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Messages - Fahgo

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 28, 2016, 05:07:35 am »
Having had my fort lose most of its population due to a weregecko infestation (150 down to about 12) and having to retire and reclaim the fort due to the caravan bug, I'm finally able to start getting it back on its feet. Population got back up to 43. Corpses were being cleaned up. The mountains of discarded clothes are being reduced. But of course... another weregecko outbreak. Not so bad this time... only 7 Dorfs lost. The only remaining weregecko Dorf is a metalsmith who is currently walled in and possessed (caused major lag and FPS drop when he turned last full moon), probably about to go mad. Some more migrants have boosted the population up to 50. Getting very fed up with weregeckos though. They seem to be the bane of this fort.  :-\

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 05, 2012, 04:39:22 pm »
Ah. That explains that then. Trashed by a necro as soon as I got into the second year  :(

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 05, 2012, 04:12:09 pm »
What. The. HFS!

So I embarked in a calm desert with an aquifer but forgot to bring enough stone/wood to use the pump method to get through it. First attempt at the plug method only discovered there was a second level to the aquifer. Some migrants arrive (first wave) from my previous fort that I abandoned after getting bored of the tantrum spiral. All 4 go melancholy or mad. All die. No stone or wood means no way to bury/memorialise them so I just stick them in the pit left by my plug attempt. A little while later ghosts start haunting, so far pretty much normal. A while after that they rise as skeletons. No necromancer spotted and not in an evil biome. Everything gets slaughtered and the settlement has crumbled. Now what caused the sudden zombie apocolypse then?

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DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 22, 2012, 01:12:53 pm »
Which room would be more valuable: a 1x3 bedroom dug into marble and then smoothed or a 1x3 bedroom dug into dirt then floored and walled with marble blocks? Assuming both the same value furniture too.

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 17, 2012, 08:59:38 am »
Created a looooong winding dodge trap for dealing with sieges. Included stairs back to the begining for any survivors that didn't splat to try again. Siege arrives, one leader walks onto trap, dodges off and splats at the bottom.

His entire squad walks down the stairs to stand by his corpse, not even getting near the traps
*Face Palm*
I've now moved the stairs to the end of the first line of traps.

Added Face Palm: Deployed 2 4 dorf squads next to the goblinite recovery entrance (a drawbridge at the bottom). Ordered lever pulled. Then noticed only 1 soldier charging out. The first station command I gave was too close to the wall. When the drawbridge went down the rest of the squads were running all the way to the top of the trap, to walk all the way around the looooong (34 tiles long, 5 lengths, 5 tile gap between each) top part, to walk all the way down the afore mentioned stairs. Had to call up another 2 squads to relieve the poor sod who was fighting 10 swordgobs all on his own while his mates were taking a tour around the fort. *pathfinding Face Palm*

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DF Dwarf Mode Discussion / Re: Non-lavish meals
« on: March 17, 2012, 08:30:11 am »
Anyway, I usually go with 2 6x6 areas for farming, one for undeground crops, the other for surface, with a seed storage area between them.  The underground crop area is broken into 4 3x3 plots and the surface area into 9 2x2 plots.  This is usually sufficient for my forts' needs, but I still need to figure out how many planters I need efficiently farm the plots.

I have the same setup for underground crops (above ground crops I set up the same as underground). 5 decent planters should be fine. I usually embark with 1 Professional farmer then train up any reasonable (competent+) imigrants. Remember the booze leeches children will help harvesting crops. Though according to the wiki switching "All Dwarves Harvest" to "Only Farmers Harvest" will boost your farmers skill gain.

Also, non-lavish meals train your cooks faster, it seems.
That's what I was wondering.  Legendary cooks can crank out lavish meals rather quickly, but I know less experienced cooks take longer.  What I don't know is if the easy and fine meals are effective for training.  I have been using them for training so the cook makes them more quickly.

Personally I've never used Fine meals. I embark with a Professional cook, use Make Easy Meal to train them up (fewer ingredients per exp increase) then switch to Lavish meals. AFAIK cooks gain the same amount of skill per Easy meal made as they do for Lavish meals.

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DF Dwarf Mode Discussion / Re: HELP me PLEASE! Vamp will not be punished.
« on: February 19, 2012, 08:43:44 am »
The sheriff is not part of any military, does he need to be?

and if he does, does he also need a hammer?
He doesnt need to be in the military. Mine happily punished a vampire (and a hapless farmer I accidently convicted) without him being activated into a squad.

Have you checked the recent thoughts for the Vamp? Could be punishment was changed to a beating and has already been carried out (look for "has received a beating recently"). If it was carried out by the Sheriff/CotG then the vamp would have been just roughed up a little. I haven't set a hammerer yet so can't help there.

By prison I take it you have set rooms on those cages and chains and switched "Use for justice" to "Y".

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 18, 2012, 05:12:31 pm »
Started new fort with the new release. Embarked on a glacier. Got a vampire in a (very large) migrant wave. He killed 3 of my dorfs: the first I had no CotG so no witnesses came forward (despite it happening in the dorms next to the only dining room, just some random kid so no loss). Second time I appointed a CofG and 2 witnesses pointed to Ast Thabostoltar the Blacksmith (his victim was a farmer, no shortage of those). Third time 3 witnesses all pointing to Ast again (my cook from the original 7. Nooo!). So I look in the justice screen and see Ast is the convicted party for 2 of the 3 murders. Figure I'll add that first one as well. Go to convict somebody but forget his name. Hit return to come out, checked the name and went back... only to realise I'd just convicted some random farmer. And you can't change it. oops, should have pressed escape.

In a previous fort, threw a puppy down a volcano to see if I could spot candy. Short while later: "The Stray Puppy (Tame) has been missing for a week". Erm... Yeah. I know where it went. And I doubt it will come back. Surely "thrown down a volcano" doesn't really count as "missing". Can just imagine the dorfs all sat in the dining room, eating their ¤Kitten Tallow Biscuits¤ when Urist pipes up "Hey... haven't seen that puppy for a while. Wonder where it went". The others look at each other then say "Erm... Urist. You threw it down that volcano last week. Muttered something about Candy scouting" "Really? Oh... I wonder why it hasn't come back yet"

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DF Dwarf Mode Discussion / Re: Rommel would have been proud.
« on: October 22, 2011, 09:04:53 am »
Where exactly do assault guns fit into that by the way? Self-Propelled guns?
yes.
Quote
In addition, one reason the Shermans armor could fare better than the Cromwells was that it (as far as I know) had no sloped armor. It has a certain significance.
The lower half of the Cromwells hull was sloped. Top half wasn't.. so a shell might bounce off the lower half straight into the drivers face :-\ .
For the Sherman the 56 degree slope (from verticle) would give it 91mm line of sight thickness. Later versions of the Cromwell had 4'' (102mm) front armour but like I said previously the Sherman was often modified in the field to give it more.
I wasn't trying to say the Cromwell was better than the Sherman, just that it wasn't a joke on tracks you seemed to think it was.

 
And, well, the use of the tanks would also effect the outcomes, even if this isn't a technical detail in the tanks.
Yup. A tank is only as good as its crew, and an armoured division only as good as its officers.

Quote
As I recall, British commanders still had hopes of these "great tank battles", while the reality was different. Ambushes etc... No straight-forward slugging matches.
How so? There are several accounts of British (and commonwealth) tanks ambushing German panzers, the death of Michael Wittmann for example and the afternoon of the battle for Villers-Bocage. The M10 Achilles (M10 Wolverine with a 17pdr gun) was used as a mobile AT gun. Infantry take an objective, M10s roll up to counter German armour counter attack, towed 17pdr AT guns brought up after for more permanent defence. So it was doing nothing but ambushing.
And remember in Normandy the bulk of the Germans Armour was concentrated in the British sector as they thought that's where we were going to attempt to break out (jury's out on whether Monty was trying to break out or just deliberately tieing up the German panzers so Bradley could). Plus the Allies were on the attack. If you want to break out what are you going to use... Tanks! You don't say Patton was hoping for a "great tank battle" during Operation Cobra do you. Yet what was leading his charge... his armour!
As for North Africa... it's a bit hard to set up an ambush in open desert ("quick men! Pretend to be a sand dune!"). Kinda became the only way to do things.

At the start of the war we were relying on our experience in WWI. Why wouldn't we? I mean, you can see it in the Churchill. Very heavy armour, smallish gun, long body with long tracks, very slow - it was designed for going over trenches and supporting infantry, trench to trench against machine guns. Although it's design was revised slightly from the original, you can still see it. Obviously the blitzkrieg was a little different to WWI though.
Yup. Designed when, like both France and Germany, tanks were split between "Infantry" and "Cavalry" ("Cruiser" in British terminology) roles. That split got thrown out pretty quickly. For the Germans the Pz4 was Infantry and Pz3 Cavalry, early marks only though.

(appologies to all for my Wall-Of-Text posts btw  :D)

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DF Dwarf Mode Discussion / Re: Rommel would have been proud.
« on: October 21, 2011, 05:52:17 pm »
The difference between tank, APC, IFV, Tanks Destroyer/SPG is intended/designed role.

A tank (MBT these days) was intended to fill the role of infantry support, break out and exploitation (smashing holes in the front line and causing a mess in the enemys rear). Since the end of WW2 days they also fulfil the role of the old Tank Destroyers due to improved firepower (e.g. the M26 Pershing had the same 90mm gun as the M36 Jackson/Slugger TD).
A Tank Destroyer was intended specifically to engage and destroy tanks and other armoured vehicles. For instance the design philosophy behind the M10 and M18 TDs was that they were lightly armoured to improve speed so they could rapidly deploy from rear areas to stop enemy armour breakout. In reality of course they were often used in the same roles as a tank. Other nations TDs were basically existing tank chassis with a new hull to mount a bigger gun than could be mounted in a turret on the same chassis. A good example of that would be the Hetzer: an old, obsolete Pz38t light tank turned into an effective light tank destroyer.
Self-Propelled Guns are exactly what they say on the tin (Tank Destroyers are just another type really). Either mobile artillery (M7 Priest, Sexton, Hummel) or AA (Wirblewind, Crusader AA, M42 Duster).

IFV are an evolution of the APC (which is just an armoured box for keeping troops with the tanks really), capable of providing fire support to the embarked infantry squad as they dismount. Their armament tends to be lighter than MBTs as they are not intended to engage enemy heavy armour (plus there would be less room for infantry). However against older MBTs they can still be effective (as seen in the Gulf War, M2 Bradleys taking out T-55s, Type-69s and T72s). You wouldn't want to pit an M2 Bradley or FV510 Warrior against an M1 Abrams or Challenger 2 though  :)

Most people however view anything with armour, tracks and a big gun as a "Tank".

Quote from: Oliolli
just look at the Cromwell-tanks: they would practically stop functioning when a panther or Tiger looked at them in a funny way, and the German tank crews just laughed when they opened fire.
I know it's a late reply to this but seriously...

Armour:
Cromwell - 3'' (76mm) front (later increased to 4' (102mm)
Sherman - 2'' (51mm) front (often increased in the field by salvaging plates from knocked out Shermans)

Weapon:
Same calibre and ammunition but barrel length was less. The only direct comparison (same range and angle of attack) I have between the ROQF75mm and M3 75mm gives a 2mm penetration advantage to the M3 75mm. 76mm armed Shermans were not used initially in Normandy (started to be deployed in July 1944. Pattons 3rd Army didn't accept it until September) and still only made up half of the Shermans in Europe by the end of the war.

Speed (on road):
Cromwell 40mph (unrestricted. later restricted because the tracks would tear off when cornering too fast).
Sherman 30mph

The Cromwell also had a lower profile making it harder to hit. Not very numerous though, only one division (7th Armoured) was fully equipped with Cromwells.

So not a complete joke like you seem to think it was! It compared pretty well to the Sherman and was just as much a threat (or not as the case may be) to the German tanks as the M4(75mm version). Granted the Sherman had one major advantage - unlike the Cromwell it could be up-gunned as well as easily modified to fulfil specialist roles (e.g. Hobarts Funnies). The Cromwell, like all British tanks of WW2 (that saw combat. The Centurion missed it) suffered the oh-so-stupid design limitation to make it fit on existing transport trailers. Narrow hull = small turret ring = small turret = no room for bigger guns. If only they had thrown that limitation out earlier... the Cromwell could have been Centurion mk1.

(note: Military history, particularly WW2 Armour, is an interest of mine. I won't say I'm an expert and I will stand corrected if someone has greater knowledge/expertise than me. I just don’t like some peoples view of WW2 Britain = Suck, US = Greatest Army EVAR!!!!)

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 08, 2011, 12:51:56 pm »
So a while back I set up a fort on top of a volcano in frozen tundra. There was also a cave within the embark. Before sealing off the cave I decided to deploy a Rover (read puppy) to see what was down there. Using the usual guidance method of meeting zones, the Rover travelled down through the cave until it reached the bottom... which was the 1st cavern layer. Rover was sent to explore the caverns until eventually an FB turned up and ended its exploration permanently.

I had decided to gen a few more worlds and start forts/adventurers, leaving the frozen volcano fort alone for a while (it was fairly boring. No goblin civ to siege me).

Sometime later I returned to the frozen volcano fort. During a project near the cave i though "Sod it. I'm going to open it up and seal it lower down. Keeps getting in the way". I had forgotten 2 things:
1: There was an FB lurking down there.
2: I hadn't removed the Rovers last meeting point.
So the wall gets mined and half my fort goes charging down there. At first I thought it was web auto collect orders so I switched that off. Nope. Then I see where they are all standing and remember the meeting zone. So I think problem solved. Then the first "Urist McAAAGH has bled to death" message arrives. FFFFFFFFUUUU! So I send my poorly trained and equipped militia to deal with it. Many dead dwarfs and 1 dead FB later I start to tidy up. Then: "Urist McPissedOff cancels doing stuff: Throwing Tantrum!”, "Urist McAlsoPissedOff cancels doing stuff: Throwing Tantrum!”, "Urist McTotalyPissedOff cancels doing stuff: Gone Berserk!” *Sigh*... time to set "construct rock coffin" to repeat.

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DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 17, 2011, 07:34:38 am »
How do I free prisoners?I.E:Let them out of their cages so I can maul them.
Either build the cage (b>j then x to expand the list so you can find "Goblin cage(Oak)"), build a lever and then attach the lever to the cage. station military - pull lever - watch the limbs fly.
Or pit them. http://df.magmawiki.com/index.php/Mass_pitting. if you use pitting remember to disarm the prisoner.

I'm a bit confused about room value. I've got 2 offices the same size, both made from gold blocks. One has several items in it (Armour stands etc.) and has a value of Decent Office, the other is empty except the chair and has a value of Opulent Throne Room. both are defined from standard quality chairs. the only other thing different is the Decent office is also a Decent Dining room. any ideas? is the Dining Room reducing/splitting the value or something?

Edit: NVM. it is the dining room. reducing the size of the dining room increases the value of the office/throne room.

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DF Dwarf Mode Discussion / Re: Only in dwarf fortress...
« on: September 13, 2011, 02:12:33 pm »
... Can a one armed and one legged dwarf carrying a well made weapon, shield and crutch all in one hand still be more than capable of wiping out entire squads of goblins simply by having lots of experience (most of my legendaries land up missing bits).

... is the loss of a limb considered "a minor injury".

... is repeatedly brutalising a helpless animal considered a good way to practice wrestling.

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 13, 2011, 01:51:04 pm »
For once i Facepalm due to my Dorfs being too awesome.

I'm running an above ground fort. No magma so I'm entirely reliant on coal (luckily lots of Bitumous Coal available). This means I'm carefull about how much smelting I do. And I keep running out of bolts for my MarksDorfs.
A Siege arrives. Mostly melee but there's 1 squad of CrossbowGobs. "Excelent! Loadsa free bolts!" I think to myself. After some shenanigans with the Gobs chasing after the resident undead wildlife they eventually start marching towards my forts entrance, all rather helpfully formed up as Trolls>Melee>CrossbowGobs. I station my squads (mostly legendary) round the corner of my fort near the entrance out of sight. Trolls arrive and get dealt with. First Melee squad arrives and suffers the same fate. Second squad arrives closely followed by the third so things start to get messy. One wounded Gob makes a break for it followed by one of my AxeDorfs. Runs round the corner straight into the last 2 Melee squads and the all important Crossbow squad. So I send all my squads charging round the corner hoping to cut through to the Crossbow squad before they break and run. Nope. Siege breaks and all the Crossbow squad escapes (the only Gobs that do). I really wanted those bolts too.  :'(

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DF Dwarf Mode Discussion / Re: Funniest/most bad-ass fortress names
« on: September 01, 2011, 03:40:12 pm »
One of my forts is called IronPants, founded by The Lost Armory from the civ The Scalded Knives. Very scalded - it's in the desert.

In another fort the local Human civ is called The Union of Snuggling. Daww!

And my Obsidian Tower (cast) megaproject fort is called CrowdWhip. Part of The Walls of Compassion. Founded by The Bodice of Battle. Aside from the last bit I can't help having NIN- Happiness in Slavery playing in my head when I think those names.

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