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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 84101 times)

gchristopher

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Re: [DWARF] - Discussion and Suggestions
« Reply #105 on: May 17, 2013, 09:47:27 pm »

The glob sizes are that big because that's how big they need to be to become 7/7 water.
Interesting. So it's not linear? An 833 glob is enough for 2/7 liquid, so I'd have figured it'd only need to be 2.5x larger to get 7/7, not 12x larger?

Still, magmatankers should probably require more material roughly proportional to their drastically increased capacity. Maybe 10x MATERIAL_SIZE to reflect the 12x capacity? [MATERIAL_SIZE:60]?

I still strongly suspect that the water cannon implications would border on the ridiculous. I'm tempted to try, just to see.
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kreepergrimms

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Re: [DWARF] - Discussion and Suggestions
« Reply #106 on: May 18, 2013, 02:21:28 pm »

seeing as how concubines are no longer existent in DFMW i was wondering if it was possible to edit or even add in the tameable animalmen to be trained to do labor, i have noticed that at times in a caravan i will get a grave cat pump operator or a spirit raven wood burner, also i noticed that white tigermen have cubs while in cages that are tameable, my question is would there be a way to add labor to these animals so i dont have animals that are eating and drinking my dwarven food without contributing?
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Isngrim

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Re: [DWARF] - Discussion and Suggestions
« Reply #107 on: May 18, 2013, 05:21:18 pm »

Ehm, wow? thanks :) If you send them to me either today or tomorrow I can even add them before I leave. I wanted to do a little post tomorrow anyway, abot community projects that people can help with if they like, but nothing much masterwork related. There is a lot going on already with the extra races, and proofreading other peoples code is always a lot of work.
sorry it took so long,couldn't get to the library to upload 'em.
also,apparently stepping on your surge protector while copping a file is a bad thing :'(,just finished redoing the raws,although i didnt make the armored spiders drake or the dragon raptor,couldn't remember how i did it before (im still a creature raw noob). heres what i have atm ->http://www.mediafire.com/download.php?4adki89n0glshbp
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CheatingChicken

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Re: [DWARF] - Discussion and Suggestions
« Reply #108 on: May 19, 2013, 02:34:25 am »



I wonder if she will really be happy if she gets nothing to drink :D
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Werdna

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Re: [DWARF] - Discussion and Suggestions
« Reply #109 on: May 19, 2013, 04:06:33 pm »

OK, have some feedback on the castes now that I've played a bit.

First of all, overall I really enjoy it.  I like the slower 'default' skill gain, and I liked that dwarves arrive with much lower skills.  A frustration I've always had in vanilla is that you spend all this time developing a dwarf in skill X, and an immigrant walks in one season later and he's a freaking master.  Or, some other dwarf gets a mood and goes from Dabbling X to Legendary X, leaving the guy you worked on in the dust.  All that work for nothing.  I feel a little prouder of my dwarf development now, and I like the control I have over the process via the guilds.

I have two suggestions regarding tuning:

#1, the requirement of gold coins makes some embarks behave drastically different.  You either are swimming in gold if you have an embark with natural gold; or you are reduced to scraping it off of each dwarf caravan.  On a gold-less embark, I had to go the caravan route, and it was very slow going.  The problem is, I simply could not get a caravan to bring enough.  I could 'guild' maybe 5-10 guys a year, and never mind the military for many, many years - the 5 bars necessary was too steep.  Yet on the next embark, I had gold veins - and suddenly I could guild anyone I pleased, no problem.  The play difference is night and day.

Possible suggestion - any way to add gold bars to the other caravans?  If not, perhaps a crate of gold option?  Are other coins like silver possible?  Gold-less embarks need a little help.

#2, military and the castes.  I play very military-intensive embarks, with tons of invaders, so I tend to go whole hog on my military - I have close to 100 towards the end of a mature fortress.  I found the 50% learning penalty pretty challenging, particularly with early invaders.  Learning rate for military has always been a notorious complaint for DF and I worry that people may find it even more exasperating when coming to MWDF.  The 2500 gold to remove only some of the penalties feels a little steep, although the benefits are certainly nice.  That's just a lot of coins though when I've got up to 100 guys.

Suggestion - personally, I enjoy the early challenge of the 50% penalty, so I would dearly love a cheap Military Garrison option of say 500 coins to 'Undergo Basic training', which simply removes the -50% penalty across the board.  This would allow us to fill most of the military ranks with 'basic' soldiers who are the same as vanilla DF soldiers; interspersed with super-soldiers like the Legionnaires, Guards, etc. 

BTW, love the metal changes you made, they play great.  Thanks! 
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Huivn

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Re: [DWARF] - Discussion and Suggestions
« Reply #110 on: May 20, 2013, 06:35:04 am »

I think mithril is too hard to make. I hate strip-mining, but with the infrequency of mithril and the fact that you need 3 ore to make 1-3 bars, I often find myself digging up entire Z levels just to equip 1 person. Could you PLEASE increase the frequency of mithril? Or at least make it so that 1 mithril=1 mithril bar?
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Oy blin.

Werdna

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Re: [DWARF] - Discussion and Suggestions
« Reply #111 on: May 20, 2013, 07:06:29 pm »

Huivn, Mithril can be made two ways now - you can smelt it from the extremely rare ore, as you are doing, or you can forge it at the Metallurgist - 1x Steel Bar, 3x Silver Bars, 1xFuel. 

In other words, you can create mithril now from steel and lots of silver.
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jimboo

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Re: [DWARF] - Discussion and Suggestions
« Reply #112 on: May 21, 2013, 06:27:44 am »

#1, the requirement of gold coins makes some embarks behave drastically different.  You either are swimming in gold if you have an embark with natural gold; or you are reduced to scraping it off of each dwarf caravan. 

Option #1 (better): build a tavern, trade minted copper coins 2:1 for silver coins, trade silver coins 2:1 for gold coins.  In most embarks, tetrahedrite is everywhere.

Option#2: start with a Golden Goose at embark and quickly build a nest box or request the expensive birds from the first Dwarf liaison.  Like other layers, this one seems to need to be “actually outside” for egg production (at least, in my experience a roofed “greenhouse 1z level down” does not work).  If you go option #2, it’s best to have a small, 1-bird only coop outside with constructed walls.  Cover it completely on the +1z level and put floor tiles outside the metal/stone door.  Otherwise, those unexpected firebird visits will flame everything at the worst possible times and the gnomes likely won’t bring the Weather Control Device blueprint for the first couple of critical years.   
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Werdna

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Re: [DWARF] - Discussion and Suggestions
« Reply #113 on: May 21, 2013, 10:38:41 am »

Option #1 (better): build a tavern, trade minted copper coins 2:1 for silver coins, trade silver coins 2:1 for gold coins.  In most embarks, tetrahedrite is everywhere.

Option#2: start with a Golden Goose at embark and quickly build a nest box or request the expensive birds from the first Dwarf liaison.  Like other layers, this one seems to need to be “actually outside” for egg production (at least, in my experience a roofed “greenhouse 1z level down” does not work).  If you go option #2, it’s best to have a small, 1-bird only coop outside with constructed walls.  Cover it completely on the +1z level and put floor tiles outside the metal/stone door.  Otherwise, those unexpected firebird visits will flame everything at the worst possible times and the gnomes likely won’t bring the Weather Control Device blueprint for the first couple of critical years.

Ooooh, that does change things.  Sadly one of the drawbacks of heavy invasions is that I tend to get tunnel-vision on tasks needed to increase fort defense, at the expense of general growth, and I forget to explore some of the new buildings and creatures.  Thanks!
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fricy

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Re: [DWARF] - Discussion and Suggestions
« Reply #114 on: May 21, 2013, 11:01:44 am »

Like other layers, this one seems to need to be “actually outside” for egg production (at least, in my experience a roofed “greenhouse 1z level down” does not work).  If you go option #2, it’s best to have a small, 1-bird only coop outside with constructed walls.  Cover it completely on the +1z level and put floor tiles outside the metal/stone door.

Are you sure? My experience is with MW 2.h with indoor (perma-dark) nest boxes and the golden goose had no problem with laying "eggs".

jimboo

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Re: [DWARF] - Discussion and Suggestions
« Reply #115 on: May 21, 2013, 01:33:08 pm »

Are you sure? My experience is with MW 2.h with indoor (perma-dark) nest boxes and the golden goose had no problem with laying "eggs".

If it works for you (and by extension, everybody else), great.  Didn’t work for me (3a).  Maybe my bird was some special, tropical, outdoors-loving sub-species.   :)    Or perhaps I was simply impatient.  In vanilla, I once had a fortress where the turkeys simply would not lay “inside, light” either over many seasons; moved the coop outside, immediate egg-splosion.  [have looked at the RAWS, dunno why, just was]
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Good walls make for good neighbors. -- Urist Frost
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smakemupagus

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Re: [DWARF] - Discussion and Suggestions
« Reply #116 on: May 22, 2013, 01:39:41 pm »

Egg layers inside work fine.

... I don't doubt your experience with a broken flock of turkeys that got fixed when you moved the coop, but the root cause was something else, i'm sure.  My turkey/whatever coops are almost always a series of room carved into the first soil layer underground.
« Last Edit: May 22, 2013, 01:42:53 pm by smakemupagus »
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gchristopher

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Re: [DWARF] - Discussion and Suggestions
« Reply #117 on: May 22, 2013, 02:29:23 pm »

For anyone interested in a demonstration of just how insanely, hilariously effective a magmatanker cannon is, here you go:

Clown Rush vs. Squirt Gun

It lets you laugh away the HFS, maybe even more than the magma checkerboard technique.
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Meph

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Re: [DWARF] - Discussion and Suggestions
« Reply #118 on: May 23, 2013, 06:21:40 am »

Yuhu, Internet. I'll see that I'll go through the reports and put everything together.

EDIT: Read everything. Thanks for all the reports and the feedback. Especially drayath stands out, with both bugreports and balancing issues. :)

And big thanks to smake for the forum support. :)

gchristopher: I probably reduce it to 3000 then. Still enough for 7/7.
« Last Edit: May 23, 2013, 08:03:06 am by Meph »
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gchristopher

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Re: [DWARF] - Discussion and Suggestions
« Reply #119 on: May 23, 2013, 12:19:23 pm »

Thanks for the excuse to put together a very silly cannon! I had a lot of fun with that.
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