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Topics - kuniqs

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DF Dwarf Mode Discussion / It's good to be the queen!
« on: August 08, 2014, 09:34:45 am »
I've had one tiny fortress, dedicated to churning out steel armor for adventurers. Suddenly, about 1 month after embarking my furnace operator became a queen, without any warning or message.
Whaaaaaa.....  ?

2
DF Dwarf Mode Discussion / Weird new features on map
« on: July 28, 2014, 04:36:00 am »
'Fortress' and 'Pits', the late being hostile. I've seen them generated on map only once, but didn't embarked nearby. Anyone knows what those are?

3
DF Dwarf Mode Discussion / .40 military training research
« on: July 28, 2014, 03:18:54 am »
Sparring sucks - not only your dwarves need decent fighter skill to even start, they don't even use their weapons! I've made some tests, embarking with lots of food and gear for everyone, so they will do nothing but train 'till the caravan arrives.
   Things that have no effect on skill gain:
      - Weapon type
      - Training weapons vs. real ones
      - Personal weapon preferences
      - Dwarf's physique/personality
      - Active/inactive mode
      - Squad's size

   Things that have noticeable affect:
      - How crowded the training room is
      - Dwarf's stamina

   One thing I've noticed during tests is that dwarves assigned all to 1-tile training room gained skills slower than those with large rooms or individually assigned to different armor stands. Those in crowded conditions gained at most Proficent level 'till the caravan, those in spacious conditions managed to go as far as Adept.
   Other thing - those that were slow to tire and more fared much better that those who were quick to tire. I guess they made less breaks. There was about 3 levels of difference between the extremes.

   So, do NOT set your training squads as active because they will keep teaching themselves dabbling levels of everything over and over again. Squads who spend their time on individual combat drills acquire, on average, 1 weapon/fighter/discipline level per season. You might want to make officers from high stamina dwarves, as they will develop skills faster. Once you have >Proficent Fighter soldiers you can set them to active so they will spar and train dodging/shield user.

4
DF Dwarf Mode Discussion / Perpetual motion noble?
« on: June 04, 2013, 01:53:27 am »
My current duke/mayor/chief doctor/broker/manager/bookkeeper for life is mandating bracelets, but for some reason they are made 'automagically'. Mandates end succesfully even when I don't touch craftsdwarf workshop. Actually, one time deadline wasn't met and prison had use.
I stopped respecting mandates at one point to see some dwarfs hammered, and I failed even at that.
I haven't breached caverns yet so maybe there are animal men making crafts down there?

5
Ingrediends:
 2 useless migrant
 10 soldiers with training weapons
 full plate armor (material irrevelant) with weak weapon

- wait for dwarven caravan
- equip migrant1 with armor and silver sword
- order migrant2 to attack caravan, he becomes hostile to caravan but not to you.
- order migrant1 to kill migrant2, migrant1 becomes a hostile, controllable training dummy
- ???
- full squad of nicely trained soldiers in 5 minutes! Reusable, automated dummy running on plump helmets!

Controlling the hostile guy is easy - he'll run away when not in military, and will move anywhere you want when alone.

6
DF Dwarf Mode Discussion / Indian graveyard cleanup plan
« on: June 02, 2013, 04:29:25 pm »
I have 1 giant coffin room full of baby corpses and idiots who forgot their helmet in the danger room. Problem is, an asshole necromancer found his way there and raised everything. After that zombie apocalypse I'm left with thousands of stray body parts that rape my fps pretty badly. I think about purifying it with magma or atom smashing, but I worry about ghosts. How early will they appear (or will they appear?), and will they be slabbable? (I have 1 unmemorizable swordwarf nagging everyone, so when I'll get a murderous ghost it'll be the end).
Do body parts in coffins count toward game calculations? I know caged animals don't, so maybe it's the same thing...

7
DF Modding / How to mod goblins to be fully armor-clad on invasions?
« on: June 02, 2013, 02:20:10 pm »
Like in subject, I'm tired of terminator axedwarfs and don't want to mod goblins to be made from steel or something.

8
DF Dwarf Mode Discussion / Spoiled brat dwarfs?
« on: May 21, 2013, 10:32:24 am »
I've never played a fortress older than 2 years, so I've never experienced long term effects (whatever they are). My question is - if I'll keep my subjects happy with legendary meals and bedrooms, will they become 'desentisized' after some time to the point where stuffing them into mediocre quarters could spin a tantrum?

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