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Author Topic: DF2014 Question and Answer Thread  (Read 459431 times)

Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #1995 on: August 27, 2015, 03:10:43 pm »

All of the dwarven weapons work well and have their uses, though you might consider skipping swords since they are a jack-of-all-trades weapon and don't specialize in anything.  Or you might want to use them for exactly that reason.  Either way I'd probably stay away from obsidian short swords unless you want to cram a bunch in a weapon trap.  Picks can be lethal and are easy to train just by mining things.

Whips and large daggers can be very effective, but you can't make them on your own, so they'll probably be made of weaker weapon grade metals and have varying quality.
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Bumber

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Re: DF2014 Question and Answer Thread
« Reply #1996 on: August 27, 2015, 05:08:07 pm »

All default dwarven weapons do pretty well, though people seem to prefer maces to hammers.
Depends on how well your target is armored. Maces are good for pulping (e.g. vs undead.) Hammers are good against armored targets (which are in generally in short supply in fort mode.)
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #1997 on: August 28, 2015, 09:13:00 pm »

Does anyone really know how succession works?  I have three(!) barons:

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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #1998 on: August 28, 2015, 09:34:47 pm »

barons of other settlements?  Mine all had the settlement they were lord of in their titles.

I had 2 dukes, the queen, and her baron husband.
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Borge

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Re: DF2014 Question and Answer Thread
« Reply #1999 on: August 29, 2015, 02:17:11 am »

When i make paved roads, dwarves flash whenever they stand ontop of it, which is not an issue with regular constructed floors. Is there any way to stop this flashing when standing on a paved road as it is incredibly distracting and prevents me from using paved roads altogether.
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NJW2000

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Re: DF2014 Question and Answer Thread
« Reply #2000 on: August 29, 2015, 04:46:09 am »

Setting traffic cost:high on all the roads, then high:100. I think its traffic designations.
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Borge

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Re: DF2014 Question and Answer Thread
« Reply #2001 on: August 29, 2015, 06:34:42 am »

Setting traffic cost:high on all the roads, then high:100. I think its traffic designations.

I want the roads to be used, i just don't want them to be graphically flashing. I suppose there is no way to fix it though other than simply not using paved roads and using constructed floors instead.
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Nikita

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Re: DF2014 Question and Answer Thread
« Reply #2002 on: August 30, 2015, 07:52:22 am »

How do you guys capture necromancers? They don't seem to path into the fort unless provoked, and when they ARE provoked, they just send zombies and run away from the map. Cage traps, if placed at the edge of the map, would be quickly overwhelmed by the 70+ zombies that come with them. So how do?
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2003 on: August 30, 2015, 07:55:09 am »

dig out a surface room.  Or z-1 room. Make a room away from your fort.  Then make it a refuse pit.  Then cage trap it.  Then wait.
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

NJW2000

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Re: DF2014 Question and Answer Thread
« Reply #2004 on: August 30, 2015, 07:55:36 am »

Well, having no or few sentries is good, and large/long entrance tunnels sealed with multiple airlocks might make sure you can get them in an enclosed space. They will try to sneak into your fort like kobolds, so not alerting them too soon is you best bet. I'm sure you could have some sort of can-get-in-but-can't-get-out system with bridges retracting over cage traps in ditches, but that's very complex.

edit: ninja'd
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tonnot98

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Re: DF2014 Question and Answer Thread
« Reply #2005 on: August 30, 2015, 10:10:44 pm »

How does someone 1-shot bisect a tall, fat human with a stab from a spear? I've seen it happen in game, but I am really having trouble trying to imagine it working.
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Not sure if dying of old age is an honor or a shame for weaponmasters. On the one hand, it means they never got the opportunity to die in glorious battle. On the other hand, it means nothing could beat them in glorious battle.
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Uggh

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Re: DF2014 Question and Answer Thread
« Reply #2006 on: August 31, 2015, 02:43:26 am »

Setting traffic cost:high on all the roads, then high:100. I think its traffic designations.

I want the roads to be used, i just don't want them to be graphically flashing. I suppose there is no way to fix it though other than simply not using paved roads and using constructed floors instead.
I never noticed that. Are you sure it's the dwarves flashing, not the road? In this case, the road is simply not yet finished. Or maybe there is some other problem not related to roads.
.
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2007 on: August 31, 2015, 09:20:34 am »

mass in DF doesnt have a shape (sometimes volume is wacked too), and those that do are so the game can impliment mechanics (i.e. barrels and skin layers).

We know the density and rough estimate of material amount (observable through weight/density), but  with weapons we're given the weapon name and material values of its material.

Spoiler (click to show/hide)

your blade could be wide.  like monomolecule thickness for maximum width.  A better answer though is that shapes in DF dont actually exist, and in a world where a bronze collossus charges up dwarf-made stairs with no issues and the sky can support the ground your spear can be thrust and ripped with enough tenacity to split a body in two in one blow
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

tonnot98

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Re: DF2014 Question and Answer Thread
« Reply #2008 on: August 31, 2015, 10:57:48 am »

So...

Everything is numbers with very slight relation to each other in their real-world counterparts?
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Not sure if dying of old age is an honor or a shame for weaponmasters. On the one hand, it means they never got the opportunity to die in glorious battle. On the other hand, it means nothing could beat them in glorious battle.
Meow.

pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2009 on: August 31, 2015, 11:06:03 am »

The world is actually made of RNG.


pedit:  The best way to imagine the world is with cubes rectangles.  Dwarves are actually little cube UBs attatched to little cube LBs, and from those grow elongated upper arm cuboids and then Lower arm cuboids.  in between them an elbow joint is defined, but doesnt exist unless wtrestling is happening.  Then, little saugage-cubes esist for fingers, and then littler cubes for nails.

dwarven hair is actually cubes.  Whisker cubes and sideburn cubes and beard cubes.
« Last Edit: August 31, 2015, 11:12:19 am by pisskop »
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!
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