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Messages - Zomg

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61
DF Suggestions / Re: Making the game harder.
« on: November 16, 2006, 03:55:00 pm »
I'd like for trading to be a lot more stressful, although I don't know exactly how. As it is, you can set up huge, intricate 50-dwarf industries like clothing production, soaping, or animal processing (bones and leather) that have essentially no point aside from supplying some very slight upkeep on clothing decay and raising stats through skilled labor.

I wouldn't mind seeing fertilization become completely mandatory after the third or fourth year (such that you aren't just allowed to move the plot over to the next 7x7-1) and require an existence-threatening commitment to heavy trade.


62
DF Suggestions / Re: Cave spider silk armor
« on: November 09, 2006, 05:35:00 am »
If there were some kind of adhesive production, maybe from tree sap or gelatin glue, you could probably use laminated and bonded silk cloth. I don't know how thick you could get the laminate before it became too heavy, though.

63
DF Suggestions / Re: Unhappy thought: Dangerous working conditions
« on: June 02, 2007, 10:32:00 pm »
I've thought that dwarves with children should get serious negative thoughts when the children of other dwarves die or are kidnapped.

"Why, what if little Cog had been kidnapped? I demand that all goblins, everywhere, die."


64
Curses / Re: How do I sell stuff, and what works?
« on: July 23, 2007, 06:32:00 am »
The only real upside to killing is getting juice quickly. You can easily get 40 juice for six per day by giving a bunch of pistols or shotguns to six goofballs and having them shoot up a place with no armed enemies like the juice bar.

So, for example, if you've gone for the 11 sleeper judges you could have seduced programmers kill their way up to Urban Commando over the course of maybe 2 arrest cycles. Or. without the judges, just let them go crazy over one arrest cycle and then rescue them from prison. Programmers are very bad about ratting out at lower juice levels, and the intelligence boost from Urban Commando might help them do their hacking. You could juice them less drastically by slowly building up their disguise and some security and then getting them to do sneaky theft-raids, but that's a bit boring and slow.

A gang member suicide squad can also do a lot of opinion poll damage before going down - have them get up to revolutionary over a couple days of juice bar or internet cafe slaughter, then go to wherever you want and create a huge media event, hopefully boosted by Liberal Guardian coverage. There are a few places where a disguise sneaker can't "U"se the special object without getting a conservative alert, like the nuclear plant, where you might do that.

A sleeper lawyer can defend your people for free, and they seem to do about as good a job as a lawyer (edit: a self-defending lawyer, that is) with higher end charisma, persuade and law.

[ July 23, 2007: Message edited by: Zomg ]


65
Curses / Re: How do I sell stuff, and what works?
« on: July 22, 2007, 09:12:00 am »
If you spring convicts from the prison the previous crimes are wiped and the escapee is reduced to just an "escaped from prison" charge, which is relatively easy to beat, although it does seem to trigger a raid pretty quickly. So, you can rack up comedy body counts at the cigar bar or wherever and it will always be possible to get back to "neutral".

66
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 30, 2007, 02:41:00 am »
I guess armed overthrow of the government is a little out-of-scope for LCS, but it would be neat to be able to defeat corporate mercenaries totally. It would be a nice goal for a "militant" path.

67
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 20, 2007, 05:07:00 pm »
One more question to add. What are the operative stats and skills for indoctrinating captives? Naively I might say charisma and persuasion, but for the expensive choices it doesn't seem like anyone is actually doing one-to-one contact with the captive, and the theatrics might be intelligence- or heart-based.

68
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 20, 2007, 04:03:00 pm »
Spoiler request: What does the probability of getting raid warnings from Police Officer sleepers look like? Even with seven sleepers it seems like the warnings are rare. Is stacking more sleepers doing anything?

Also: Has anyone seen any interesting "easter egg" type things from getting random sleepers? I thought there might be an ASCII cutscene or two, like, say, a sleeper football coach winning the superbowl or something, but I've never seen one.


69
DF General Discussion / Re: Possessions, Fey moods and more
« on: October 22, 2006, 09:44:00 pm »
I'd have sworn that the recent versions have rough gem demands that, outside of the three glass possibilities, are really easy to fulfill. As in, any rough gem at all will do - which actually kind of sucks, because they just grab whatever is nearest. Which usually ends up being a low class gem, preventing any explotation of the artifact value multiplier to get maximum value out of that red diamond you found.

It might be that your dwarf wanted yet another type of ore before he got to the gem step.


70
DF General Discussion / Re: Possessions, Fey moods and more
« on: October 09, 2006, 02:32:00 pm »
I'm having a terrible run of possessed (rather than fey/secretive) dwarves in my current game, so much so that it makes me question whether there's some underlying variable in the process. I have 4 dwarves that got legendary status from an artifact, and 11 total artifacts - can my luck be that bad? (and of course three of the four are only slightly useful engravers or metalcrafters, naturally). Do possessed dwarves have some common property? I know my peasant recruits have an annoying habit of getting possessed and making some incredibly complicated 8-part craft in a craftsdwarf's shop. Do *weapon*dwarves/wrestlers make the same things? Do they not get possessed in the first place?

In general, is there a way to minimize the number of dwarves susceptible to possession and maximize fey/secretive dwarves? Has anyone running games under strange conditions seen strange patterns?


71
DF General Discussion / Re: Possessions, Fey moods and more
« on: October 01, 2006, 01:48:00 am »
I've noticed these things:

Every character is placed in a "skill family" job, like mason, carpenter, craftsdwarf, etc. based on their highest skill. Certain skills translate to certain jobs - for example, masonry and engraving are both in the mason jobtype. So, if a dwarf has Proficient engraving, he's a mason if every other skill is lower. Characters in a fey/secretive/possessed mood claim shops related to their job - Jewellers take jewel shops, Metalsmiths take forges/magma forges, etc.

For fey moods, and I think secretive moods, if the artifact is successfully completed the highest level skill in the current job is raised to legendary.

I find this hard to work around, since I like to use engraving as busywork for immigrants, which ends up with all of my strange moods going towards legendary engravers. I think if you want to try to focus your strange moods into skills that are very difficult to raise, like weapon/armorsmithing and so on, you really have to micromanage your guys to make sure they always have a top skill that won't inadvertently turn them into less useful legendary types like stonecrafters or engravers if their mood comes up. That's especially hard on immigrants, since they're only metalsmiths or carpenters based on a novice skill.

I've never seen two strange moods going on at once. I think it's an exclusive condition. They also don't seem to happen more often with a larger population, so I think the rate is flat rather than per capita, although the moods don't occur when the population is still less than 25 or so. Anyone disagree with that assessment?

An interesting strategy might be to try to load up on as many peasants as possible, get them to novice in a skill related to useful artifacts (ex: weaponsmith, bowyer) and then turn them into permanent haulers, sand collectors, or some other unskilled job. With enough of them, you're stacking the deck in favor of the most desirable artifacts and legendary skills in the Strange Mood lottery.


72
DF General Discussion / Re: How did you hear about DF?
« on: May 04, 2007, 05:25:00 pm »
RPG Codex

73
DF General Discussion / No flooding workarounds?
« on: October 20, 2006, 12:07:00 pm »
Has anyone found a way to work around the bug where, if the magma river floods when you break into it, the cave river (sometimes?) permanently stops flooding? Not including reclaiming, as I don't particularly want to have to work up a bunch of novice dwarves again. This is the version where there is no announcement and no flooding.

I had a very nice game going on a glacier map featuring huge mined areas around either side of the river for tower cap farming so I could finally get some wood, but unfortunately the bug has hit me.

Incidentally, glacier maps (which must be fairly rare, as I've played a lot of freezing/no tree/no vegetation maps and have always gotten tundra) have the interesting feature that any disconnected channel made outside of the mountain fills with water when completed. Nice touch. If the cave river worked, I'd keep playing to see what happens when you lava flood a glacier.


74
DF General Discussion / Re: Too Deep
« on: April 07, 2007, 05:36:00 pm »
The deep demons seem to have a bad habit of falling into the chasm when you're not around to see, if you're watching your message stack.

75
DF General Discussion / Re: fortification... indoors.. flood
« on: October 07, 2006, 01:30:00 pm »
I actually like it that flooding passes through fortifications. It allows you to nile, tower-cap and bush farm the cave river without having to leave any nonbridge areas exposed to watermen/frog/crocodile attacks. If you want to seal up a fortified tile against water I guess you should mine it out and replace it with a floodgate.

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