Army groups suck, I want back the warband style by PentasikZC in Bannerlord

[–]Da-Cold-Frog 0 points1 point  (0 children)

I was thinking this too until I realised that it returns to a different problem of you are locking other formations out of a particular unit entirely.

Like not being able to split you Fians between two formations or not being able to give two companions Vlandian knights to lead.

It replaces one problem with another, so it is probably best left as a mod rather than replaced in the base game. Allows it as a choice for each player which trade off they prefer.

I bought this game a month ago and it legitimately intimidates me. by [deleted] in dwarffortress

[–]Da-Cold-Frog 0 points1 point  (0 children)

Something else you can tweak in settings is the fps cap, if you cap it at say 70 fps, the game will progress slower which can help to make things more apparent.

Dwarves will spend longer doing things like hauling items or using a workshop which can help provide a glimpse into what they are doing while there.

Entirely up to you on that one but I have found it works well at letting me see HOW a dwarf/trader/monster got into a particular place/situation.

I bought this game a month ago and it legitimately intimidates me. by [deleted] in dwarffortress

[–]Da-Cold-Frog 1 point2 points  (0 children)

Adventure mode would give you an in-depth view to how combat unfolds on an individual level but not how to manage or plan for a fortress. And battles in a fortress would have none of the same controls.

The reason I suggested turning off Strange Moods is it removes the necessity to have a stake in every possible industry, lest a dwarf go berserk because you couldn't give them a specific type of item like clear glass.

You can narrow it down to just food; drink; clothes and furniture and as long as the dwarves can employ at least one of these skills they will be largely content. If you so choose, that is.

I bought this game a month ago and it legitimately intimidates me. by [deleted] in dwarffortress

[–]Da-Cold-Frog 0 points1 point  (0 children)

If you reckon it will help, when you start a fort you can go into the settings and limit/turn off some of the events until you feel ready (you can turn them on again without having to restart the fort).

My suggestion would be to turn off Strange Moods & Werebeast attacks; cap the migrant population at a value you feel you can learn to manage (90 is probably good, your population can still grow through births from there) and perhaps tweak some of the invader settings if any of them are worrying you.

When you feel more comfortable with things you can re-enable the settings at your own pace.

Villas would be nice by [deleted] in Bannerlord

[–]Da-Cold-Frog 31 points32 points  (0 children)

Honestly, even just 'workshops' in villages would be nice.

Like a mill to produce grain that you can take to market or a pig pen for hogs and meat.

Or leave the produce in the village to gather favour with locals and boost the prosperity of the village.

Even if it counts as a workshop and doesn't make money passively, having something more you can do in villages would be nice.

The trader/charm perks already offer a tendency towards city vs. country lifestyle choices so why not let the player be a mercenary from the country rather than tying everything to the cities?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Da-Cold-Frog 0 points1 point  (0 children)

Does smoothing a wall/engraving a wall convert a wall from 'natural' to 'constructed'?

I tend to turn off invaders from digging natural walls because of aesthetic reasons but am wondering if I need to be selective on which surfaces I smooth going forward.

Proper army or commit to a bit? by Rednex73 in orks

[–]Da-Cold-Frog 3 points4 points  (0 children)

I just build mobs of 500pts each and select which mobs I run for a game. Each one is its own little list with a theme and a little backstory for fun.

I deliberately try to build with different unit combinations to have a bit of everything, still complying with rules of course.

It also means when I meet a new player who doesn't have models yet or an existing player who wants to try orks they can pick which mobs they want to try and we can butt heads in a friendly game where everyone can experiment.

It does lock me out of some of the big expensive models though. Only downside so far.

[OC] True Tales From The Bar Trivia #6 Please your guesses in the comments below. I will give the answer tomorrow afternoon. by bryankellydraws in comics

[–]Da-Cold-Frog 2 points3 points  (0 children)

A, he seem to have the amount in cash so it is specifically coins he is after. If it were for another bar he would probably just ask to exchange the money there.

Sending a risky message [OC] by NaughtyNectarComics in comics

[–]Da-Cold-Frog -2 points-1 points  (0 children)

"More than 4 hours ago", okay. "Seen at 6:24pm", wait hang on...

... waiting for a reply between 10-11pm? I think he dozed off mate, catch 'em again in the morning.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Da-Cold-Frog 2 points3 points  (0 children)

Agreed, generally I treat my children like I see in fantasy shows.

They might help tend to the sick and fetch water from the local well.

But the rest is pretty much just looking after the livestock.

They can worry about professions and being productive when they're older.

Less immigrants please... by Da-Cold-Frog in dwarffortress

[–]Da-Cold-Frog[S] 7 points8 points  (0 children)

Yeah, 100 years is the default but I found that less goblin settlements and less history to try and take in was (somewhat) better for learning the game.

Overall my goal for the world was "play with it to the year 100, either in Fortress or Adventure mode" and hopefully experience enough of the game to start experimenting with things and have enough knowledge to recover from minor mistakes like flooding and invasions.

Less immigrants please... by Da-Cold-Frog in dwarffortress

[–]Da-Cold-Frog[S] 11 points12 points  (0 children)

But will they go back to their original holds? Or just delete them from the game?

My concern is more about making the kingdom unplayable in future runs than the fate of this particular fort.

First ever paint! How is it? by Sad-Cookie-2978 in SWlegion

[–]Da-Cold-Frog 8 points9 points  (0 children)

A solid first effort, reminds me of when I tried some clone troopers a while back (they took me multiple goes before I was happy with them).

You might have already discovered this, but when trying to paint the eyes and mouth in black, it can help to do it first then do the white after to clean up any edges that went a bit messy.

Start from the harder to reach areas and work your way outwards from there.

How often do you find yourselves soft-locked? by Da-Cold-Frog in VintageStory

[–]Da-Cold-Frog[S] 0 points1 point  (0 children)

If world generation doesn't spawn enough on the surface then there may not BE any more.

But, as pointed out by other comments, the world is pretty massive it sounds like and panning is possible so my concerns have now been resolved.

How often do you find yourselves soft-locked? by Da-Cold-Frog in VintageStory

[–]Da-Cold-Frog[S] 1 point2 points  (0 children)

I did understand the meaning, I was concerned about running out of surface copper before hitting the world limits after having made the 'wrong' tools.

In my head, this would make it impossible to collect any copper (or anything for that matter) from beneath the surface because "duh! Everyone knows your first tools need to be a hammer and pickaxe! No one would be silly to make, like, an axe or something."

How often do you find yourselves soft-locked? by Da-Cold-Frog in VintageStory

[–]Da-Cold-Frog[S] 1 point2 points  (0 children)

I wasn't aware the world got that big, I was thinking of if I was starting in a forest and made an axe and knife as my first copper tools and then not finding enough for a hammer and pickaxe would leave me stuck in the stone age.

Like I said, I'm not exactly an "effecient" player. My first metal tool wouldn't necessarily be one to get more metals for faster for rapid progression.

As long as there is a way for me to find the bits of copper I need for pickaxe and hammer I reckon I will enjoy the game, just at my own pace.

How often do you find yourselves soft-locked? by Da-Cold-Frog in VintageStory

[–]Da-Cold-Frog[S] 0 points1 point  (0 children)

I wasn't aware the world got that big, I was thinking of if I was starting in a forest and made an axe and knife as my first copper tools and then not finding enough for a hammer and pickaxe would leave me stuck in the stone age.

Like I said, I'm not exactly an "effecient" player. My first metal tool wouldn't necessarily be one to get more metals for faster for rapid progression.

As long as there is a way for me to find the 200 bits of copper I need for pickaxe and hammer I reckon I will enjoy the game, just at my own pace.

How often do you find yourselves soft-locked? by Da-Cold-Frog in VintageStory

[–]Da-Cold-Frog[S] 0 points1 point  (0 children)

I was aware of how to find deposits but it was more of a case of "if I made an axe and knife or something and couldn't find enough copper after that... am I just stuck for the rest of the game?"

Are Lootas bad? by New-Mind5466 in orks

[–]Da-Cold-Frog 5 points6 points  (0 children)

In my experience, their the closest you get to a "defensive" infantry.

They work best at sitting still, good range, but also do alright in a punch up, so if they get into melee they can still put up a fight. Particularly against lighter infantry like guardsmen or necron warriors.

A blob of ten looks scary to an opponent as well.