Dwarves With A Passion
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1  Other Projects / DF Questions / Re: Elf retreat playable? on: October 29, 2008, 07:04:46 am
Well, I gave it a shot but as expected they've got no way to accomplish anything without heavy modding.
2  Other Projects / DF Questions / Elf retreat playable? on: October 29, 2008, 03:08:27 am
Does anyone know if Elves are actually playable in fortress mode right now? I was looking at their civ data and they don't seem to have any way of gathering wood or digging.

By "playable" I mean "can actually build things" as opposed to "sit around in the open farming rope reeds until the kobolds wipe them out".
3  Other Projects / DF Suggestions / Re: Fix Bronze on: October 29, 2008, 01:36:41 am
One problem with my suggestion is that it would mess up the balance of Bismuth Bronze. BB is currently 2 copper + 1 tin + 1 Bismuth = 4 BB. It simply allows you to save a bit on tin when you have some bismuth lying around. If the Bronze formula was changed to 3 copper + 1 tin then BB (and Bismuth in general) would be pretty pointless.

However, I was quite surprised to look up Bismuth Bronze and discovered that it's actual formula is 52% copper, 20% nickel, 12% Zinc, 5% lead and 1% Bismuth. In short, it doesn't contain any tin at all and is very similar to nickel steel (aka, "that stuff that wasted all my zinc I could have used to make brass"). It doesn't sound like a weapons-grade metal either. I submit that Bismuth Bronze as it exists in the game is essentially a fantasy metal and can be changed to a fantasy formula, like 3 copper + 1 Bismuth.
4  Other Projects / DF Suggestions / Fix Bronze on: October 28, 2008, 10:24:38 pm
I had a fortress recently where I had no iron, but vast amounts of copper. This led to me searching everywhere for tin to make bronze. I didn't find it (next time, I'll make sure I have a granite layer somewhere) and made do with copper plate and masterwork bone accessories, but it got me looking into what bronze actually IS compared to what it is in the game.

The first thing I realised is that 75% effectiveness is way too low. Reports vary on how bronze measures up to Iron, with Wikipedia bluntly stating that it's actually better and others admitting it may be a bit softer but not by much. The historical imporatnce of the "iron age" is really more about numbers than weapon effectiveness; tin is scarse and iron is common. An iron age culture could simply field more well-equipped warriors than a bronze age one.The real game balance factor here is that 75% just is not good enough compared with the 66% of pure copper. It's not that worth it looking for tin when you can just use the copper as is for only a 9% hit. Since you can't reduce copper much further without it becoming uncompetitive verses masterwork leather/bone (it's MUCH easier to get legendary bone and leathercrafters than armourers), the bronze needs to be better, even a boost to 90-95% doesn't seem unreasonable.

The second thing is that bronze isn't 50% tin like it is in the game, it's between 8-20% tin with 12% being a good working average. Making people smelt tin one-for-one with copper to get bronze makes it really difficult to get enough to produce armour in useful qualities. Since DF smelters don't seem to be able to deal with more than 4 bars at a time, it seems that the most appropriate fomula would be 3 copper +1 tin = 4 bronze.
5  Other Projects / DF Modding / Re: Stone Armor? on: October 28, 2008, 08:20:49 am
Could you do something similar to make stone anvils?

I'm pushing around the idea of making a Poul Andersen type Elven civ without the cannibalism, pacifism, and wood fetish and an iron/steel allergy instead (another question of course; IS it possible to transfer the Elven wood hysteria to another substance?). But the whole idea falls apart because you need iron to make anvils.
6  Other Projects / DF General Discussion / Re: Funny Names thread on: October 27, 2008, 11:18:36 pm
My current Dwarven civ is "the avalanche of graves". I find it amusing.
7  Other Projects / DF Questions / Re: Gem cutting problem on: October 27, 2008, 11:14:30 pm
4x3 is enough to get around this problem. In any case, isn't it just the Bowyers and Jewelers workshops that have this problem.
8  Other Projects / DF Modding / Re: 3rd party Utilities for Dwarf Fortress. on: October 27, 2008, 07:35:03 am
How do you get 3Dwarf to recognise your map? I've got it sitting in a subfolder within the main DF folder at this point and it's obviously recognised the game (it tells me the version I'm running), but it's telling me I don't have a game loaded and not telling me how to do this.

 Huh

EDIT: Never mind. The problem was I wasn't pausing the game. Fixed.
9  Other Projects / DF Questions / Cliffyness and Goblin spawn on: October 27, 2008, 07:10:02 am
I'm playing on a massively cliffy map at the moment. The z-level I started at overlooks at least 8 levels of sheer cliffs  (down to the level with the volcano) and is over looked in turn by about 19 z-levels worth of mountain. There's very few slopes, so there's heaps of little shelves and plateaux that are inaccessible to almost everyone. In time I hope to build bridges and access tunnels to the more lonely bits of the map, but since each new entrance must have it's own defenses (even if it's just some traps), I'm not working hard on this at the moment with my 60 Dwarves.


Thing that bothers me is that SOME of these isolated mesas and shelves and plateaux and things are at the edge of the map. Is it possible for Goblins ambush parties and snatchers to spawn there? They'd never get to us and we'd never know they were there, but their presence might prevent other goblins from spawning. I have no iron ore, need goblins.
10  Other Projects / DF Questions / Re: Wrestler not picking up ammo on: October 26, 2008, 11:46:02 pm
Though what I've never heard answered is whether there's any actual benefit from stacking armour.
11  Other Projects / DF Questions / Re: Military/Civilian ratio and other things on: October 26, 2008, 06:47:48 pm
Do you have armour? If you don't, then giving iron swords to people to train might be the best of ideas.

No doors? Seriously, you're just walling yourself in? How are merchants and migrants going to reach you?
12  Other Projects / DF Questions / Re: Wrestler not picking up ammo on: October 26, 2008, 06:18:49 am
I checked their inventories and they were ALL holding an item of armour in their left hand. I ordered these dumped and reclaimed (cue sudden rush of wrestlers to the garbage dump to get their helms and boots back) and they went and fetched ammunition immediately.

Thanks for the quick response and I think that might help with your problem too.
13  Other Projects / DF Questions / Wrestler not picking up ammo on: October 26, 2008, 05:58:20 am
I've just upgraded to 40d and my new fortress currently has a military of 5 wrestlers. Because of the uber-wrestler bug they trained very fast; 2 are now at champion, the others are elite.

Trouble is I really want them to be Marksdwarves. I only started training them in wrestling to build up their physical stats. I've given them all crossbows and they've picked up quivers. We have an archery range. But they don't pick up ammunition. They just go to the barracks and hit each other with their crossbows.

We have a supply of wooden and copper bolts, so that's not an issue. I've made them drop the crossbows and pick them up again repeatedly. I've undesignated the ammo stockpile and designated it again, no result. Any ideas?
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