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Messages - Urist McVoyager

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301
Walrus! Without the tusks it seems, but I can still see a pack of walruses!

302
Not worth it. It's like the first Slaves to Armok game. That one crumbled under the weight of adding too much detail to things like hair, and not enough to the gameplay.

303
DF General Discussion / Re: Why are bows not wooden?
« on: August 24, 2017, 06:31:47 pm »
Also archery is broken currently. Your archers are just as likely to go up and smack an enemy with their weapons as they are to shoot them. So knowing that the AI wants to go melee instead of staying back and shooting, you'd actually rather have metal weapons so they have something more to bring to their preferred tactics.

304
DF Dwarf Mode Discussion / Re: Goals of a Fortress
« on: August 24, 2017, 04:45:10 pm »
I build mine as a central staircase short enough to avoid the caverns. I've barely ever even used the caverns, or wildlife. I generally just use my dwarves and a little bit of livestock like turkeys and pigs. Truth be told, my attention span really just isn't enough to play this game to that level. I'm either restarting fortresses or I'm moving on to other games, long before things get that good.

305
DF Dwarf Mode Discussion / Re: Archer Tower total Fail
« on: August 24, 2017, 04:39:29 pm »
I thought it would be funny to try to find an image from the cartoon "Cow and Chicken" where they are dead, so I googled it.  I'm *never* doing that again.  Where do I donate to PETA again?

Better to deal with the ASPCA and Humane Society for that. Never go through PETA. They're the Scientology of the ecology movement, right down to getting idiot celebrities to drink their Kool-Aid.

https://speakingofresearch.com/2011/01/18/where-do-petas-donation-dollars-go/


On-Topic: I have nothing new to add to the architecture discussion. I put roofs over every fortification area and make sure my floors overhang. Well, okay, I do go a bit higher. You can go three stories high without losing forward range, so that's how high my walls generally are. Three levels high. If you have the time and spare hands, you could also dig a serious five or ten level moat around the tower, about five tiles wide. This'll keep the enemies out of climbing, jumping, and hiding range of your tower.

306
DF Dwarf Mode Discussion / Re: Understanding Justice system/laws
« on: August 23, 2017, 06:49:18 pm »
I think I read that one. Do you remember the fortress name?

307
DF Dwarf Mode Discussion / Re: Goals of a Fortress
« on: August 23, 2017, 01:27:44 pm »
The water system will probably be the most interesting; while I have a brook at my site, I embarked in a Warm climate, so I'm probably not going to have freezing temperatures to seasonally stop water flow. This poses a problem since I want to install floodgates to control the amount of water flow into my fort myself. Oh well, we'll have to see what Armok has in store for me.

That's not difficult. Save the water tap for last. Get the rest of the water system dug out and place the floodgates where you want them, then tap the brook. Your miner will book it out of there and you can close the a floodgate to keep the water down until the miner's safe. My personal way is to build retracting bridges in the bottoms of the reservoirs and have each one able to fill at need. Bonus points to defense since locking yourself up means monsters can't break them from below.

308
I forget. There's plenty of trees, it's warm enough that there was no notable freezing and I've got a lake nearby.

309
That ought to help. I mean, there's only so much I have to trade at any given time. Though there's a lot of minerals here, and I've got a ton of tetrahedrite for making silver and copper. Even found a nice bituminous coal vein for coke production.

310
You can't. I realized that when I realized I have a Protocol Droid mason and remembered them being sentient. They count as people, which makes sense, so their corpses aren't butcherable. If I had thought about that before, I would not have killed that one.

ETA: Spring is too crowded. I just got to the caravan section and there's three of them. So far. One from aliens, one from clones, and one from Gungans.

311
Okay, so went for Fortress mode this time. Jawas, of course. It plays a bit differently than dwarves, considering you don't get armor and your melee weapons are basically axes or batons. So I built my ground level defenses as a shooting gallery with a three-deep, three-wide moat in front of it to ward off enemies. I'm working on one side at a time. I currently have a squad of two marksjawas firing at targets in a barrack adjoining the gallery, with a door to keep enemies from seeing them.

So far the training goes well. Even sent the militia captain out to beat the crap out of a droid to see what could be done with the body, but not sure if/how I can use it.

312
I'm definitely keeping an eye on this, but I don't think I want to use it until the control scheme gets fleshed out. I can handle switching between them to handle the full-screen menu stuff, but for the parts that only change the little menu tab it gets annoying for me because of the frequency of those switches.

313
DF Dwarf Mode Discussion / Re: Goals of a Fortress
« on: August 19, 2017, 08:10:12 pm »
In the beginning is when you don't want idlers. After that . . . it depends. If you have big projects, you want those idlers working on them. If not, then it's no worry.

High idlers for a short period is a good thing, since it makes everyone socialize and gain relationship levels with others.

I think the biggest goal for my next fort will be setting up a creche area for training the kids in general skills, like swimming, discipline, and observation. To that end, I'll have a two level creche. The bottom level is a plus shaped swimming pool about 3-4/7 deep. Basically a wave pool with enough 4s to make swimming likely without the kids necessarily dying from them. The upper level will be four big platforms, each one housing a different need. Food, drink, sleep, and play. I'd throw food and drink together and put in a dining area, but I'm not sure if swimming forces a dwarf to drop what they're carrying. Discipline will be done by chaining a wild animal or zombie in a secured but visible spot near one of the platforms. Over time the tykes will stop panicking over it. Observation will be handled by adding a side area (easily visible) with a barracks in it.

314
DF Dwarf Mode Discussion / Re: Goals of a Fortress
« on: August 19, 2017, 08:34:10 am »
The trick to that is to set up all the tasks during pause time, figure out how many idle dwarves it'll take to do those tasks, then watch the idler count while the game's unpaused. When it starts climbing back up, pause and look for the completed tasks so you can reassign those dwarves to the next one.

315
Yup, definitely going for them next time. Shield plus rifle will be a strange but fun combo.

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