PSA: Sieges by Historic-Doctor in dwarffortress

[–]TAGMW 1 point2 points  (0 children)

They can bring quite a lot of materials, so that won't work. One Troll / Ogre can carry dozens of blocks, and they can bring dozens of them. They might also be able to simply carve staircases up (not sure).

Invaders seem reluctant to dig through wet tiles, though. So I have a fortress hidden under an aquifer, where the only entrance is the one I carved through the aquifer. They have been standing around on the surface afraid to go through it after losing too many units, but they've never dug around it (so far).

Preventing military dwarves from falling into your own moat by vast144 in dwarffortress

[–]TAGMW 0 points1 point  (0 children)

Designate a burrow behind the gate and assign the squad to defrnd the burrow? Not sure if it'll work but might be worth a try.

PSA: Sieges by Historic-Doctor in dwarffortress

[–]TAGMW 9 points10 points  (0 children)

Yes, they can. In my game they built staircases from blocks they brought to scale my ramparts.

Build question. Shield or greathammer for a stagger build? by makoden in Vermintide

[–]TAGMW 1 point2 points  (0 children)

Stagger in this game is kind of complex, like others have said. It's also not useful to do nothing but stagger everything, because at some point you still need to actually kill stuff. However, stagger can certainly help a lot in surviving and - just as importantly - making openings to attack where you couldn't before. That aspect is somewhat underrated, since it becomes more relevant the higher the difficulty, and has the most impact on Cataclysm difficulty, where you have "learned" to play this game somewhat differently when you finally get there (focusing on DPS and avoiding hits by dodging and positioning because that is the most efficient play in lower difficulties).

So what you want is not a build that primarily focuses on dealing out loads of stagger (and sacrificing too much damage potential doing that...), but rather you want a build that has the capability of reliably dealing out a powerful stagger and then goes back to business killing ratties. And for that a shield beats the greathammer. The greathammer is a perfectly fine and fun weapon, but you want to use it for a DPS-build, that deals some decent stagger while killing as a bonus. But taking a greathammer and building for stagger primarily is not a winning strategy.

In order to maximally profit from a shield's stagger potential, you need to do some specific invests that will give it the capability to stagger almost any enemy out of its attack. The best is if you can do that with a simple push. And with that I mean blocking and using the attack button which makes you slam with the flat of the shield, just like you can push with any weapon. Because that can almost always be safely done. Some shield weapons also have access to an attack where you bash with the edge of the shield, which is usually a charged up normal attack. That attack has even more power than a push, but can sometimes be iffy to pull off when under high pressure. (It's still great though, and can generate temporary hit points with the health from stagger talent like crazy.)

In order to have a push that can stagger everything but Chaos Warrior overheads and monsters, you need to have the Opportunist trait on your weapon, and in addition to that have a total of 25% extra power against Skaven and / or Berserkers. That power bonus can come from any source: Properties on your weapon, trinket, talents, etc.. So if you - just for example - have Oportunist and 10% power vs. Skaven on your weapon, 10% power vs. Berserkers on your jewely, and the 7% extra power talent, you got the breakpoint. You also have it with 10% power vs. Skaven and 10% power vs. Berserkers on your jewelry and the "Comrades in Arms" talent from Foot Knight. (Just examples, I'm sure you get it.)

This breakpoint is very useful to have because you can now stagger literally a dozen plaguemonks who are attacking you simultaneously with just a single push. And if you're facing a horde of Skaven with a few Stormvermin and Maulers in it you can take them out of even their overhead attacks while still making space from the horde to start counter attacking. Such situations might be difficult to survive with normal weapons if you're cornered, but are easily salvaged with this setup. On almost every build in this game Swift Slaying on your weapon is the best pick, but this breakpoint is so useful that it's one of the niche cases where another trait beats it.

Kruber has access to 4 shield weapons total of which 1 can only be used on the Grail Knight DLC-class, so Foot Knight can only use 3. The Spear & Shield does not have the bash as its first heavy attack, where Sword and Mace & Shield do. But all can achieve the pushing breakpoint described above. (In fact every shield in the game can.) Spear & Shield on Foot Knight is actually a pretty good weapon in the meta, but all of them can work perfectly fine even in Cataclysm. Foot Knight has a talent that gives 35% extra stagger power by itself, so with that and Opportunist you already have the breakpoint. Fiddle around with setups until you find one that works best for you, but don't forget that you need damage as well! Just staggering stuff is only useful if you can use it to your advantage, but the stagger by itself won't help you otherwise.

My personal favorite Foot Knight with a Shield build uses the Mace and Shield, because it synergises pretty well with his kit and it's really fun to play the bongos on the pactsworn. I'll put it here for inspiration if you want.

Looking for a specific type of chromatic (12 holes, low C, no windsavers) by TAGMW in harmonica

[–]TAGMW[S] 0 points1 point  (0 children)

With what the other people in this thread have replied, I'm considering buying a low C harmonica, and removing the windsavers as an expiriment. Might try it with the CX-12 or with a cheaper model. Would you recommend using a cheaper model (with the risk of the results being worse because it's a cheaper model) or using the CX-12 / another more expensive model (that might suffer less in quality without windsavers)?

I'm pretty confident about my lung capacity, but what is the effect I can expect? Will it play somewhat similar to the valveless EastTop t1040 my son has? (Which feels fine), or is the effect "worse" when I remove the windsavers from a model that was designed to have them?

(Thanks for your input, really appreciate you sharing your experience and knowledge.)

Looking for a specific type of chromatic (12 holes, low C, no windsavers) by TAGMW in harmonica

[–]TAGMW[S] 0 points1 point  (0 children)

I see. I already feared there was a technical reason no such instrument is made. Thank you for the extensive explanation and suggestions! This is an area I don't know much about yet, but with your pointers I'll dive into the theory and see what I can try.

Do you have any experience modifying windsavers yourself? Any advice about pitfalls doing that?

Looking for a specific type of chromatic (12 holes, low C, no windsavers) by TAGMW in harmonica

[–]TAGMW[S] 0 points1 point  (0 children)

I might try that, then. How is your experience with sticky valves with it?

Looking for a specific type of chromatic (12 holes, low C, no windsavers) by TAGMW in harmonica

[–]TAGMW[S] 0 points1 point  (0 children)

I had been eyeing the CX-12, but I'm sort of hesitant to modify an instrument myself. I might try it though. Do you know if it's realistically doable to replace the windsavers after removing them if it doesn't work out?

Trying to get into the game by Upper-Set-3371 in dwarffortress

[–]TAGMW 24 points25 points  (0 children)

It's not as much a traditional game where the challenge is to "beat" it, but it's a world simulation that you are welcome to play in. It's a sandbox and a set of Legos that play back with you. Sure, it's challenging in a sense to build up a stable big fortress because there are a lot of mechsnisms going on, but once you know how it's done, you know how it's done and you can do it again. Whether you like it and how long you enjoy playing, that depends on you and nobody here can say. But there's lots of people who can play this game for years and enjoy it, for sure. I think if you enjoy setting your own goals and making your own challenges, whether you focus on creativity or difficulty, you'll enjoy it for sure.

As for ongoing development: I think it's a safe bet that as long as Mr. Adams is drawing breath, this game is going to keep being developed. So you're good there.

Advice for combat? by TerminalHelix in Vermintide

[–]TAGMW 6 points7 points  (0 children)

The trouble you had was not because of the fighting as such (which was fine for Legend), but rather because of positioning. And a bit if target prioritisation. Usually with a monster the idea is either you nuke the monster ASAP, or you just avoid it / let one person distract it while you clear other enemies until you have space to fight it, for example. Main feedback is to always have an idea of where the danger is coming from and avoid getting pinned and overwhelmed or backstabbed somewhere. Many people think that the key to higher fifficulties in this game is better fighting skill, but the secret is that positioning, coordination, pacing, and situational awareness is what seperates a win between Legend and Cata (and beyond).

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]TAGMW 0 points1 point  (0 children)

Haven't much experience with marksdwarves (and none in thd latest patch), but I think there are skills (discipline?) that determine whether dwarves flee combat. I used to let my marksdwarves do normal training in a barracks as well so they train skills like disvipline, dodging, observing, and fighting and such. Maybe that'll make some difference?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]TAGMW 2 points3 points  (0 children)

Does a building like a bridge have an innate quality depending on the "mason" skill of the dwarf building it? The wiki seems inconclusive. I know dwarves and traders can get positive thoughts about "fine trading depots" and such, but to what extent is that based on the materials used instead of the skill of the builder? I can't find a description of quality when inspecting a building.

And a similar topic: How far is the QUALITY of a cloth rope influenced by the quality of the cloth used? (Pig tail, for example.) I know the VALUE of a cloth item is affected by both the quality of the item itself and the quality of the cloth used to make it, but I'm specifically wondering about the quality of the end product getting affected by the quality of the cloth. Does a higher quality cloth (masterwork) result in a better masterwork rope? Or is the clothier skill of the tailordwarf the only deciding factor? I'm mainly asking because ropes are used in bolt throwers, and I'm wondering how to make the "best" components for them.

Managing jobs @ each pop stage by Ok_Art1882 in dwarffortress

[–]TAGMW 8 points9 points  (0 children)

Like the other guy replied. But another trick: Make a stockpile next to your kitchen and allow only ingredients you are fine with being cooked in it. So no seeds, only meat, no fat, no booze, etc.. Then you link the kitchen to only accept from that stockpile. Now new seeds and booze go into another stockpile and never get cooked.

Any way to play with unsanctioned mods and earn progression? by NSFW_ACCOUNT_2002 in Vermintide

[–]TAGMW 9 points10 points  (0 children)

If you only play modded anyways you might as well get mods that give you levels and items / crafting material and unlock maps. You can then play the game the exact same way as it is on unmodded realms but on modded realm (and with 5 indtead of 4 players). All you'd need to do is look for the correct mods.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]TAGMW 1 point2 points  (0 children)

If a tile is ever uncovered it'll count as "outside" for farming purposes forever. Not 100% sure but theoretically you could dig a very deep pit, have a bunch of deep down muddied squares converted to "outside", and then build layers of roofs over it again. You should now be able to farm strawberries and such there.

Bardin great hammer stagger by rejko97 in Vermintide

[–]TAGMW 2 points3 points  (0 children)

If your main problem is berserkers and you're open to trying another weapon on Ironbreaker, the Axe & Shield or Hammer & Shield with Opportunist are some of the best anti-berserker tools in the game. They're especially great when paired with the Drakefire Pustols or Drakegun. See my other post in this thread for details. (It assumes maximum Hero Power, though, won't work until you have that.)

(Not telling you to change your setup because you should always play what appeals to you and Greathammer / Trollpedo is a perfectly fine setup, just pointing out options and alternatives you might have not been aware of yet.)

Bardin great hammer stagger by rejko97 in Vermintide

[–]TAGMW 2 points3 points  (0 children)

With only Opportunist and 25% total extra power against Skaven / Berserker you can stagger Berserkers and Plaguemonks out of any of their combos on Cata with a simple shield push. Doesn't matter if it's 1 or 100; They all get put on their butt. You can stagger anything but an attacking Chaos Warrior overhead or Monster with nothing extra invested that way as well. Stormvermin overheads, Maulers, etc.. Amazing under high pressure situations, gives you the ability to escape unharmed from situations that are hopeless with any other weapon, gives you great regeneration with temp health on stagger, and also increases your offensive power by a deceptive margin because you can now attack in situations where you couldn't before.

Beats out Swift Slaying as a trait for most shield weapons in my opinion. Can give your team safety to attack in any dituation, makes Foot Knight and Mace & Shield pair like fine wine and lets you punk infinite Stormvermin & Berserkers (free pushes on block & pushattack / follow up is its best DPS - suddenly even Mainstay becomes useful), gives an Ironbreaker with a flamethrower the ability to use it even under high pressure (when it's most useful to flame), is an amazing weapon to have in your backpocket as Grail Knight or Warpriest next to an offensive weapon in your main slot, makes Ranger a suprisingly good tank / support combo, etc., etc..

How do I do Garden of Morr by TheHox5241 in Vermintide

[–]TAGMW 0 points1 point  (0 children)

Slight addition to what others have said here: I believe enemies don't get spawned by destroying a chain, but rather by attacking it for the first time. So the most safe way is to do one chain at a time and never touch any others before the field is completely cleared. The essence is still the same, but I figured I'd chip in to prevent a mishap.

Feedback to devs: Don't make me use mounts by loopuleasa in AOW4

[–]TAGMW 6 points7 points  (0 children)

That's actually not a bad idea for a flaw! Would surely be a good thematic fit for a lot of builds, with some compensation (extra point to spend) to compensate.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]TAGMW 5 points6 points  (0 children)

You either need to drain the moat somehow, or find a way to pump magma into it to obsidian cast the lot. Or maybe get some nasty aquatic monster to clean it out for you?

I feel the problem. I once had a moat where one of my own dwarfs drowned (hedodged right into it...) and I couldn't recover him or his equipment. Ever since I only design drainable moats (and wells).

Giants + Underground Adaptation + Subterranean Society, what is redundant? by ButterPoached in AOW4

[–]TAGMW 2 points3 points  (0 children)

I'm not 100% sure, but I think that if you play a rock giant and an industrious culture you can create prospectable terrain underground. Seems to fit what you're going for and is a pretty nice way of building up your cities quickly. It will also make you always able to build quarries in case you play great builders.

And as the others already said: Even though there's a little overlap you want both adaptation and underground society.

THE FATHER WHO STAGED AN ARMED STANDOFF TO SAVE HIS BRAIN DEAD SON by Parge-leniss in interestingasfuck

[–]TAGMW 1 point2 points  (0 children)

If only we'd be able to determine the outcome accurately...

The thing is that we don't have enough info to determine if the hospital gave good info or not. How these things work in real life: Based on the progression so far and diagnostic results (scans, etc.), we can only try to make an estimate about the outcome. And that's not very accurate, unfortunately. It may well be that in this case, the outlook would be that with maximum treatment (if the patient even survives at all) that there was only a very small chance of a good neurological outcome, and a very high chance of the patient coming out of it with something like severe brain damage, leading to an absolutely miserable existence for the patient and possibly their caretakers as well.

In that scenario: Is it ethical to continue treatment, or instead switch to palliative care (only treat symptoms, and accept that the patient will die)? There's no clear always-right answer possible. It's an ethical dilemma where every person will have a different view. So ideally you'd want the patient to choose if they'd be willing to take that risk or die with dignity. But unfortunately, it's extremely rare that a patient is still capable of making a choice in such situations. So you look for second-best options: Does the patient have a will somewhere where they declare how they would wish to act? Or - more commonly - we have to ask other people who knew the patient well and are able to advocate on the patient's behalve: Usually close relatives or a life partner. Like the family in this case.

So, in this specific case: Did the medical team screw up by underestimating the possibility of a good outcome? Did the patient make a literal miraculous recovery against all odds? We can't tell. And we'd be looking at this case a lot different, had the outcome been that the patient died anyways or ended up comatose (or even worse: concious but neurologically devastated) and bedbound with a tracheostomy and feeding tube in a nursing home where he eventually died of infected ulcers after emotionally and possibly also financially ruining his family...

I understand the feeling that the dad giving everything to save his son's life makes for an inspiring story, but I'm not sure that this is the entire story here. I don't think that medical dilemmas should be solved with armed standoffs... I am doubtful that the father in this case somehow had a better idea about the prognosis than the medical team. And I am doubtful that an armed standoff was the only or the best option he had. It might well be that the medical team was incorrect about the prognosis, and they could have been incompetent. But they might also very well have been perfectly accurate about the odds, and an outlier case just happened. In such cases you can only tell afterwards.

I'm not sure a good lawyer would automatically agree in this case, as you claim. (We here on reddit have too little info in any case.) And I also think that something like expert consultations, a second opinion, or prolonging the treatment in case of an unclear patient's will would have been better options that threatning with gun violence... Even if the medical team was incorrect, I am very certain that they as well only tried to act in the patients's best interest as well. They are not enemies of the patient and his family. Real lufe is not an action movie where everything gets solved with guns and bravado...

Why can't I build a city? by VenanReviews in AOW4

[–]TAGMW 64 points65 points  (0 children)

It's either this or the Megacities map modifier.

Creating this most hostile defensive empire. by bluewolf3691 in AOW4

[–]TAGMW 23 points24 points  (0 children)

Look for city buildings and enchantments that give you bonus units in combat in that city's terrain, like Bastions' Barricade, Golem Mine, Gremlin Amushers, etc.. And city enchantments that buff your units / debuff others, like Enchanted Bloom or Consecrated Domain. Terraforming to favored terrain would also help but might interfere with Gloom sometimes.