noticing the circumstantial hypocrisies that such a behavior gives rise to, as noted previously.

123
DF Dwarf Mode Discussion / Re: Jobs for Special Needs Dwarves
« on: July 05, 2013, 05:40:21 pm »
I think you need the assigned broker to have the appraiser skill when you select what items you want sent to the Depot if you want to know their value, but you can easily change to the new guy after you choose what you want sent there. I could of course be completely wrong.

You are completely right. Also, seeing what your value (of individual items, and of the fort total) works equally well for all levels of Appraiser, so a dabbler is just as effective as a legend.

Now, I do believe Appraiser plays into the negotiations at the depot -- i.e. your maximum profit margin -- but so do a handful of other social skills, many of which are more generally useful, such as Pacifier and Judge of Intent. You could leave your current broker in the position until the next caravan, letting him idle and socialize in the meantime, then make him the broker just before initiating trading. He'd pick up Appraiser right away so you could still see all the values, and when the there isn't trading to be done, he could go back to socializing and becoming a better all-around broker (and maybe eventually mayor and/or baron).

All this assuming he has a fitting personality for a broker, that is.

124
He wants the benefits of an aquifer without having to do the work required to get it. It's not insanity, it's just tedium. Is it insane to go through a five-step process to get steel? Or to go through all the complications of the farming industry to get cloth and syrup? How about the thousands of dug tiles, constructed walls, mechanisms, furniture and barrels/pots it takes to run even a modest fort?

Doing boring things repeatedly to gain a long-term benefit is not insanity, unless you consider the entire game to be fundamentally an insanity. Unless you consider life to be insanity. Which I think is an impossible point to argue without simply defining such, "life is insanity."

125
DF Dwarf Mode Discussion / Re: Jobs for Special Needs Dwarves
« on: July 03, 2013, 02:14:41 pm »
They apparently need a working hand just to report a crime. At least according to the cancellation spam I was receiving after one particularly bad siege.

126
DF Dwarf Mode Discussion / Re: How many dwarfs does it take...
« on: July 03, 2013, 02:11:55 pm »
I started a new job at a home improvement store two weeks ago, and from the looks of my department, my coworkers are very dwarven in that sense. One of them is constantly on break. Another has two labors enabled and only does one of them. The third is the bookkeeper (a.k.a. department manager) and is constantly updating the records. And don't get me staryed on my previous job, with the baroness's mandates and the mayor tantruming about stuff once or twice a month.

127
You could give yourself a maximum number of savescums, like 3. That way you have to settle on the 3rd one, even if it's an artifact turd.

That's what I do. My maximum is 0.

128
DF Dwarf Mode Discussion / Re: Why didn't I try this before!?
« on: July 03, 2013, 08:35:21 am »
Would this be a good reason to specify a metal type for picks?  Normally, there is no imperative to make the pick out of any specific material-- an aluminum pick cuts rocks just as good as a steel one.

but, if pick as a weapon is type blunt, then you want one that is as dense as possible, right?

The raws say it is weapon of type edge, but with an edge value that is rather low compared to its penetration.

[ITEM_WEAPON:ITEM_WEAPON_PICK]
[NAME:pick:picks]
[SIZE:500]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:100:4000:strike:strikes:NO_SUB:2000]


*The format is ATTACK:EDGE/BLUNT:contact area:penetration size:verb2nd:verb3rd:noun:velocity multiplier
Penetration size currently only matters for edged attacks.

This means you want the pick made of the lightest possible material so it can be swung really fast, as I understand it.  Candycane pick should be brutal?

You want the sharpest material, so yes, candy. The only thing that affects swing speed is the velocity multiplier -- in this case, 2000 (at the end of the ATTACK tag).

129
DF Dwarf Mode Discussion / Re: Weapon of Oppurtunity Dwarf
« on: July 03, 2013, 08:29:40 am »
In adventure mode, no. But fort mode dwarves don't (or can't) abuse backpacks to equip infinite gear.

130
I was actually just about to say that Dwarf Fortress is likely to outlast humankind. Even if development stopped now and never picked back up, copies of 34.11 (and, in fact, older versions) would probably be replicated right up to the end of our species, at which point the data itself would likely survive for several more millenia at least, though probably unused.

131
DF Dwarf Mode Discussion / Re: Does old age inflict wounds?
« on: July 03, 2013, 08:03:51 am »
You're not anywhere frightfully cold are you? ( think I can see trees in that screenie but I'm not sure...)

I remember old versions did this sort of damage when guys were outside on glaciers.

I believe scorching biomes do this too. I rarely embark outside of temperate zones so I don't know for sure.

132
DF Dwarf Mode Discussion / Re: How many dwarfs does it take...
« on: July 03, 2013, 12:34:37 am »
Dwarves are just like real people. If you can get past your moral scruples you can manipulate them into doing anything.

133
DF Dwarf Mode Discussion / Re: Why didn't I try this before!?
« on: July 03, 2013, 12:04:28 am »
Completely off topic, but I'm beginning to be able to recognize Verdant's posts without seeing his name or avatar (I.e. on my phone) by the prolific use of inline links to other threads or posts.

134
DF Adventure Mode Discussion / Re: Noob Questions
« on: July 02, 2013, 11:53:19 am »
The latest version of DFHack includes a script, "advfort," which allows those sorts of things. You'll still need to have a pick in hand to mine the ice, but otherwise the caveats are the same as for fort mode.

135
i'm throwing a tantrum even before i finished the first layer.
It's a huge waste of time, there is no challange
I don't really want to mod aquifer out of my game, i like the building challenge

I think I found your problem: You're lazy.

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