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Messages - Drazinononda

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271
DF Dwarf Mode Discussion / Re: Best war animals
« on: May 11, 2013, 10:28:41 pm »
Does anyone else ever have caravans donate War Humans? Those are somewhat useful.

272
DF Dwarf Mode Discussion / Re: Stealing Weapons From Prisoners?
« on: May 11, 2013, 08:26:34 pm »
If for some reason you wanted to keep them armored, you can also mass-hide the cages (d -> b -> h) and then dump only the weapons from the stocks screen. Probably more useful for archery practice than a cage match, but those helms and caps may slightly lengthen your average match nonetheless.

273
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 11, 2013, 06:16:14 pm »
This is a rope reed fiber thong. All craftmanship is of the highest quality. It is encrusted with limestone, studded with adamantine and encircled with bands of clay and capybara leather. It is made from rope reed fiber cloth. This object menaces with spikes of pig tail fiber, violet spessartine and horse bone.
On the item is an image of Onol the Fiery Mountain, the deity of volcanos, fire and metals depicted as a male dwarf in rope reed fiber. Onol the Fiery Mountain is screaming.
On the item is an image of Boltpregnant the adamantine crossbow in zinc.


I can't blame Onol for screaming. What is worse, this fort has another artifact undergarment with an image of a different artifact adamantine crossbow  ::)

A thong depicting the deity of volcanoes and fire brings to mind the olden days, when lepers had to cry out "unclean! Unclean!" wherever they went.

274
DF Dwarf Mode Discussion / Re: High Boots
« on: May 11, 2013, 06:07:36 pm »
I think there's some amount of oddness that results from customizing a uniform (m -> e -> V) vs. assigning a uniform from a template (m -> e -> U). On a fresh embark bringing only four each (two pairs) of socks, gloves, high boots and gauntlets, I assigned a pair of each to two soldiers. For the first, I used a uniform template that included a single listing of each item. For the second, I initially assigned him "no uniform" and then custom built the uniform from the View/Customize tab, again choosing one listing of each item. Thus the uniform for each one appeared as such when viewed in View/Customize:

sock
high boot
glove
gauntlet

I did all of that before ever unpausing the game. I left the military screen and unpaused; the two soldiers ran to the wagon to gather their equipment. The one I'd assigned a complete uniform to took the items in the order listed, two of each as expected. The one I'd assigned equipment to in View/Customize, however, took one of each item initially, then a second of each one with the exception of gloves (he only ever equipped on glove, even when toggled on and off of training and/or duty).

That experiment by itself doesn't really help though. Why did only gloves bug for me, and only boots for BanjoSnake? And there are almost certainly a handful of relevant factors that I didn't even consider being an issue that may invalidate any results I could have shown here.

275
DF Dwarf Mode Discussion / Re: My Favorite Diety
« on: May 11, 2013, 05:30:56 pm »
Hospitality? Trees!? Melt that god-damned elf-lover down and make a true dwarven deity! One that governs war and vomit!
But Urist, hospitality is a Dwarf right and it is decreed in holy law that only wooden beds shall ever satisfy Dwarven sleeps! You would doom us all to vomitwar!

The stone beds in the Dwemer ruins in Elder Scrolls games always confused me. They could build robots that run properly millennia later, but they can't trade for some goose down or something?

276
Your female dwarves don't have beards?
Generally I'm too busy making other tweaks to mess with the appearance defaults (though what I'd really like to do is add greying hair to animals approaching the bottom end of their MAXAGE range...). Anyway, once you get into the 'but you can mod it' arguments, dwarves are no longer alcoholics. It'd make vampires more useful right out of the box for sure...

The line for females growing beards is already in the default raws for dwarves (creature_standard.txt). You just have to put brackets around it.

277
My latest fort is guarded by a Spearmaster who through his exploits in the first couple years has earned himself the title "The Moral Fury of Deifying." I thought it was an interesting title, because it makes sense in a way that most earned titles don't; it hints at a situation in which one person or group began to worship a mortal (perhaps even the legendary soldier himself) and someone else (again, perhaps the soldier) became angry with them for improperly elevating a mere mortal to a god-like position. It is a common and recurring problem/issue/trend in religion across the board.

Then I went into the dwarf's preferences and noticed, among others:

He is somewhat reserved
He is not given to flights of fancy
He admires tradition
He is candid and sincere in dealings with others

All of which are the sort of things that, I think, would contribute to the personality of the type of person who would say to his admirers, "I am not a god," and even become angry and speak out in fury when they refuse to listen.

I admit that such a conclusion likely gives even a weighted, sphere-based naming system far too much credit in its ability to connect groups of words with specific ideas. Still, the question is there: to what extent do a dwarf's preferences influence the titles they earn? Is a dwarf who likes bronze more likely to be called "The Bronze Gears of Puking" than "The Aluminum Gears of Puking," for example? And what would be a good method for testing large samples of Named dwarves, aside from the obvious and time-consuming series of decades-long forts?

278
DF Dwarf Mode Discussion / Re: Superdwarf?
« on: May 09, 2013, 01:43:00 pm »
I believe you need to scroll down on the skill list to see what his dodging skill is.  Hence the downward pointing green arrow.

This. "Dodger" would fall after "Striker" on the list (and "Kicker," which also isn't shown) and so it is likely that he does, in fact, have a fair amount of skill in dodging. Which would explain why he was dodging so many more attacks than he was parrying (at Accomplished) or blocking (at Proficient).

279
DF Dwarf Mode Discussion / Re: Usefulness of farming animals.
« on: May 09, 2013, 08:54:14 am »

Put the poults in a cage, then when some grow up butcher the extras from the top of the z->Animals screen down until you're back to the number of adults you want, and release those from the cage. Creatures born in the fort will always be listed oldest first on the Animals screen, so you can easily catch the turkeys before they die of old age while maximizing your production by butchering older creatures first.

280
DF Dwarf Mode Discussion / Re: Miners stuck in a hole
« on: May 07, 2013, 09:22:54 pm »
by default always use the up/down stairways, they connect both ways and work dependibly. Upstairs is just for showing off. Downstairs is for digging the initial surface entrance, and ramps are for experts who want aesthetics or precise control over movement, or minecarts. I've been playing for years and I mess up slopes all the time.

Eh, ramps aren't necessarily for "experts," they just take a bit more attention. For example, a spiral ramp (even with minecart tracks) down to the magma is a fairly simple undertaking, but all it takes is one double-press on an arrow and the whole thing gets broken. Same as with any digging, really.

281
Bad punctuation and grammer.
unclear what you are saying
stuff that's not in the game.

this has got all the qualities of a bad troll post. A very bad troll post. It might be easier to provoke the desired response if you put more effort into it.

You, sir, put the "ass" in "assasin." I guess we should be lucky you didn't spell it correctly, or there'd be two asses.

282
i don't really patrol so much as put all my barracks around my gates.

i don't know if there are any drawbacks to that though.

For melee dwarves, that's a good option, in terms of keeping the soldiers where they need to be most. Which is the idea behind a marksdwarf station directly over the entrance, where they can rain pain and death upon the invading hordes before they reach the gates and your alert melee troops. The two compliment each other quite well.

283
I put a small drink stockpile in my dining area that is linked to a much bigger stockpile so that it is constantly full. As my dining halls are always cross-shaped, I put those little stockpiles in the corners. Here's a picture, using Phoebus tileset:


You have a lot of stills there.  How do you ensure your dwarves don't just convert all plants to drink instead of saving some pig tails for thread, for example?

Press [z]
tab over to 'kitchen'
From here you can toggle cooking and brewing permissions on every piece of food in your fort.  Don't want your biscuits to be made of anything but tallow? Don't want to brew the pig tails? Toggle it and make it so!

I think what Jez was getting at is if all 12 stills are on repeat, anything that allows brewing will no longer be available for anything else.  Using the manager screen instead to brew on demand should avoid that problem.
Well yeah, but that's really irritating micromanagement.  Having to look at whether you have enough booze all the time and ordering more.
Just order up some drinks every few months, there's no need to micromanage it. With a couple of poultry birds and even a single 15-tile farm devoted to growing brewable plants all year long you will easily get enough plants to keep a hundred dwarfs fed and liquored.

I use DFHack's workflow command to keep my booze in stock. Workflow takes some learning to use properly, but once you get the hang of it it's extremely useful. If you decide to use it, I'd recommend keybinding the 'gui/workflow' command so you don't have to mess with the command line.

284
DF Dwarf Mode Discussion / Re: Newb Question
« on: May 05, 2013, 10:23:02 pm »
It may be red sand, which is fairly common near the surface as a soil type. When you look at one of those red tiles with 'k' what does it tell you the wall is made of?

285
The only downsides are the time and effort constructing the fort, building the walls and mostly roofing it over which can take thousands of lumps of stone

But think: if you dig into the mountain, the walls and roof are already built for you.

Personally, that's why I dig into mountains rather than build up. As the Overseer, I don't particularly care if the aesthetics of my fort are built in the light with marble blocks or dug out of the heart of the earth and smoothed over. What I do care about is the increased micromanagement of building scaffolding, churning out blocks, and tying up large numbers of dwarves, bins and pause time, all of which come with building large above-ground structures and not so much with below-ground. Simply because dig designations can be done in volume and without materials, it takes a small fraction of the time to designate and dig out an underground complex as it would to designate and build an identical complex on the surface.

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