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Messages - kamikazi1231

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241
DF Community Games & Stories / Re: ☼Cathedral☼ - Curious Underground.
« on: January 13, 2014, 09:43:20 am »
Alright I'll start my playthrough.  I'll do my best to wipe out some undead.  Last time I checked I get about 45fps.  I'll be using Mephs save from a few pages back after he organized things a little, finished off the winter, and updated the naming list.  Should get a post up hopefully sometime late Wednesday US- Mountain time.

242
DF Gameplay Questions / Re: Blind hammer squad?
« on: January 13, 2014, 07:26:45 am »
I've also heard that blind melee dwarves will only engage an enemy once they have actually touched it.  After that they won't lose tracking of it.  I'm not sure if this means the enemy has to get the first strike in or just pass on the same tile. 

243
DF Community Games & Stories / Re: ☼Cathedral☼ - Curious Underground.
« on: January 13, 2014, 07:12:20 am »
I'll PM Grimmash.  Once I hear back I'll start my turn or let you know what's going on.

244
Masterwork DF / Re: Military not wearing leather cloaks
« on: January 13, 2014, 01:07:26 am »
Well for the hoods make sure to use padded hoods.  They are specifically armor compared to clothing.  As for cloaks I don't know if there is a armor vs clothing difference there.  But you might want to look at that and see if you see a padded cloak or something.  On the computer I'm on the newest version I have is 4c to look at.  I could check when I'm back at my main computer.

You could also extract metal strands and make them metal cloaks though.  Would be pretty cool.

Besides that it could be an issue with stockpiles.  Either burrows or maybe crates.  Maybe try having a stockpile for leather cloaks near your barracks that doesn't accept crates then disable it everywhere else.

Hopefully someone with more military setup experience helps out.  I tend to just use massive war animals armies, golem squads, and stupidly dwarfy large traps.

245
Masterwork DF / Re: Military not wearing leather cloaks
« on: January 13, 2014, 12:07:44 am »
Hmm check out your uniform selection.  There are many types of leather in masterwork.  It could be you accidently told them to use a certain leather type for their cloaks.  Try checking that it's any leather type allowed.  The same thing happens with archers.  A lot of people will choose bolts without realizing that broadhead bolts and piercing bolts are a whole different thing on the list.

Your best chance is probably to tell them to use a specific cloak each then station them right on top of the stockpile.  That way there won't be any confusion as they go grab things.

246
DF Community Games & Stories / Re: ☼Cathedral☼ - Curious Underground.
« on: January 12, 2014, 11:15:35 pm »
The only danger I see in that is failed moods. I personally like the idea of an insanely long automated atom smasher.

We have fewer than twenty dwarves.  Moods will not occur.

Ah I hadn't thought of that since I've never run into a no migration wave bug like this before.  I guess it would work out well then.  Maybe just cage up all the female animals first so we don't get overrun in all those years with breeding.  When it's my turn to run the fortress I may push for the townportal as quick as possible.  At least we can start getting more workers then.

247
Masterwork DF / Re: My First Masterwork Fortress
« on: January 12, 2014, 11:12:07 pm »
Haha then I have no idea what blindness actually effects.  I've also had legendary dwarves of all castes blind and do just fine.  But then I've also had ones that never path correctly or migrate and sit at the edge of my land and starve to death.  They aren't the broken trader caste that likes to get stuck when they immigrate either.. just sit out there.  Only issue is they are blind.

I may on my next fort make every blind dwarf into a legion.  A terrifying candy wearing legion with blindfolds over their eyes.

Also has anyone ever seen a blind dwarf get the negative thought "has witnesses death recently"?  You'd think they would be impervious to this negative thought.  But then again you want your military to see so much death that they revel in it and then eventually don't care about anything anymore.

248
Masterwork DF / Re: Golem questions
« on: January 12, 2014, 07:50:01 am »
1. They are the golem type you create. Swordgolem. Hammergolem. They can be upgraded with mechanisms.

2. Honestly a rune upgraded highly trained dwarf is probably better.course it situational. Golems are very tough and should be immune to many effects that magic users use. I assume arrows wouldn't do much either. Again they can be upgraded with mechanisms to improve fighting skills. They should also be good against undead... theoretically.

3. Very tough. Make steel ones and upgrade. Send out a whole squad of them and wipe out sieges. They can also be repaired. Im sure your golem is all red and flashing but of course still kicking ass. If you play with diseases I find them a great solution for unstable dwarves.

249
DF Community Games & Stories / Re: ☼Cathedral☼ - Curious Underground.
« on: January 12, 2014, 07:38:46 am »
Is there a problem for having the solution take more than a decade or two in-game?  I mean, the game moves like molasses in January right now, but once the undeads start pathing to their destruction, there's no reason not to just stick it on "nopause" and run it for the next six or so hours while you go to sleep.  We have a well and stable farming already, right?

The only danger I see in that is failed moods. I personally like the idea of an insanely long automated atom smasher.

250
Masterwork DF / Re: Problem With MWDF
« on: January 12, 2014, 02:43:38 am »
I don't even give my schizophrenic dwarves a chance.  They've ended several of my forts.  They go right to the altar of armok for sacrifice or become golems.

251
DF Community Games & Stories / Re: ☼Cathedral☼ - Curious Underground.
« on: January 11, 2014, 02:29:45 am »
Took a look at the save Meph.  In the current state I can run the fortress at 45fps.  So let me know whenever I need to take over.  I have no idea how to handle the undead situation.  I would also like to request that the current fortress leader please name a dwarf after me.  Would like to be able to roleplay if I can.  Unless one of you has the plan to get the townportal up and start requesting dwarves.  Then I can wait.

252
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: January 11, 2014, 02:00:43 am »
I don't suppose the manual has some kind of general search function, like a wiki?

I use ctrl + F to find everything.  95% of the time you'll be in the general workshops page anyways and can use that to find stuff.

253
Masterwork DF / Re: My First Masterwork Fortress
« on: January 11, 2014, 01:59:20 am »
Hmm, my smith started out blind. Will this be a big disadvantage for a smith?

My blind dwarfs do just fine.  I think the main issue would be if they were put in the military.

254
Masterwork DF / Re: My First Masterwork Fortress
« on: January 10, 2014, 08:01:39 pm »
A good Mason churning out stone blocks.  Use the blocks at the stone cutters to make all kinds of things. I'd bring some shaggy badger dogs to war train. Mole weasels breed fast so I'd bring one female and several males. They are fast vermin hunters. Have fun experimenting with the tons of new systems like religion, magic, and trade.

255
Masterwork DF / Re: Lack of sieges in Masterwork?
« on: January 09, 2014, 03:04:41 am »
This won't help you with you current world.  But when you gen a world you can hit a key to export world data.  It goes into the dwarf fortress folder.  I always looks at world site/population to make sure no major races died out.  It can be entertaining for unique worlds too.  Recently had a world generate with 30,000 Kobolds and less than a thousand of any other race.

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