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Author Topic: This new metal system makes me rage.  (Read 16219 times)

Sting_Auer

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Re: This new metal system makes me rage.
« Reply #45 on: March 28, 2012, 10:26:51 pm »

(please try to stay on track -- there was a large derail in here which could have been avoided)

ALL GLORY TO THE UNO-TOAD
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Thank you everyone for the help! I've since flooded the fortress I was working on and now have a new one going up.

Girlinhat

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Re: This new metal system makes me rage.
« Reply #46 on: March 28, 2012, 10:49:16 pm »

I suppose it's also worth mentioning that you can get breastplates and weapons for zero bars.  You just have to take it off the goblin corpses first.

Starver

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Re: This new metal system makes me rage.
« Reply #47 on: March 29, 2012, 06:33:09 am »

I suppose it's also worth mentioning that you can get breastplates and weapons for zero bars.  You just have to take it off the goblin corpses first.
Never any candy-coloured ones, though...  (Unless..?  Well, that'd put the difficulty level up a bit, if invaders/sieges were modded to be possibly candy-equipped.  Well, at least for those that don't rely on a fully hands-off defensive plan.)

I'm still perfecting my "internal defence" layout, in various forts, i.e. the quarantining of immigrants to avoid a certain blood condition (or absence thereof) from occurring too much.  So much so, in fact, that I've not yet had a carrier reveal themselves to me.  As such, I'd never noticed the metal bar quantity reversion (never mind the wafer one!).

But I had noticed that I'm actually getting iron ore deposits now!  Forts in this new version prior to .06 were often not only lacking in ferrous ores, but so was my civilisation!!!.  So I don't mind at all that (when I finally get around to it) I shall have to use far more steel/other-metal for armour, because at least I don't have to get as many improbably-occurring steel anvils and such from the traders, and can do it properly, and more or less on demand.

Candy is candy, of course, and the problems (and challenges) with even getting that are probably justifiable component, and if the resources needed for end-products is more frustrating, well that's almost certainly for the best as well.



PS, I note a message of mine was deleted in that purge, so apologies if it was an active part (or even seed!) of the uber-derail that it appears happened, and I'm just glad I didn't mention Purity Tests.  Noting that the message it replied to is still there (not entirely on subject) and that my first thread contribution still remains (which was an off-hand comment that I honestly can't justify but at least isn't about them).
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Girlinhat

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Re: This new metal system makes me rage.
« Reply #48 on: March 29, 2012, 08:30:28 am »

You don't seem to understand the purpose of a purge.  When Toady wipes out a section of derail, you're not supposed to bring it back up again, that's the whole point :P

I'm not sure how you're generating worlds, but you can select ore scarcity now and that can reflect the amount of iron ores available.

Starver

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Re: This new metal system makes me rage.
« Reply #49 on: March 29, 2012, 10:15:41 am »


I'm not sure how you're generating worlds, but you can select ore scarcity now and that can reflect the amount of iron ores available.
When I've generated worlds (in .34 and in the later stages of .31) using that "tabular" form start with the "age of world" choice and end with the "mineral scarcity" one, since my first couple of no-iron worlds I've always set the scarcity to maximum (erm, maximum non-scarcity, that is... so that I always got loads of other ores, it was just iron that's notably missing).

And it's only in the latest (.34.06) worldgens, as mentioned, that I've actually found iron ore at all.  Which I've been taking as signs that something's been fixed regarding undue scarcity.

I've not been using anything like Prospector, to check this, but in previous fortresses I've been pretty thorough in my digging.  Not for ore discovery, but because I've been digging into large volumes in the first place (see this map upload as an immature example of the kind of thorough digging-through that I have been doing).  And no iron is found.  Plus my civilisation obviously has no iron because of what's available (and not) in the trading menus.  i.e. only steel anvils, and never any ferrous ore stone-types, but flux ones whenever I've thought to check.

Yet with my most recent fort I dug straight into magnetite.  And that's with the same sort of "choice of embark area", so I'm fairly sure I've not got an inadvertent predilection for low-iron geologies. ;)

Still, there's a possibility that I've just been unlucky.  Or that I've been lucky in the more recent examples (after habitually aiming for iron-poor strata systems).  Still doesn't really explain the home-civ scarcities.  I've even been tempted to save-scum the embarks and try each and every home civilisation on the max-scale worlds to compare availabilities of iron (and other things) between the various possible home-civs.  Maybe another time.  I probably still have some pre-embark copies of worldgens hanging around for the prior versions.  Sometimes I've used these to have a separate Adventure Mode around the exact same source world as I'm putting a fortress in (just for fun), without abandoning said fort or otherwise DFHacking things to let me do so.




(In most of my earlier .31 (and previous) worldgens, I was of course using the fully customizable worldgen (choosing Pocket/whatever-sized worlds, on upwards, island or non-island versions) and if I ever did customise the worlds at all, it'd be only increasing the interstitial distances between cavern/cavern-like layers, and then not always.  I'm starting to wonder now if the transition between iron-normal and iron-scarce embarks actually transitioned at the time as I changed the worldgen creation method to this other.)
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simonthedwarf

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Re: This new metal system makes me rage.
« Reply #50 on: March 29, 2012, 10:29:23 am »

counter: be a dwarf and mod in more metals as usable for armor weapon

Simonthedwarf has been content lately. He enjoys his new lead crosscow. He enjoys his new golden breastplate.
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KodKod

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Re: This new metal system makes me rage.
« Reply #51 on: March 29, 2012, 10:30:55 am »

He enjoys his new lead crosscow. He enjoys his new golden breastplate.

I see no possible issues with this whatsoever. Continue.
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KodBlog: A rage in progress. Updated 20/04/12

SmileyMan

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Re: This new metal system makes me rage.
« Reply #52 on: March 29, 2012, 10:49:20 am »

counter: be a dwarf and mod in more metals as usable for armor weapon

Simonthedwarf has been content lately. He enjoys his new lead crosscow. He enjoys his new golden breastplate.
I only mod in lead ammo, in case I get a dreaded galenaworld embark, and because lead bolts are good for hunters (they quickly cause pain passouts in unarmoured targets)
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

Naryar

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Re: This new metal system makes me rage.
« Reply #53 on: March 29, 2012, 11:04:00 am »

What's wrong with galena, apart from you having a lot of it ? I make lead bins to train my dwarves's strength attribute, and silver goes to bolts or cages or blunt weapons.

Girlinhat

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Re: This new metal system makes me rage.
« Reply #54 on: March 29, 2012, 11:06:28 am »

Silver goes into goblets that then buy steel bars.

Kofthefens

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Re: This new metal system makes me rage.
« Reply #55 on: March 29, 2012, 11:11:05 am »

Silver goes to fillings, because your dwarves have lost teeth from biting everybody.
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KodKod

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Re: This new metal system makes me rage.
« Reply #56 on: March 29, 2012, 11:28:22 am »

Silver goes to fillings, because your dwarves have lost teeth from biting everybody.

This is a Gold grill. All craftsdwarfship is of the highest quality. It menaces with spikes of bling. On the item is an image of a dwarf and a goblin in Diamond. The goblin is in a fetal position. The dwarf is popping a cap in the goblin's ass.
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KodBlog: A rage in progress. Updated 20/04/12

Masta Crouton

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Re: This new metal system makes me rage.
« Reply #57 on: March 29, 2012, 11:28:53 am »

it's nice to see that if you don't like a feature of df, the whole community descends on you like a swarm of sycophantic mosquitoes. guess it's not dwarfy to have opinions that you don't have, right?
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Urist McGyver

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Re: This new metal system makes me rage.
« Reply #58 on: March 29, 2012, 11:31:22 am »

This is a forum thread. It has been derailed recently. It has ben re-railed recently. It has been derailed recently. It has ben re-railed recently. It has been derailed recently. It has ben re-railed recently. It has been derailed recently. It has ben re-railed recently. It has been derailed recently. It has ben re-railed recently.
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It's treated as completely normal because this is Dwarf Fortress.  There's absolutely nothing wrong with surrounding yourself with a wall of flames, only to later realize that you're surrounded by a wall of flames.
There's nothing that can't be solved by hurling fifteen roc birds at it.

Girlinhat

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Re: This new metal system makes me rage.
« Reply #59 on: March 29, 2012, 11:31:50 am »

It's not that "you don't like a feature" it's that "you like a bug/exploit".  Metal items are supposed to cost multiple bars.  Sort of the same way as dwarves are supposed to get hungry and goblins are supposed to kill you.  You can mod these things to not happen, but making it easier on yourself isn't dwarfy.  Dwarf up!
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