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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84062 times)

dead

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Re: [DWARF] - Discussion and Suggestions
« Reply #75 on: May 05, 2013, 04:14:51 pm »

Here's a relatively dumb question that I'm sure have been asked before, can turrets shoot through fortifications? Say if I wanted to put them right behind fortification so that they won't get nailed by every goblin carrying a bow.

EDIT: Also, apparently I can't tame or butcher dire lions. What gives? And what building open loot bags drop from enemies? Been a while and the creature workshop or whatever isn't there anymore.
« Last Edit: May 05, 2013, 05:43:21 pm by dead »
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Putnam

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Re: [DWARF] - Discussion and Suggestions
« Reply #76 on: May 05, 2013, 04:53:36 pm »

Yeah, but nothing's stopping the goblin from shooting through the fortification.

dead

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Re: [DWARF] - Discussion and Suggestions
« Reply #77 on: May 05, 2013, 04:59:21 pm »

They can only shoot through fortifications from more than 1 block away if they're Elite, and there aren't many of those.
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mglarev

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Re: [DWARF] - Discussion and Suggestions
« Reply #78 on: May 06, 2013, 01:50:44 pm »

Suggestion: Add the [TRAINABLE] tag to the giant blade spiders. The drows often trade them, and I want 1200 kg killer spiders :)
Already put it in myself :)

I mean: Dragons are trainable, why not spiders?
Same goes for the wolf spider
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Hefateus

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Re: [DWARF] - Discussion and Suggestions
« Reply #79 on: May 06, 2013, 08:42:14 pm »

So Im not too sure but my soldier type dwarves seem to be having problems gaining in "dodging" and "armor user" while conversely they gain weapon skills and "fighter" at a rate that seems a too fast. I have dwarves set up in 2 dwarf squads for training and in their 4th year of practice they are legendary fighter/swordsdwarves and only have level 1 or level 2 in armor user and dodging. The history on these dwarves is they were "legion" caste to start for one season but decided that I should be focusing on the harder skills to learn like dodging and armor user so I switched them to the "wrestler" caste which should have gained dodging.
« Last Edit: May 07, 2013, 01:52:03 am by Hefateus »
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Grimdox

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Re: [DWARF] - Discussion and Suggestions
« Reply #80 on: May 06, 2013, 09:22:41 pm »

Meph, the new update looks great. One visual consideration though: what about buildings that dont face south? E.g. the tavern, advanced forges, new guildhalls, archaelogist, church of dark depths, etc. all face south, which seems to force a certain geometry onto a fort. More buildings like the colloseum or timberyard might be nice, so we don't have to build so many hallways to the south of our buildings.
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Firehawk45

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Re: [DWARF] - Discussion and Suggestions
« Reply #81 on: May 07, 2013, 09:58:31 am »

Older version, need evidence on new version, following thing:

Set up smelters, smelted stuff, got slag, ordered anvil, got slag anvil. Could someone check that please?
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Nokao

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Re: [DWARF] - Discussion and Suggestions
« Reply #82 on: May 07, 2013, 10:53:25 am »

Slag can also be used for walls, IMHO it's wrong.

Werdna

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Re: [DWARF] - Discussion and Suggestions
« Reply #83 on: May 07, 2013, 02:44:47 pm »

Some suggestions:

- I'd really love a simpler option to the Timberyard to make scrap wood.  A tiny 1x1 tree stump to split wood at, maybe; or as an added reaction to the carpenter shop?  Basically I'd like to to help fuel an early first year smelter from scrapwood-coke, to make my early wood resources go further.  The Timberyard is painful to get up and running at that stage, and its "make scrap" reaction is a little painful for the effort, since you have to queue a smooth job then a scrap job just to get two scrap.  Maybe it could become more efficient and yield 3-4 scrap per wood?  The Timberyard is just a serious effort to build just to get scrap. 

- heads and bodies on spears - I'd love this for my war-mongering little dwarves.  One spear and one body part?  I play with a lot of invasions enabled and its always a treat to throw the enemy leader's head in a display case to celebrate a successful battle, but I'd love to spike it and line the walls, or thieves' bodies outside the entrance... :) 
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Meph

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Re: [DWARF] - Discussion and Suggestions
« Reply #84 on: May 07, 2013, 03:11:22 pm »

- I'd really love a simpler option to the Timberyard to make scrap wood.  A tiny 1x1 tree stump to split wood at, maybe; or as an added reaction to the carpenter shop?  Basically I'd like to to help fuel an early first year smelter from scrapwood-coke, to make my early wood resources go further.  The Timberyard is painful to get up and running at that stage, and its "make scrap" reaction is a little painful for the effort, since you have to queue a smooth job then a scrap job just to get two scrap.  Maybe it could become more efficient and yield 3-4 scrap per wood?  The Timberyard is just a serious effort to build just to get scrap.
I thought about putting it into the smaller sawmill, but scrap is effectively doubling your wood. Its too powerful for the very start. I do like the idea of a 1x1 woodsplitter-stump, however that is called in real life. ^^ But I think it will stay in the big workshop.

 
- heads and bodies on spears - I'd love this for my war-mongering little dwarves.  One spear and one body part?  I play with a lot of invasions enabled and its always a treat to throw the enemy leader's head in a display case to celebrate a successful battle, but I'd love to spike it and line the walls, or thieves' bodies outside the entrance... :) 
I could do this with totems, bodyparts would rot. Cant really use them for building mats, the building is destroyed when the part rots away, and it would creature miasma inside. The design would also look the same for each one... but yes, that could be done.

Slag can also be used for walls, IMHO it's wrong.
Nothing wrong with that.

Meph, the new update looks great. One visual consideration though: what about buildings that dont face south? E.g. the tavern, advanced forges, new guildhalls, archaelogist, church of dark depths, etc. all face south, which seems to force a certain geometry onto a fort. More buildings like the colloseum or timberyard might be nice, so we don't have to build so many hallways to the south of our buildings.
I honestly wouldnt know how. I can design them to look east/west/north as well, but I decided to stick to one direction so that people have an idea how the building should look in the end. Its difficult to do those open, all-directional workshops, while keeping a certain look for them that makes clear what they are. If you can make designs that do both, awesome, send them to me or post them and they have a chance to get into the mod. :)

So Im not too sure but my soldier type dwarves seem to be having problems gaining in "dodging" and "armor user" while conversely they gain weapon skills and "fighter" at a rate that seems a too fast. I have dwarves set up in 2 dwarf squads for training and in their 4th year of practice they are legendary fighter/swordsdwarves and only have level 1 or level 2 in armor user and dodging. The history on these dwarves is they were "legion" caste to start for one season but decided that I should be focusing on the harder skills to learn like dodging and armor user so I switched them to the "wrestler" caste which should have gained dodging.
This sounds like it is exactly how it is designed to be. If you play with harder learning on they have 50% on everything, but the legionnaires have 200% on weapon skills. Sounds alright.

Quote
Suggestion: Add the [TRAINABLE] tag to the giant blade spiders. The drows often trade them, and I want 1200 kg killer spiders
Suggestion: Add the [TRAINABLE] tag to the giant blade spiders. The drows often trade them, and I want 1200 kg killer spiders :)
Already put it in myself :)

I mean: Dragons are trainable, why not spiders?
Same goes for the wolf spider
Suggestion: Add the [TRAINABLE] tag to the giant blade spiders. The drows often trade them, and I want 1200 kg killer spiders :)
Already put it in myself :)

I mean: Dragons are trainable, why not spiders?
Same goes for the wolf spider
So Im not too sure but my soldier type dwarves seem to be having problems gaining in "dodging" and "armor user" while conversely they gain weapon skills and "fighter" at a rate that seems a too fast. I have dwarves set up in 2 dwarf squads for training and in their 4th year of practice they are legendary fighter/swordsdwarves and only have level 1 or level 2 in armor user and dodging. The history on these dwarves is they were "legion" caste to start for one season but decided that I should be focusing on the harder skills to learn like dodging and armor user so I switched them to the "wrestler" caste which should have gained dodging.

Yeah, thats a good idea. I already have a big list of creatures that should get trainable tags and the armoring reaction, but I never gotten around doing it.
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Isngrim

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Re: [DWARF] - Discussion and Suggestions
« Reply #85 on: May 07, 2013, 03:35:14 pm »

Yeah, thats a good idea. I already have a big list of creatures that should get trainable tags and the armoring reaction, but I never gotten around doing it.
if you pm me a list i could do it.i spend my free time reading the masterwork raws anyways. (there's a lot and i like to read)
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08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

Meph

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Re: [DWARF] - Discussion and Suggestions
« Reply #86 on: May 07, 2013, 03:37:52 pm »

If you know how to do the armored ones...

Quote
- aremored version: unicorn, drake, dragon raptor, forest spider, wolf, cougar, giant drow spider, gigantic panda, dire wolfmastodon, blood spider
 - add war train: forest spider, blood spider, wolf, cougar, giant drow spider, dire wolf (value increase as well)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Isngrim

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Re: [DWARF] - Discussion and Suggestions
« Reply #87 on: May 07, 2013, 03:42:11 pm »

If you know how to do the armored ones...

Quote
- aremored version: unicorn, drake, dragon raptor, forest spider, wolf, cougar, giant drow spider, gigantic panda, dire wolfmastodon, blood spider
 - add war train: forest spider, blood spider, wolf, cougar, giant drow spider, dire wolf (value increase as well)

if it turns out i dont know how to do the armored one,ill learn  8).

my only questions are how much of a value increase,and how do you want me to give you the changed raws, upload or spoiler/code on the forum?
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08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

Meph

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Re: [DWARF] - Discussion and Suggestions
« Reply #88 on: May 07, 2013, 03:45:40 pm »

The raws might be too long for the forum, so you could upload them in a .zip, or .rar at the DFFD, or send them to me by mail. Or dropbox, or mediafire, whatever you like.

You can find examples of the armored animals in creature_pet_armored.txt, here is an example for the reactions:
Code: [Select]
[REACTION:ARMORED_PET_IRON]
[NAME:Clad dog in iron]
[BUILDING:CREATURE_ARMORY:CUSTOM_D]
[REAGENT:A:1:TRAPPARTS:NO_SUBTYPE:NONE:NONE]
[REAGENT:steel:450:BAR:NONE:INORGANIC:IRON]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:ARMORED_STONE_IRON]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:ARMORED_STONE_F_IRON]
[SKILL:ANIMALCARE]

[REACTION:ARMORED_PET]
[NAME:Clad dog in steel]
[BUILDING:CREATURE_ARMORY:CUSTOM_SHIFT_D]
[REAGENT:A:1:TRAPPARTS:NO_SUBTYPE:NONE:NONE]
[REAGENT:steel:450:BAR:NONE:INORGANIC:STEEL]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:ARMORED_STONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:ARMORED_STONE_F]
[SKILL:ANIMALCARE]

and thats the inorganic mat:
Code: [Select]
[INORGANIC:ARMORED_STONE] produced in transmutation
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Armored Dog (male)]
[STATE_NAME_ADJ:LIQUID:Armored Dog (male)]
[STATE_NAME_ADJ:GAS:Armored Dog (male)]
    [SYNDROME]   [SYN_CLASS:/COMMAND] autosyndrome command begins here
   [SYN_CLASS:/LOCATION]
   [SYN_CLASS:/ALLOW_MULTIPLE_TARGETS]
   [SYN_CLASS:/REACTION_INDEX]
         [SYN_NAME:armor]
         [SYN_CONTACT]
         [SYN_INHALED]
         [SYN_AFFECTED_CREATURE:DOG:MALE]
         [CE_BODY_TRANSFORMATION:START:0]
            [CE:CREATURE:DOG_ARMORED:MALE]
[DISPLAY_COLOR:4:4:1][TILE:'*']
[MELTING_POINT:9000]
[BOILING_POINT:905]
[SOLID_DENSITY:55520]
[MATERIAL_VALUE:1]

[INORGANIC:ARMORED_STONE_F] produced in transmutation
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Armored Dog (female)]
[STATE_NAME_ADJ:LIQUID:Armored Dog (female)]
[STATE_NAME_ADJ:GAS:Armored Dog (female)]
    [SYNDROME]   [SYN_CLASS:/COMMAND] autosyndrome command begins here
   [SYN_CLASS:/LOCATION]
   [SYN_CLASS:/ALLOW_MULTIPLE_TARGETS]
   [SYN_CLASS:/REACTION_INDEX]
         [SYN_NAME:armor]
         [SYN_CONTACT]
         [SYN_INHALED]
         [SYN_AFFECTED_CREATURE:DOG:FEMALE]
         [CE_BODY_TRANSFORMATION:START:0]
            [CE:CREATURE:DOG_ARMORED:FEMALE]
[DISPLAY_COLOR:4:4:1][TILE:'*']
[MELTING_POINT:9000]
[BOILING_POINT:905]
[SOLID_DENSITY:55520]
[MATERIAL_VALUE:1]

Value is up to you. You know how much things cost at the embark screen, so an armored giant cave spider should be worth more then an armored dog for example. Its really just personal taste.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Isngrim

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Re: [DWARF] - Discussion and Suggestions
« Reply #89 on: May 07, 2013, 03:51:10 pm »

thanks,i already knew where the reactions and inorganics were.
may have it tomorrow,the weekend or next tuesday (when ever i can get on next).
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08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons
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