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Messages - Catsup

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511
i was finding example games for a game programming idea for a high school project, i managed to find dwarf fortress but got scared away due to the graphics. A long while later, i got bored of playing casual games like the sims that serve you fun on a platter, and decided to give dwarf fortress another try. This time i read over the wiki a bit first and found that there were graphic packs that gave units sprites, i also downloaded the theraphist and later dfhack when i started to run into bugs like the stuck migrant.

i dont think i can go through with playing completely vanilla dwarf fortress though, especially with the default tileset...it just hurts my eyes

512
Pros:
  • Children do something.
  • Supplements an already existing farm system, nothing need be added just for the kids' sake.
  • Increase in availability of alcohols, textiles industry, clothing and cooking ingredients, increase in happiness of Dwarves as side effect.
  • Children learn an occupation while growing up, no need to start from total scratch. Useful if you wish to train them in the military or militia without any immediate bad thoughts.


for the pros, i never said children were completely useless, my original post said "you have too many children, you require additional child smashers", not "you have children, you require additional child smashers". Its just that 10 children are just as effective at harvesting as 50 children. (unless half your fort is planters or something)

Cons:
  • May slow the rate other Dwarves increase in the grower skill.

  • makes friends and forms tantrum-inducing bonds over 11 years, starting with their parents and siblings
  • eats your food and booze supplies (particularly deadly in a earlier fort) over 12 years
  • uses clothes that would have been otherwise used by working dwarves or traded
  • prone to the negative qualities of any other dwarf (ie tantruming, strange moods, not enough socks)
  • [/i]

    ^fixed

513
there reaches a point where excessive plant production slows down your fort overall though, due to the processing and harvesting of those plants. I require labor for several other industries atm, like my giant cave spider silk farm looms, corpse grinder/bone crafting, and the metal industry. I think i've already passed the point of adequate plant production, long ago.

 10 legendary planters is enough, i dont need any more planters, legendary or not (it should be noted, i used to have no hauling turned on for my initial 4 planters that were part of my starting 7, those 4 where going to produce all the plants my fort ever needed, but now all my legendary planters have all hauling except stone and wood turned on, and still produce an excess).

So i have no reason to go through the effort of making turning on planting exclusively for my non-legendary planters (children that grew up) and instead just throw them in the peasantry. I also have no reason to go through the effort of producing fertilizer and wasting wood because i already have enough plant production in the first place.

this is just the case for this specific fortress though, i have not needed to smash any children so far, but i have done so in the past. in a vanilla fort where there is no child population cap, where overpopulation rather than population stagnation is a problem. Then the (much) easier answer for children is not to become a agricultural fort in order to keep them occupied and useful, but to simply send them to the smasher.

for the case of the OP, i definitely dont think he'll use 50 children as planters when they grow up. Meaning the only use they really have is the limited to moderate (depending on your ilders) harvesting and deconstruction jobs they do. Which, IMO is not worth the friends they make, and tantrums that could potentially result.

514
In the entity raws there are things like [ARMOR:ITEM_ARMOR_COAT:COMMON]. The options for that particular token are:
FORCED: Always native
COMMON: Almost always native
UNCOMMON: Rarely native
RARE: Almost never native
so if we mod the dwarven entity in the default raws to have all the items we want to be FORCED then it will guarantee the item will be available to be produced in your workshops?

515
DF Dwarf Mode Discussion / Re: Making a cavern-fort
« on: April 05, 2013, 12:59:03 pm »
I think you've said it all.

There is need to have contact with the outside world, to receive trade or immigrants.

There is no need for the outside world. It is full of humans, elves and inferior Dwarves. You have arrived at this location to get away from them. So let them starve on the surface, wallowing in their own filth and corruption. You have a society to build from the ground-up. Just make sure to accept the first two immigration waves of the Faithful, as they will be your breeding stock. Then dig deeper, and seal yourself away. With your children's children the Dwarven salvation will come.

(if this actually excites you, you can also set pop:0 in d_init.txt file to prevent migration)

theres a unique problem with a  home-grown population though: children tend to make friends in their childhood, and these bonds last all their lives, if the majority of your population's adults were formerly native-born children that had 12 years to make friends, then that is a tantrum-spiral minefield waiting for a spark to set it alight in a blaze of fun.

516
So you don't do it for the children. You would rather macerate your Dwarves' children.

thats how dwarves roll at StockadeSprayed, children are smashed and slabbed with a smile. The parents in blissful ignorance as to where their child gone. Where tantrums never spiral, where problems simply "disappear".

So good fellow, I would like to say you are wrong, on so many levels.
Dorfiness is not just about menacing spikes and magma death.
oh yes, wrong indeed, on many many levels, but yet so right.



i think we just have different styles of play, but i think my style is more "easier". And im assuming the OP is a relatively newer player who feels uncomfortable from being swarmed with waves of migrant children.

 On another note i've decided to not mod the growth rate of children and just leave the issue of a stagnant population on hiatus; if my fort was meant to die from lack of population growth, then so be it.

EDIT: oh, and when i mentioned "idle most of the time" in my previous post i really meant "most of them were idle" i do almost always have at least 5-10 children harvesting and my idler count is 0 most of the time as well. Its just that the rest of the 10-15 children are busy socializing and making friends. When i was talking about adequate planter and inefficiency, i meant that when they finally do grow up, and become planters themselves, they will hinder the farming industry since legendary planters grow larger stacks.

517

So mace = universal bashing weapon
Warhammer = specialized anti-armor weapon
this seems to make sense, but in adventure mode i just sidestep the armor and go for the limbs and then the head when the enemy decides to take a nap to rest his broken bones. The only real piece of armor that require a warhammer's anti-armor capabilities seem to be breastplates and maybe greaves, but IMO the lower and upper body parts seem to be very bad targets anyway for any blunt weapon, armored or not. Reason is cuz bruising the stomach or any other organ except the guts has no negative effect (bruising the guts may cause nausea), at best you shatter some ribs and cause pain, but going for the limbs is usually much easier. Bruising the lungs and heart also seem to have no effect compared to say a spear that tears those apart and opens arteries.

I dont know how the Ai fights using blunt weapons, but i think its safe to say blunt weapons are a very bad choice overall for fortress mode dwarves. Maces are better used by the Ai since the ai practically just attack-moves its enemies without regards to tactics, and maces are more versatile than warhammers.

518
Just make larger farms than normal and allow all Dwarves to harvest. You'll make farmers of them all.
I don't think that works, at the moment in my fort I have 10 legendary +5 farmers with a million plant seed jobs and 20 children, and the children are idle most of the time.
The children don't plant the seeds, they harvest the plants when they finish growing.
yup, and their still idle half the time, remember its "all dwarves harvest" not "only children harvest". I see absolutely no reason to get a plump helmet splosion and more farmers than you need. Reducing the overall efficiency of your fortress just to keep a handful of children partially occupied so they make less friends and cause slightly less tantrums when they die. When the problem could just have been solved completely with a child-smasher and a slab.

not implying mass-planting is bad, my fort produces 2-3k plants annually, but i dont do it to for the children. And when i say smash the baby under a bridge, i dont mean completely killing off all children. If you leave a small amount of them alive, that small amount works more efficiently and gets all the planting experience, and you'll have a legendary planter when that kid finally grows up. If you leave 50 children alive you have a bunch of adequate planters who cannot plant efficiently compared to your legendary planter who planted the seeds, and have further reduced fortress efficiency due to lower numbers in harvested plant stacks.

519
New bug with Dwarf Fortress: Cutting down trees may cause the branches to fall off, causing a cave-in.
dam is this foreal? so now we have to build scaffolds to cut down trees?

520
Just make larger farms than normal and allow all Dwarves to harvest. You'll make farmers of them all.

i dont think that works, atm in my fort i have 10 legendary +5 farmers with a million plant seed jobs and 20 children, and the children are idle most of the time.

521
from my experience warhammers really suck and only bruise muscle, and maces tend to shatter the bones of extremities like hands and feet. I know this from testing to find a good weapon in adventure mode.
If you do testing against armored targets you will find the mace tends to bounce off, while the war hammer penetrates the armor more often.
all blunt weapons tend to bounce off or be ineffective against shaped armor (im talking about breastplates in particular), but in adventure mode i tend to aim for the hands and feet, and maces go through gauntlets/high boots just fine and shatter the bone. Hammers however, just seem to do less damage in general and shatter bones way less, bruising muscle and fat most of the time.

522
you have too many children, you require additional child-smashers (and slabs).

523
DF Dwarf Mode Discussion / Re: Making a cavern-fort
« on: April 05, 2013, 11:41:52 am »
build a giant stairway of ramps from the surface down to the caverns and channel out ALL of the rest of the soil, aquifier, and rock above the first cavern layer so that your cavern is now the "surface" and voila, cavern fort.

524
DF Gameplay Questions / Re: chained hostile creatures still dangerous?
« on: April 05, 2013, 11:39:07 am »
thing is, i already have my megabeast caught a while ago using dust to knock it out into a cage trap.

The megabeast in particular is a roc, with no special abilities like webs or fire, would it be safe to keep it chained? can it still use normal attacks like biting on nearby friendlies that come in range if chained?

525
DF Gameplay Questions / Re: Not a full tantrum spiral yet
« on: April 05, 2013, 11:37:10 am »
burrow the unhappiest dwarves in your smasher room and get rid of them, a waterfall (as mentioned above) is really the only free way to make dwarves a bit happier (at the cost of your fps).

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