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Messages - Connal89

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1
Yea if they don't have a path to the enemy they can't charge. Keep the gate closed so your marksdwarfs stay safe and your melee dwarfs cant herp derp into a massacre. Obviously once you get used to controlling them you can stop hiding behind your walls and take the fight to them. Or at least let them into your courtyard/hallway/wherever you've prepared your killing floor.

A nice little pen or curtain wall down one side of the entry straight to station your melee squads in or behind helps keep em from charging. Then as the enemy run past your dwarfs see them and engage from right on top of them without being shot at. Pulling the bridge up after stops them from going out to far too.

2
That is troubling...if there's no physical link then the idea is dead in the water and I have been misinformed by the most holy of fonts of knowledge..the wiki. This is a travesty.

I get the feeling that if I manage a way to systematically break their legs and nothing more the plan is going to have to be so overly elaborate that the point of the exercise is lost in a long drawn out process consisting mostly of sadomasochism 

3
DF Gameplay Questions / Re: Flux Not Registering as Flux?
« on: May 15, 2012, 01:12:25 pm »
You're not just embarking across multiple biomes and the f1 biome doesn't have flux so you're getting a site that says it has flux, isn't listed then description cause your looking at the wrong biome?

I'm pretty sure if you put a heap of restrictions in it can cause something like that. I want a site with deep soil, clay, shallow metals and deep metals, a river and no aquifer. It can't find a single biome with all those requirements but it can find you a single embark with all those features so it might say deep soil, aquifer deep metals and flux on f1 and f2 will have the clay and the shallow metals and be lacking the aquifer

4
Sadly kingubu has the best screen shot were likely to get. After extensive testing and several yaks (a quick pocket embark with the nessecary items) the bridge retracting still seems to catapult who ever is standing on it in the same was a raised drawbridge does. I'm not sure why the chain isn't holding but the bridge seems to punt them out one before dropping them or out diagonally as they fall taking them more then one tile away from the chain.

I was unable to get a straight drop to see if it was the push messing things up or the chain simply doesn't hold the poor buggers in place to begin with. I spose walling the whole way around the drop zone would force the victim to fall directly down. I'll have to try that in future. Most disappointingly of all the fall was the only thing that seemed to break bones. The chain didn't seem to have an effect.

In other news I tested how long it would take for a raw recruit to train up with a plank on a goblin in a copper cap in arena. This was all before the chain fiasco, if I get this to work your not likely to see massive returns. The xp drops off fairly fast as the dwarf skills up. He begins busting the pinata open too quickly even with his stick. With a stock pile close at hand and small ambush worth of goblins you can probably boost a dwarf to adept in short order. Your mileage may vary depending on locally available wood and just how well armoured you goblin is, I kept it minimal for a point of reference.

Its looking more and more like a busted idea, but ill persevere with it over the coming days as I feel like it and see if I can't get a workable method. The goal is a system to get the most out your goblins while taking the risk out of it. Then again with a surplus of goblins the time saved by mass pitting may just make this a moot point


5
If I'm going to mod elves its going to be adding a pet tag to them and starting a research and training facility and have train me up some war elves.

Of course I'd just chain em and use em as alarms and meat shields but surely those pointy eared bastards can do that right?

I still want to be able to use their gear, or the elves themselves, as fuel for my goblinite processing facility. They should be happy about that, there's recycling and I don't cut down any more trees. You got your wish you tree hugging hippie jerks...

6
Getting the weapons of them is easy, hide the cage tile in the stock pile with d-b-h, go through your z stock list of weapons and designate all the hidden weapons as dump items then unhide the cage tile with d-b-H, that should strip them of the weapons and the weapons only.

Minecart pinata...wow I thought I was sick. Will it tear their legs off or will it simply tenderize them? Veal all round

7
So I had this idea while mass pitting a heap of goblin prisoners. With the advent of falling objects colliding mass pitting to break legs has become harder. The intended training targets suffer more damage and you have more casualties. Then I remembered something

If a creature is tied to a chain and a bridge under them falls, the creature will either land safely one Z level below (hole is one Z level deep), or hang 2 Z levels below and break their legs.

That's a direct excerpt from the wiki. So with that in mind
  z+2
====
- oco -
- bbb -
====

= wall
- floor
b retractable bridge
o open space
c chain

Below this is a an empty space 2 z levels high accessible to your military squads

Stripping a goblin/kobold/elf of their weapons and assigning them to the chain the retracting the bridge when they path onto it will cause them to fall 2 zlevels, break their legs and hang immobile...instant pinata

Then new recruits then enter equipped with training weapons. They could then flail away rather ineffectually at the chained prisoner for an ungodly amount of time thanks to their wooden sticks and the armour of the prisoner. Should provide a good way to quickly level up weapon skills in 'live combat' with no risk.

Thoughts? Improvements? Holes in the plan?

8
DF Dwarf Mode Discussion / Re: Falling objects SCIENCE
« on: May 15, 2012, 01:20:09 am »
Sounds like a bug if they don't try and dodge the stone. Unless the dodges from dropping creatures are coming from the creatures themselves attacking?

Like in the same way a charging unit strikes something before it collides with the target;

Urist McMilitia charges goblin
Urist McMilitia strikes goblin with hammer
Urist McMilitia collides with goblin

I see that sort of thing in the combat log all the time. Is it possible that the falling creature is getting an attack off between entering the same zlevel and the impact being resolved causing the intended target to dodge?

9
DF Dwarf Mode Discussion / Re: Hauling rock=stronger dwarves?
« on: May 15, 2012, 12:54:29 am »
Tell that to my legendary pump operating militia recruit who crushed a trolls skull with his hands because he was still waiting on a weapon....

10
I recently asked a similiar question, namely could you influence the quality of the migration waves through world gen. Your migration waves are drawn from the world population present in the world after generation.

Without knowing what setting you used both times its hard to say what caused it. But a few factors could be;

-World gen time, the longer a world is set to generate the more skilled dwarfs will be around. Too short and none of them will have time to rank up. dwarfs live for about 150 years
-Civilization size, a civ with only a single mountainhome will have a much smaller pool to draw from meaning less immigrants
-Wealth, not world gen related but as you said massive amounts of wealth influence the size of migrations to a degree

Those are only general statements, especially because the longer the world spins in generation the more varied the results will be with the same parameters so results could vary wildy. Plus even if you saved, got a wave and then reloaded and tried again (assuming the wave of migrants is chosen as the wave spawns) you could still get vastly different skill set because of the randomness of the draft.

There's a weighting element mentioned on the wiki that's apparently a quote from Toady so the immigrants will try to fill your skill gaps. Not sure just how bias those weighting are. Its quite possible to hit a Pop cap of 200 and the only miners you've got are the two you started with and there's still not a metal smith in sight despite having 4 master cheesemakers, a high master potash maker and the legendary +2 beekeeper. Better to embark with the skills you simply must have and start training all the other ones you want very early

11
DF Dwarf Mode Discussion / Re: All Quiet on the Dorfish Front
« on: May 14, 2012, 11:13:38 pm »
Parabolic flight and the addition of mine carts...liberal application of magma, some powered rollers in sequence and a few up ramps. I see no reason not to have artillery?

Fine tuning would be required for aiming and I doubt you can a lot of height, the ramp will be at best 1:1 so power would be your only variable. An advancing curtain barrage would be possible perhaps? A rolling wall of magma carts landing one after the other forcing the enemy back or annihilating them.

+++++++++~=^
+++++++++~=^
+++++++++~=^

+ Roller with minecart present (switched off currently)
~ Magma fill point
= Track for calibration
^ Ramp track leading to open air

I'm not sure how you'd go about filling the carts with magma because I haven't looking into it but some sort of magma curtain would apparently be the way to go about it if what I read was correct. If not I'm sure someone more diabolical then me could provide a solution.

Once they're all lined up powering the tracks should cause the carts to all rattle off with the front one being imparted the least power, the second getting slightly more, etc. The track after the magma fill point (or before if you prefer) would be additional rollers/stops with friction points to fine tune the start point of your barrage.

12
DF Dwarf Mode Discussion / Re: Hauling rock=stronger dwarves?
« on: May 14, 2012, 10:27:02 pm »
Yea attributes increase from skill level ups, hauling has no skill attached therefore no skill increase and no attribute points.

A strong/agile dwarf will haul heavier objects faster but Urist McScrawnyClutz won't get any better unless you send his ass to the gym.

So as an idea if you manage to work out everyones positions, removing a few of your dedicated haulers and putting them on full time air pumping duties would give them a stat buff then you could just cycle through them a few at a time. Probably a waste of time seen as wheel barrows/mine carts are probably just as fast.  Too bad pumps don't increase agility too

13
Without really understanding the exact bits n pieces Flux is found only in specific layers. Volcanoes appear in mountain biomes mostly and the igneoues extrusive layer that forms those mountains doesn't have flux in it. Sedimentary layers hold all the flux stones bar marble and cant appear in the same biome as igneous extrusive stone.

Marble appears in metamorphic layers and I'm also not sure they can be below igneous extrusive layers which only leaves you with igneous intrusive layers which have no flux.

So if I had to guess ramping up the number of volcanoes would cover most of your world in igneous extrusive layers because it would be mostly mountain biomes? Making it near impossible to find flux

EDIT: Garath beat me to the punch.. disregard above post

14
Yea I did read up on the older version of world gen but I wasn't sure how much of it still applied. No idea how much those values are tweaked. The DF2012 article is non-existent.

So the theoretical magical number would lay somewhere between 125 and 250. Anything past that would be purely chance based. Much earlier and the second generation of dwarfs wouldn't have had time to skill up and a large number of the first generation would be tied up in various official positions (subject to population sizes of course) and not eligible to migrate.

By the time the third and fourth generations come around there should be a good mix in the pool and anything past that it becomes total guess work as wars develop, artifacts are made and the RNG kicks into high gear as the population explodes.

Well at least that's how I see it working in a general sense. !!SCIENCE!! could be done I spose but the results wouldn't really be all that beneficial. And there's more productive tasks at the moment; breaking, weaponizing and general dwarf shinnenigans with minecarts are the order of the day.

Thanks for the help

15
Excellent, thanks. On a slightly related topic of world gen I've noticed that on short world gens my migrant waves are pretty terrible, lacking any real skills but on the longer ones there's quite a few exceptionally talented dwarfs in there. Legendary cheesemakers, beekeepers and potashmakers aside it can be quite handy when that +2 armoursmith turns up.

I know immigrants are drawn from the world pop pool, but is it mere coincidence? I usually run a 125 or 250 yr gen and the differences seem quite pronounced there. Would this trend be exponential going up or down or does it cap off at a certain point either way?

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