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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 84202 times)

Billy Jack

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #255 on: June 25, 2013, 11:00:50 pm »

It's not that hard to build the guild hall within the first half year.  He can haul and plant just as good as anyone else, and IMO, getting things done that first year is more important than making sure the best skilled is doing all the work.  I don't really care if he's going to produce exceptional items or plain old run of the mill items, I just want some beds, tables, chairs, bins and barrels. He can make blocks like anyone else to feed your mason/stonecrafter.

And why not put him to work doing what he is best at? Let him butcher and craft his own damn totem and set up an altar.  He can start praying for soft metals and may net you some gold to start guilding your other dwarves with.
« Last Edit: June 25, 2013, 11:04:42 pm by Billy Jack »
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Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Brilliand

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #256 on: June 25, 2013, 11:22:05 pm »

I can only affect YES/NO for webbers, and how long it takes to recharge. With putnams projectileExpansion I could in theory give them a material emission that shoots a glob that does damage, and on impact spawns a controlable amount of webs. This way they shoot one projectile at one target, and upon impact spawn ... lets say 1-5 web-tiles?

I think you can accomplish roughly what I was suggesting - just change their web spray interaction to make them use it indiscriminately (instead of as an attack), and greatly increase the cooldown.  That way, you'll have spiders that tend to be already surrounded in webbing when you go to attack them, but don't spam it mid-combat.
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

kamikazi1231

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #257 on: June 26, 2013, 12:25:11 am »

I dont know if this is the correct place to post it but, I believe that current version warlocks are kind of OP, mostly due to the decay spell. After all, it  is an umblockable ranged attack that  eventually leads to a  death of infection. Its really lame to have all your master marskdwarfs rotting to death in the hospital from this attack.

I agree there should be better ways of curing this stuff.  Although I haven't tried swimming in the fountain of youth to try curing it. Maybe some reaction that uses up a whole water bucket and bar of soap. Most of my warlock invasions self destruct by raising dead animals in the field. I like to leave mountains of bodies as warnings outside my fort. Plus it makes my tower sieges and evil embarks more Fun!
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Z1000000m

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #258 on: June 26, 2013, 11:36:31 am »

Actually, with surgery , you can get around the decay spell. This happened to me when I didnt know this ignored fortifications. Granted the dwarf in question had max recovery.

Warlocks are a bit of a wildcard imo. I find it somewhat hilarious that the leading cause of death is friendly fire. Several ambushes were "defeated" when they ganged on a diplomat with their scepters or whatnot. Leaves an ugly smear on a map as well.
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jimboo

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #259 on: June 26, 2013, 02:05:43 pm »

Leaves an ugly smear on a map as well.

Also leaves "free warlock stuff" that can be sacrificed at the Temple for one partial soul, each.  Perhaps the best/fastest way to get a Legendary military skill of choice. 
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SabbyKat

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #260 on: June 26, 2013, 03:25:21 pm »

Thought I'd pitch in with some input on the recent versions, aka, time to enrage people with my 'extreme' views and overblown ideas! YAY! ;)

~ Nymphs, Monkeys (all their various incarnations), Parrots, Leprechauns, etc etc, absolutely need to be flagged as 'hostile animals' for turrets/guard animals. I have nymphs walk past entire legions of guard animals, ignoring them entirely, run inside my fort, grab an item, then run out untouched with a mithril or similar item, while defenses and guard animals ignore them entirely. Trying to catch them with military is a feat in futility, especially Nymphs, who are INCREDIBLY fast and practically impossible to corner before they escape. I understand the need for thieves and similar to punish people being 'lazy' for protecting their precious items, but this is just irritating to no extent. Almost as bad as when you embark, hit u to see what's on the map... and see 12+ monkeys swarming your wagon and attacking everything in sight. >.>...

~ Harder farming, seems still, too easy. Underground feels right for the time it takes, but above ground I'm noticing fields growing in 1 month rather than 2, and even at 2 months, 5 fields above ground supplies 140+ dwarves with an over abundance of food, no need for honey, meat, cheese, gathering, hunting, or fishing at all. You can argue 'use less farms then!' - but 5 fields is not really a lot for such a size fort. I'm not sure if it's possible, but perhaps add some kind of limiter to 'harder farming' that limits the amount of 'farm plots' (counted by square-size) allowed on a map. I know this suggestion is futile, as many will just say 'don't make so many then to make it hard!' - not the point I'm trying to make. :)

~ Less Solid Stone. This setting causes Chalk, a valuable flux, to 'melt' when dug making an embark with it on and with chalk, absolutely horrible. I don't see the reason to make chalk vanish, when it's a flux? An oversight? Unless this was fixed in 3.0, but I read no notes about it.

~ Warlocks, like has been said, are WAY too strong in their new incarnation. Their decay spell is absurd and impossible to counter act, their bone armor and general nastiness from spells/raising dead makes them not a challenge, but a giant, horrendous pain in the side that can't really be countered barring just locking your doors and waiting them out. I THINK if the 'decay' aspect was removed, they would be just right for difficulty - definitely some nasty customers, but not a giant annoyance that makes you turn them off to avoid silly deaths you can do little about.

~ Did I mention, I HATE NYMPHS?! Rargh!



Time for some positive feedback/suggestions on current, and upcoming additions.

~ The addition of 'wall destroying/climbing' siegers, is EXTREMELY needed. As I discussed before (and got ranted at for discussing it...), walls make you practically invulnerable with some form if ingenuity and engineering. A simple 1 deep wall around the edge of your map negates sieges entirely. Many argue to not do this, yet even with a simple barrow and a 'fort' in the middle of my map to hide my dwarves in, walls still, give that same invulnerability. This future addition/change depending on how it's done, should really throw the game on its head and make people have to think how to protect themselves more actively instead of relying on passive defenses, while still useful, will not be 'god mode' so to say. Especially so if its possible to make material of walls and such, account for how quickly damage is done. Wood walls obviously, are flammable and should easily be crumbled, yet walls of Candy, should be near indestructible (who has enough candy to build their entire wall system out of, though?! :P).

~ The additional possibility of internal threats from corpses, diseases, etc, is a very intriguing addition. I've always found that survival by 'forsaking the outside world' too simple. You don't NEED caravans for anything, and once you have a few migrant waves, just breed the rest inside sealing yourself from the world beyond, and unless you intentionally breach hell or similar, you're practically playing a dwarf sim. Mind you, this is a bit extreme as yes, you can argue you shouldn't lock yourself away - but even with sieges, you really never think 'is my fort inside well defended with traps, doors, and such, just in case those warlocks raise my crypt against me?

~ The talk of a 'secret' that can spread vampirism and similar sounds horrifyingly overpowered, yet... actually could be INCREDIBLY beneficial. Think about it. With the fix (I assume it's fixed? Haven't had a vamp yet - but read a patch note on it) so vampires can drink booze and not have the 'slow down'... imagine your entire fort of vampires? They don't sleep, they don't eat, they're tough as hell, fast as hell, super efficient military. Of course, they would likely try to eat caravans - but lock your 'mayor' away before the vampirism gets him, and have a 'feeding hole' to feed him, and have an airlock system to allow vampires to haul to/from the depot, but never touch your mayor so he can peacefully talk to diplomats without making them a munchie. Whalla. Super efficient vampire fort of doom. :) Don't get me wrong - this sounds like a very fun little challenge to try, and there may be some negative I can't see yet. Has anyone tried this by classic means since the fix? Killing a vampire in a well so his blood taints it, then forcing dwarves to drink it? As I recall, the only issue was the slow down due to not drinking booze, if that's fixed... *strokes chin* I got a fun stream to do.


Either way, I'm very excited to see the break through with dfhack allowing so much more to be done, and can't wait to see what is added! If I'm not gonna get my head ripped off by people (and meph!) - I might try to pitch in more ideas now that more is possible (still not sure where the limit lies, though).


P.S.

What happened to the 'men'? Ink Men, Leaf Men, Sweat men, a friend was talking about a tale of horror playing MW and an inkman wiping him out, and I realized - I haven't seen any of them in over 30 embarks for a good, long while now... I assume they got removed?

P.S.S

Can Evil/good biomes finally be altered now? I remember talk of evil/good caverns, races that spawned specifically from such environments, and many other 'unpleasant or wonderful' events that was planned, but couldn't be done... can they be done now? (yes, vague, more so speaking to Meph :)
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smakemupagus

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #261 on: June 26, 2013, 03:39:33 pm »

Guard animals definitely go after monkeys, I deal with nymphs and keas by giving some of my farmers and other outdoor workers a sidearm/ranged weapon (so in orc mode, tomahawks or bolas).  No active duty or training.  They'll use archery targets in their off time if you assign them one.  Stationed Dogs, scarecrows, or whatever can help keep them at bay somewhat.

re: the crops that don't obey Harder farming, you don't specify, but I suppose you are using the extra Flora & Fauna mod plants, which Meph generally doesn't modify.  But, yeah, if you want a limit on number of farm plots..... don't make so many.  There's nothing modders can do to enforce it for you as far as I know.

edit.

Yes, 'Men' are gone.   (edit.  Or, actually, i don't know about this.  I haven't seen them forever either, but still in raws.  Hmm.) I am bemused that you think Warlocks are OP but you're nostalgic for Ink Men ;)

Less stone, less minerals have always removed some functional materials.  (types of flux, gypsum-class stones, some ores, kaolinite which is a unique porcelan).  It's been discussed before and Meph seems to indicate it's working as intended.  You can always toggle the option.

Quote
If I'm not gonna get my head ripped off by people (and meph!) - I might try to pitch in more ideas

I don't mean to be "head ripping" btw, hope it's not taken that way.  just passing along info
« Last Edit: June 26, 2013, 07:06:32 pm by smakemupagus »
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Brilliand

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #262 on: June 26, 2013, 04:09:56 pm »

~ Warlocks, like has been said, are WAY too strong in their new incarnation. Their decay spell is absurd and impossible to counter act, their bone armor and general nastiness from spells/raising dead makes them not a challenge, but a giant, horrendous pain in the side that can't really be countered barring just locking your doors and waiting them out. I THINK if the 'decay' aspect was removed, they would be just right for difficulty - definitely some nasty customers, but not a giant annoyance that makes you turn them off to avoid silly deaths you can do little about.

Odd... I just throw a Guardian of Armok at them, and it makes them seem pathetic.  Maybe Guardians of Armok are too easy to get?  (But a gargoyle or golem would probably work just as well, considering the nature of warlock attacks.)

~ The addition of 'wall destroying/climbing' siegers, is EXTREMELY needed. As I discussed before (and got ranted at for discussing it...), walls make you practically invulnerable with some form if ingenuity and engineering. A simple 1 deep wall around the edge of your map negates sieges entirely. Many argue to not do this, yet even with a simple barrow and a 'fort' in the middle of my map to hide my dwarves in, walls still, give that same invulnerability. This future addition/change depending on how it's done, should really throw the game on its head and make people have to think how to protect themselves more actively instead of relying on passive defenses, while still useful, will not be 'god mode' so to say. Especially so if its possible to make material of walls and such, account for how quickly damage is done. Wood walls obviously, are flammable and should easily be crumbled, yet walls of Candy, should be near indestructible (who has enough candy to build their entire wall system out of, though?! :P).

IIRC, the "wall destroying" invaders are actually deconstructing the walls exactly as your dwarves do, so it will take the same amount of time regardless of material, and you'll get the blocks (or other materials) back afterward (provided you deal with the invaders somehow).

~ The talk of a 'secret' that can spread vampirism and similar sounds horrifyingly overpowered, yet... actually could be INCREDIBLY beneficial. Think about it. With the fix (I assume it's fixed? Haven't had a vamp yet - but read a patch note on it) so vampires can drink booze and not have the 'slow down'... imagine your entire fort of vampires? They don't sleep, they don't eat, they're tough as hell, fast as hell, super efficient military. Of course, they would likely try to eat caravans - but lock your 'mayor' away before the vampirism gets him, and have a 'feeding hole' to feed him, and have an airlock system to allow vampires to haul to/from the depot, but never touch your mayor so he can peacefully talk to diplomats without making them a munchie. Whalla. Super efficient vampire fort of doom. :) Don't get me wrong - this sounds like a very fun little challenge to try, and there may be some negative I can't see yet. Has anyone tried this by classic means since the fix? Killing a vampire in a well so his blood taints it, then forcing dwarves to drink it? As I recall, the only issue was the slow down due to not drinking booze, if that's fixed... *strokes chin* I got a fun stream to do.

I'm pretty sure the "vampires drink booze" fix requires them to drink blood too, so if you don't give your vampires any blood, they'll stop drinking alcohol and slow down.
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Repseki

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #263 on: June 26, 2013, 06:13:02 pm »

I'm pretty sure the "vampires drink booze" fix requires them to drink blood too, so if you don't give your vampires any blood, they'll stop drinking alcohol and slow down.

I'm pretty sure that's how it works too, although I haven't had a vamp in a while. It could probably still be done, you would just have to either keep a population separated to breed for the occasional feeding. Maybe with a trip down the stairs machine for the chosen sacrifice to take a nap.

As for Warlocks, I just shoot them... They don't exactly wear all that much armor, and tend to burst into a cloud of their own blood when hit in the right spot. The only time I've had trouble with them is when I hadn't finished the roof to my above ground structure and a few had flying (or maybe wall climbing) Beetle mounts. Antmen can climb too, or at least jump a z level or two.
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Z1000000m

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #264 on: June 26, 2013, 07:01:51 pm »

Soo... what exactly was the line of though behind giving wax men webbing attacks?

I was outright baffled when one traded wax men miller casually webbed a berserk revived trader. Wax thread....? What? How? Why?


Also, a really cheap exploit:
(dwarven caravan only)
Get a corpse stockpile setup after the usual business of caravan spawning into 50 whip/bowgoblins. Dump the traders as those are useless. Station lifemancers. Enjoy your new, middle skilled militarymen.
Traders will become "yours" but will still be glitched just like the migrants (They are labelled as "merchants", not the buggy "Traders" though) and only do children stuff. Caravan guards are identical to your dorfs, except they are old as granite.
« Last Edit: June 26, 2013, 07:04:56 pm by Z1000000m »
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smakemupagus

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #265 on: June 26, 2013, 07:12:55 pm »

I've always assumed that a large part of the thought process behind the "mans" was:  Hey, lets experiment with what you can do with these new fangled interactions.

Z1000000m

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #266 on: June 26, 2013, 07:34:05 pm »

Thats fine and dandy, but that'd fit Spidermen better.


Also, Beer men. Lol, seriously? Beer vapour have to be the funniest weapon ever used against dwarvenkind. I wouldnt be suprised to learn that they actually buff. Shame you cant butcher them.
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Meph

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #267 on: June 27, 2013, 02:45:58 am »

Ok, here all the info:

Beer/Wax/Ink/and so on Men: They are part of the dwarf chocolate/wizards tower mod, hilariously inbalanced and added to the "magic creature" button. People found them odd, so I made them rarer, and added good/evil tags to most of them. They still appear, but are rare. I dont know the thought process behind them, because I did not write them, only modify the worst/hardest of them.

Harder farming: Aboveground plots are 1 season, correct. But if you plant in autumn you lose your seeds, and winter you can plant. So you get 1 harvest for sure, maybe 2 a year. Thats both realistic and harder then vanilla. Depending on what you do with the plants, thread/clothing, oil, dye, tobacco (kobolds), poison, special reactions, then you will see that you need quite a bit of farmplots. If you only use them for booze/food, then its of course easier.

Turrets not shooting at nymphs... ever thought of war-training your turrets/landmines? :P

Dwarven Caravan Exploit: Next update will no longer have lifemancers, only healer which cant resurrect. But you can hire the guards straight of the caravan, they will join your fort then.

Vampire Fortress: They would kill all migrants that appear, and would slow down when not getting blood. Yes, you get ageless, very powerful fighters, but their number will go down slowly till your fort dies, because they are sterile and eat all the migrants.

Wall-deconstructing and digging invaders do work. But I dont want to force them on people and I am still balancing this.

Warlocks are easily defeated by using creatures that have no blood/rotten tissues, like the mentioned golem, OR by ranged squads. Warlocks are designed to be strong in close combat, but because their spells have less then half the range of crossbows, and the fact that they wear little armor, makes them easy targets.

Less solid stone is indeed working like intended. There should always be more then enough flux on the map. Nothing on the feature has been changed for almost a year.

Inner threats will be a big, big update. So far everything on the list seems possible except the "mortician needs to embalm corpses" because I cant target corpses like I would target creatures. It really bugs me, and I might have to ask very friendly at the dfhack thread if someone can figure something out. I really like the idea of a new industry, preparing/embalming corpses before they are buried. Usually I would do it myself, but like I said the targetting does not work, and if I completely change the system people will have ghosts all over the place.

Evil/Good cavern biomes still dont work. Only surface, which is already affected.
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Repseki

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #268 on: June 27, 2013, 05:04:15 am »

Do the Boodmother slaves count as dwarves when it comes to Vamp feeding? If they are even still around.

I just keep having thoughts of a two section fort, where all the important dwarves are Vamp'd while the rest are basically just for the occasional gone missing announcement.
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Brilliand

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #269 on: June 27, 2013, 05:41:51 am »

Antmen can climb too, or at least jump a z level or two.

Antmen can fly.  They don't seem to do much of it until they're routed, but once most of their fellows are wiped out, they fly around like birds and eventually wander off.
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.
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