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Messages - Rikbog

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1
Masterwork DF / Re: What's happening in your Fort.
« on: October 30, 2013, 09:38:46 am »
My reclaimed fort is having minibeast issues.  Surprisingly, I haven't been under siege, but I keep getting these not-quite impressive things attack me.

Snow megabeast.  I don't know if the wildlife killed him, or if he melted in the desert, but he never made it to the fort.
Some other megabeast that died really quickly.  I don't even remember him.
Spitting hill giant. I put the bridges up, and he kept shooting my oxen from above (I don't have an indoor pasture yet).  Screw it, open the gates!  The oxen wrecked him, but my militia commander got slightly wounded.  He later died when the other recruit knocked him into a wall.  She got a fast promotion!
Another spitting hill giant. I close the southern gate and make him go the long way while my wrestlers pick up some axes and armor, but he sneaks in fast.  He died in a few seconds.

My pastures are brutal.  I have some war pigs and badgerdogs out there now too.  The drakes are really for their precious scales, but I'll war train them too.

On a side note, I think I should stop making flour for a while.  I have so much hill giant meat!

2
Masterwork DF / Re: What's happening in your Fort.
« on: October 29, 2013, 09:24:24 am »
New fort yesterday!  Having learned some lessons from the previous fort's failures, I packed some dewbeetles and plenty of seeds - including some non-cave crops.

Grass does not grow here, roast the seeds.  The only pool on the map (8 tiles) feeds my nearly completed water project.  Pool dries up for the summer before I drain it.  One male beetle might have been enough, but the bucket work order was ignored.  Dwarves getting thirsty.

Reclaim!  A huge wave brings me to about 45.  The trench around my giant above ground area is complete and secure except for one ramp to the mountainside.  Bridges across my trench are designated, and that ramp will be removed soon.  That's a whole lot of frogmen spawning right next to that one ramp.  With 3 living dwarves, I remember that I actually DID build a failsafe bridge underground, and the invaders are chasing a dwarf around the mountain outside.  Peasant throws lever, goes melancholy.  Master farmer/cook starves in the room next to his own food stockpile.  Time to reclaim again!

Lessons learned:
Only male beetles are milked (eww).
Grass does not grow everywhere.
Don't place the only weakness in your fort's defense near the border.
Don't get sloppy and forget the bridges even exist.

3
Masterwork DF / Re: Surviving Masterwork?
« on: October 25, 2013, 11:59:49 am »
I still haven't played with many of the new buildings either.  I'm researching the new forges now and trying to dig up enough told to guild some more people (so far just my armorer and weaponsmith have their training) and the things I can do with rocks are nice, but it's gonna take a while to get it all down.  Maybe that should be next up on my list of things to experiment with.

My current fort is past the starvation now at least.  I'm overproducing alcohol crops, and I could eat booze goats for years.  They really got out of control with their breeding during the tantrum induced civil war.  I guess without anyone milking them, they had to keep themselves busy somehow.

4
Masterwork DF / Re: Surviving Masterwork?
« on: October 25, 2013, 11:40:40 am »
I dont get it.

you say sieges are too hard, but you kill your migrants, which would make perfect soldiers and archers?
If you mean me, not really.  I don't think they're too hard.  I just tend to turtle a little, and I know it.  I also had a lot of starvation with this fort keeping me from making much of a strong military.  I wall in and play pretty conservatively for the first few years.  I suppose even if the migrants failed to kill a siege, it would whittle them down and suck up less food.

I also don't usually keep the migrants out.  I let them in and regret it most of the time.  Maybe I just need to embark with more seeds/animals and miss less caravans while my broker sits there with NO JOB.

5
Masterwork DF / Re: Surviving Masterwork?
« on: October 25, 2013, 10:25:08 am »
Rather than building walls up, I find it's faster to just get everyone picks and just channel out a courtyard ringed with a moat.
That's actually a pretty good idea.  I tend to make an unfilled moat around my outdoor 30x30 area, but the beasties kept scaring my dwarves.  I'm in the process of building a wall around the entire area, but it's a low priority.  I had my first flying siege yesterday, so I really appreciated that bridge in the hallway leading to my pasture.  I have enough indoor grazing land and a refuse pit that it was mostly just an inconvenience.

Come to think of it, I'm not actually sure where my food and booze comes from.  I have a bunch of fields and the boozebellies have really gotten out of hand with the breading.  I occasionally slaughter a dozen of them.  If I killed them all off, would the whole fort go dry and starve, or are they just add some flavor to all the crops I farm?  I really have no idea.  I have whiskey though.  I have a ton of whiskey, and that is no accident.

Quote
I don't want to go to the extreme of walling off my fortress with bridges and wall grates, because it feels a little cheaty. Though lately it seems like this is the only way to survive as dwarves fall like wheat before a scythe and the resultant tantrum spirals destroy what's left of the fortress.
With the huge annoying waves of migrants attracting attention and eating all the food, is it even possible to get a strong enough military ready for sieges by the time they come?  Later on, you might be able to dispose of your walls and traps, but I've found it almost impossible to deal with sieges head on in the first couple years.  Maybe I just just don't play aggressively enough.

You could try a compromise though.  Have a couple long entrance hallways gated off to split the siege into more manageable pieces for your military to handle.  Later, when those sieges just put your troops to sleep, you can bring in the traps/magma and make it viewable from the dining room.  Nothing like some goblin screams for background noise while you eat, right?

I'm actually starting to think that walls are to keep the refugee migrants out.  Stopping sieges is actually just a side bonus.  I might have to make a migrant incineration burrow to get rid of the milkers and such without keeping the useful ones away.

6
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: October 23, 2013, 09:14:18 am »
I have a couple questions.

1.  I'm fairly early, but deep enough that my tiny military of three guys can wreck ambushes and hold their own against sieges if I manage to keep the siege from all coming in at once.  Then comes the magic.  My combat log reveals a pile of body parts next to my axedwarf, a pile of broken mangled bodies near my hammerdwarf, and some very perforated bodies near my speardwarf.  Nothing touches these guys except a cloud of acid.  They get that, they move two feet, and they fall over dead.  Is there any defense against this at all, or am I going to have to make a ton of archers and death trap hallways just for them?

2.  One of my guys made a legendary flamethrower of some sort.  Edit:  Found it in the manual.  It's a cannon that uses blowgun/hammer skills.  It looks like it has a ton of shooting force and pretty good max velocity too (though, I imagine max velocity is meaningless if the ammo is a cannonball).  They any good in practical use?  Do exploding cannonballs kill friendlies?

Maybe I'll put it in a weapon trap for the acid guys to stumble into.


Spoiler (click to show/hide)

Anyways, thanks.

7
Masterwork DF / Re: What's happening in your Fort.
« on: October 21, 2013, 12:25:07 pm »
Why don't you assign beds to them?  That will start making them happier.
By the time I got around to even putting the beds in the rooms, it was too late.  I knew I was mistreating them, but had no idea they took it so personally until the trash chute incident made them all go nuts.  If they stop fighting, I might let the survivors have the newly dug noble complex. 

They were living out of the farming area on a temporary basis while I dug out the real fort down near the magma.  I just got swamped with migrants and overloaded before the basement was ready.  Temporary forts never seem to be.  Moving even a temporary fort to their new home underground is always a bigger problem than I expect.

Edit:  I have about six left from before the anger issues.  A migrant wave and an ambush showed up at the same time and the same place, so I lost 2 of my 3 military.  The wounded all died of thirst.  One poor migrant sat outside waiting for a doctor until some a frog siege got him.  His son is currently my only sad dwarf.  I think the commander needs the first set of noble rooms for cleaning up the ambush.

8
Masterwork DF / Re: What's happening in your Fort.
« on: October 21, 2013, 10:09:08 am »
Flatland untamed wild neutral fort with a good amount of metal - most things except harder mining turned on.  Embarked with two dedicated fighters and a weak copper uniform for each.  I spend a year or two trying to dig out the fort while everyone goes on half rations and occasionally isn't both starving and dehydrated.  I miss a crucial caravan while my broker is endlessly updating stockpile records outside of his trader burrow, and immediately mark all the food and booze for theft (dump) as they pack up.  I get enough to survive for a while.  Next caravan comes and eventually goes mad while my locked gates keep out wrestlers.  At this point, my well is screwed up and nobody has anything to eat or drink with about 40 migrants from the gluttony guild.  I abandon the whole place, cause screw it. 

Well: dug but non-functional and murky
Pastures: non-existent.  The wrestlers already had their way with my booze goats anyways.
Farms functional, but without enough seeds to keep that many gluttons alive.
Defense: minimal.  Those two are tough, but they can't deal with rampaging oxen and a few dozen wrestlers.
Housing: 8 or 10 beds in a dorm, three tables, and 5 chairs.
The smelter level with magma underneath is going incredibly slow.  I think I spent a year trying to restart it with fresh copper picks when my miners dug out the magma cave and starved.  Apparently, those channels were set up wrong to make ramps and I never checked.  Making stairways to fetch the lost picks failed when the three channels all had stones in them.


Reclaim!  This is my first reclaimed fort.  I use the same exact embark profile as before, except with a couple forgotten weasels.
Wow, everything is scattered... fun.  Hey, at least my crops are still growing from before.  Hello two dozen wrestlers hanging out and one very tough angry elf in the main entrance.  Now, lets get down to business.  I have at least two years worth of hauling to do.  Why did I unforbid everything again?  There is also the matter of the ghosts.  The dead outnumber the living.

Things go relatively smoothly, and I finally give up on the stagnant well and use DFhack to fix it.  Food/drink is not in abundance, but we aren't starving often either.  I give a leggo recruit a hammer to go with my spear and axe guys, and set them to perma-train.  My angry elf guard kills off a couple minor ambushes all by himself before finally falling in battle, and my military trio gets some killing done as well.  I have a 30x30 outdoor pasture with a channel around it to keep stuff out (I get spam messages though since it's too close to the entrance where they can see invaders milling about).  I have a working well.  I have good farms.  I have all my workshops and the living quarters in the farm area (same 10 beds and three tables).  Things start getting crowded around 50, but it isn't TOO bad.  My entire downstairs is finished being dug with the magma smelters functional, but the living quarters and other workshop rooms empty.  The hospital is dug, but the beds are mostly not installed yet.  The refuse pit with a 1 level drop is turned on.  This is where things start to go downhill.

Refuse pile shotguns body parts to the bottom where people seem to want to reclaim some of those body parts.  10+ idiots get injured by falling spleens and lay in the 10 dorm beds all day.  I set the remaining happy people to carry beds downstairs to the new living quarters and tables to the new dining room, but they mostly ignore me.  They move about 25 beds and then sit around angry because they don't have their own beds yet.  The gates to the outside have been locked for a while to keep sieging migrants out of my food stores, but too many are inside already.  Idiot went berserk and blew up my brewery; I have no blocks to build a new one.

I spend about an hour whittling away dwarves gone berserk with my military, who re perfectly content to do so.  They've been training for this in their lonely hallway and their armor stand since they got to the fort, and they have no love for the gluttons.  I'm down to about 25 now, but some of those might be migrants locked outside the gate.  My three military are happy, one dwarf is ecstatic, and two or three more are in the orange.  The rest of the fort is on the verge of going berserk and running face first into an axe.  I've never really let a tantrum spiral come to its natural conclusion before, so this is new territory.

My biggest concern?  If my ecstatic dwarf gets killed, who is going to open the gates for replacement migrants?  Surely, pulling levers is below the status of my civilian slaughtering military.

Current status:
Military:  In copper armor with copper weapons and shields.  I have three steel axes, three steel hammers, and one steel spear made.  They have not been equipped in fairness to the spearmaster.  With this state of fairness in mind, they are all happy to kill any civilians that get out of line.
Civilians:  Tantruming and getting a hammer to the spine, mostly.
Living quarters:  More than sufficient for my surviving dwarves, if they stop tantruming long enough to go claim a room.
Metal industry:  The magma is flowing, but nobody is alive to make those last two spears.
Farms:  The fields are planted full and I have so many goats I don't know what to do with - especially without any farmers still sane.

So that's how my fort is going currently.  Hopefully they all die off quickly to make room for some new migrants.  I have the main part of the fort ready to colonize, but I was about a year behind schedule and the peasants revolted over the lack of beds.  Who would have thought a trash chute with a one level drop would cause so much death?


Short version:  A trash chute made everyone kill each other.

9
DF Dwarf Mode Discussion / Re: What type of DF player you are?
« on: October 09, 2013, 02:02:52 pm »
I guess I get bored easy.  About the time my fort becomes stable with all the industries I want, I start over fresh.  Combined, I've probably only played about 50 years worth.  I play fairly conservatively, but less so now.  I tend to get to the cavern within a year, seal it up for a few years, and set up a tree farm.  Unless I screw up (dug too deep while trying to mine an entire mountain top right before a siege and lost half my military), I keep my fort air tight with a couple bridges.

I like to try new things, but doing them all at once isn't my style.  I've figured out most of the industries except glass and pottery - mostly playing with a couple new industries per map.

I started on a map with a river, volcano, and plenty of steel.  I got four squads of three in masterwork steel armor and they came with Jabberers.  I had half the map blanketed with traps to catch giant tigers and such (never did) and that took about half our.  My militia commander with one hand gone got his lower arm chopped off in the fight.  Then he got his upper arm chopped off in the fight.  Then both his legs got mashed up.  The doctor sewed him up, and he was right back to training.  A couple other squad leaders lost a hand, and one hammerdwarf died.  A few minutes later, I abandoned it and started in an terrifying barren place.

I set out and dig a hole right next to the wagon.  I designate a half dozen trees for chopping (a screen or two away).  I get enough mined for stockpiles, but it starts raining before anything is moved.  I spend six months digging out the place and setting up preliminary farms/shops while most of my dwarves spend their time in a loop of canceled drink, unconscious.  I don't think that knockout rain ever stopped.  I finally get a couple logs inside and all the food (seeds!), and drain a nearby lake for water (which later froze and all the 1/7 water became 7/7).  Then I realized that the map was no more challenging than any other map once I get inside and set up.  It's just annoying that I have to keep my dwarves inside and lure all the goblins inside to fight and loot.

Starting again new!  I've only played this savage forest map long enough to set up crops, stockpiles, beds, tables, and workshops in a 20x20 square or so.  This map has about 200k gold in it, and I've decided that my first order of business is to relocate everything except the training area to the bottom of the map and make everything out of gold from then on.  Oh, and the aquifer.  I normally try to collapse rings into them, but I think I'll try to cut through this when it freezes (cold, but not freezing surroundings).  Last time I tried that, all my diggers tried to do their best Han Solo impression.  I'm working with five this time, as I set one dwarf up with maxed shield/fighter and another with maxed axe/armor and set them to a training squad.  Normally I don't even mess with a military until year two or three when I can fit them with masterwork steel stuff.

I think I'm going to stick with this fort a while and see how many sieges a gold fort brings.  If I get bored, I'll make it a point to go play in the bottom of the adamantium tunnels.  I haven't tried a map without any soil yet.  I may do that next time and figure out irrigation.  My dealings with water and lava have been cautious (and often deadly to the poor bastard that digs a tunnel straight in instead of channeling from above).

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