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Messages - vjmdhzgr

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1051
It sounds like your idea is to change it from the play telling dwarves what to do to dwarves doing whatever they want which to me sounds like a terrible idea and I strongly oppose it.

1052
They should. If you have them making web traps then they might not go near each other which is a new requirement for breeding, so you'll need to make sure to do that.

1053
DF Gameplay Questions / Re: Question around trading
« on: March 26, 2015, 07:47:17 pm »
Aye, your first caravan will always be hte dorfs who will always strike trade agreements up (renewed every year).  Elves and humans will come next.  However, if you start at a non-standard embark time you can get the other caravans first.  I've embarked in the winter and found an elven caravan before dorf one. 

Also, the different caravans bring different stuff.  Dorfs will generally carry the same stuff you could embark with, but they usually "generate" other metal items to trade that you couldn't select on embark.  Humans will never have steel and will bring "large" weapons and armor that you dorfs can't equip.  You can still buy these and smelt them down for metal (along with the kitchen knives and other human metal goods).  Elves will only bring wooden and cloth/leather items.  However, they will also bring domesticated exotic animals.  You can get breeding pairs of dangerous war-beasts from the elves if you are lucky.  However, the main use of hte elves is if you start in a wood-poor environment (glacier, wasteland, desert, badlands, evil bioimes).  What little wood you get goes to beds.  Then you trade for wooden barrels, crutches, splints, buckets, etc from the hippies.  All caravans will bring food as well.
You can use most human weapons, just not the ones like mauls, two-handed swords, great axes, that kind of thing.

1054
DF General Discussion / Re: What's your favorite PowerGoal?
« on: March 26, 2015, 07:34:22 pm »
Definitely this one
PowerGoal2, DWARVEN ARMIES, (Future): Organize dwarven armies and use them to attack villages and caves on the overland map.

1055
DF Dwarf Mode Discussion / Re: Re-founding a civ?
« on: March 26, 2015, 07:10:07 pm »
Having said that, apparently dead civs sometimes turn out to be not quite dead yet having a couple of members hanging out in a cave somewhere. Not sure if you can found a city with them though. Presumably even if they were playable you wouldn't get any immigrants.
You can and you do. It's a bit disappointing really that you just get migrants out of nowhere even if your civ is the last of the dwarves and you only have 3 living members left.

1056
DF Suggestions / Re: Autopsy!
« on: March 26, 2015, 07:06:24 pm »
I'd like to be able to see something like the wounds screen on dead bodies. As it is as soon as something dies you lose all ability to see what they look like aside from whether it's a corpse or a mangled corpse, and maybe by any nearby severed body parts. As somebody who occasionally enjoys setting up fights in arena mode, it'd be really nice to be able to see what injuries were inflicted before death without needing to check through the entire combat report and trying to just keep track of everything. Even then you can't see what healed during the battle or anything like that.

1057
DF Adventure Mode Discussion / Re: Little questions
« on: March 26, 2015, 01:13:12 am »
1.Drop some things or get stronger. You get stronger by increasing combat skills.
2.Yes.
3.Maybe, what kind of fat is it?
4.Mead Halls are a good place to look. They're the 3x3 square in the human hamlet area that's seperate from the rest of the hamlet.
5.Again a nice mead hall you'll probably come back to is a good choice as the skulls should stay there and it will be easy to remember.
6.Cities. They seem to be a bit rarer these days, but sometimes human civs will have big cities that most likely have walls surrounding them and lots of shops. Also lots of lag. There's not really anything good in shops that you can't get from a mead hall or looking through a few houses from a hamlet so I'd recommend not bothering with them.

1058
DF Dwarf Mode Discussion / Re: Never mess with lashers....
« on: March 25, 2015, 10:55:01 pm »
I recommend silver whips. If you get one in your fort, get a soldier training with it immediately, in advmode keep it with you. Even when they don't cause a serious wound, they can still deal enough pain to knock out anyone who isn't nostun. They'll never be able to finish a monster made of bronze or better density, but they can crack each part enough to disable them.
I think whips mainly just penetrate straight through armor, which goblins don't have very much of. Meaning your masterwork steel axes are probably going to be more useful against more targets since goblins are the only enemies you'll be fighting that have armor. Especially since whips are now significantly slower than every other weapon.

1059
DF Gameplay Questions / Re: how many soldiers
« on: March 22, 2015, 07:00:11 pm »
I used 80 full iron great dwarves. Hell destroyed me.
how about 50 legendary full steel dwarves

That may work. Train them in pump operator for a while, it increases strength. If possible, get a few candy edge weapons and mail shirts to them.
I'm pretty sure pump operator hasn't increased strength for over 3 years. I believe the way it works is that only military skills raise physical attributes now.

1060
DF Gameplay Questions / Re: how many soldiers
« on: March 22, 2015, 02:51:36 pm »
In my experience the largest amount of full legendary soldiers in full armor that's failed to fight off a goblin siege was one. If they have a shield, weapon, and legendary shield, weapon, and dodging skills dwarves become almost unhittable. At least by the standard soldiers goblins send. You'd want multiple though because just one can get stuck permanently blocking attacks without ever having any chance to actually attack. So I think you'll probably be fine.

1061
DF Modding / Re: Elf, Human, Goblin, Tigerman, etc pets
« on: March 21, 2015, 10:49:01 pm »
I believe so. My one race that allowed eating of sentients sold human and dwarf meats.

i don't think that has anything to do with that...

I would assume so. You need to add COMMON_DOMESTIC to that if you want to buy them

Though I remember when I embarked with goblins once (it was in .31 or .34 though), I brought trolls with me, and trolls are sentient.

Maybe the ETHIC:SLAVERY actually has an effect now ?
Goblins have trolls because goblins have [USE_EVIL_ANIMALS]

1062
DF Dwarf Mode Discussion / Re: "Most Coveted" legendaries
« on: March 20, 2015, 09:40:58 pm »
Definitely weapon and armorsmiths. I quite like legendary masons as well, but the material masons work with is basically unlimited while metal at the best of times costs several other jobs (smelting, fuel making), and at the worst of times the mountainhome only has access to one iron ore, lignite, and one flux stone so it can be very limited.

1063
DF Dwarf Mode Discussion / Re: Killing Diplomats
« on: March 20, 2015, 09:37:30 pm »
Wait a second, what reminds me... did you kill them all or let one or two escape?

If you dont let one or two escape then they cannot tell their leaders that you killed their own people
and so their leaders assume that it might have been an accident.
Soi have heard.
I know that in 0.34 missing traders would be assumed as killed by your fortress no matter who they were killed by. Of course with the new rumor system in adventurer mode at least, it seems likely that that system could have been changed.

1064
DF Gameplay Questions / Re: Can demons be made from modded materials?
« on: March 20, 2015, 06:59:38 pm »
I'd say probably yes. I know that when forgotten beasts or werebeasts or anything is given a random color that color is taken from the raws. This causes weirdness in some mods when unconventional colors are made, which is why I know of it. It might not be the same system for choosing a material, but I'd say that it probably is.

1065
Masterwork DF / Re: Sorry for the delay
« on: March 20, 2015, 12:23:06 am »
1. LIKES_FIGHTING, SPEED and SWIM_SPEED have been removed; the former can be replaced with high VIOLENCE value for personality and the latter two are replaced with GAIT, which the wiki has info on and the raws have documentation on. Personality values have changed entirely. Creature attacks also now have ATTACK_PREPARE_AND_RECOVER.
Was LIKES_FIGHTING really removed? I checked the wiki and it says that it was removed, but I have a mod that has creatures with LIKES_FIGHTING and there's no errors showing up from it.

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