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Messages - Werdna

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1
DF Community Games & Stories / Re: Bearded Confessions
« on: August 01, 2018, 10:05:55 am »
"I know it's tradition... but why do we have to all race out into a battleground to be the first to pry them off those nasty corpses?  Why can't our tailors just make the loincloths for us?"

2
DF Gameplay Questions / Re: Fixing Instant Kills and Siege attacks
« on: July 12, 2018, 02:25:23 pm »
Thanks for the information.  I wish I could use planned and unplanned cave-ins with them having logical results instead of having them off. I know the bee hives and honey system were based on information from an actual expert... wish cave-ins were more accurate instead of being deadly overkill.

If you want to simulate something more realistic, may I suggest dropping a cave-in next to the targets... I've always found the chaos of nearby units being knocked about, stunned, and covered in dust pretty good.

3
Ah, I'm on Phoebus.  I don't think I get the colored backgrounds; or if I do, it's not visually distinct at the zoom I typically use.  I'll look closer or switch to ASCII to confirm.

Agreed re: size and the attack/defend difference, but I think what I am trying to describe about their 'seriousness' has more to do with large units (armored in this case) taking a long time to kill, which makes exhaustion a much greater threat when you multiply all that resilience with siege-like numbers to chew through. 

In any case, this is largely irrelevant to vanilla play where beasts of this size typically come as singles, so I will stop hijacking the thread and try to verify what I've seen. Thanks for the insights Sver!

4
I've been playing FD for about ten years now, I can definitely state War Elephants are a serious deal.  It's not the skills in their case, its the extreme size combined with plate armor combined with their numbers.  Legendary dwarves can reliably win in a 1x1 but when there are 100+ WE's you quickly start reaching 2x1 or 3x1 odds (my military tops out at 50 dwarves, or 1/3 the fort).  Against extreme sizes, certain dwarf weapons become fairly ineffectual for killing blows even in the hands of a legendary user - axes and swords in particular.  They can kill, it just takes forever and exhausts the dwarf.  Conversely, extremely large units wielding blunt weapons deal serious damage - if they can land a hit.  However, the War Elephants only have GRASP on their trunks, and these can be sliced off to render them less deadly.  Maces, war hammers, and spears are the only thing that reliably can kill WE's in a reasonable time.  I use a mix of weapons for this reason - axes and swords to distrunk the WE's, and war hammers and spears to finish them.  The WE's take a noticeably longer time to kill compare to smaller invaders, which can lead to exhaustion against a large siege, which leads to potential dead legendaries.  Normally I use the bridge separation technique to divide up a siege to solve the exhaustion problem but in my current fort the challenge is to never 'seal' off any entrance or escape.

How can you tell when a Fortress unit is prone?  I'll keep an eye on that in the next siege.

5
Hmm.  In my case, I almost always play with Fortress Defense (adds up to a dozen or so invader civs), and one of my most serious annual invaders are War Elephants.  These are freaking massive, and wearing plate armor.  They tend to be armed with blunt weapons, so my legendaries are relying almost entirely on their dodge skills not to perish in these fights as armor is of little help.  Going prone would be a death sentence - these are certainly serious enemies!  Yet I tend to win these combats without a loss; if I do have losses it is because of some sort of instance of a unit separating from the group and getting too much individual attention.  I'd have to see if I have any pre-invasion saves and see if I am imagining the dwarves doubling up in a tile or not - I could swear they do, primarily because I specifically recall cases where I've had 40-50 dwarves amassed in combat yet the screen only displays a dozen or so; they were all piled up on one another when I mouse around with 'k'.

I wonder if what I am observing is a mass case of "dodge" dwarf, where the dwarves have become so dodge-proficient that they begin to occupy each other's spaces readily, and dodging is disregarding the "avoid an occupied space" pathfinding?

6
I agree with most of what you wrote, but would like to say that this tactic above works well for any number of squads.  I use it frequently.  As Sethatos mentioned, given well-equipped and trained squads, I find exhaustion or separation becomes your primary killers, and maximizing the number of bodies on the front line alleviates those.  The more bodies you have, the less they will get exhausted (fewer drawn-out 1x1 combats), and the less dangerous it is once they do become exhausted.  Since the dwarves seem to happily fight even when packed multiple to a tile (and with no apparent combat detriment that I can notice), I regularly throw 40-50 dwarves into spaces like these and watch them gobble up large invasion groups like Pacman. It becomes even more important if you add in enhanced invaders from mods.

I didn't mean that this tactic is only good for small militias, I just wanted to say that, in my opinion, you can get much more out of a larger military by using more elaborate tactics instead. The frontline tactic will, indeed, still work, but a lot of soldiers will stand rubbing their necks, when, instead, they could've been mowing down enemies from the opposite side at the very same time.

Hmm, I've lost you here.  Why would the soldiers stand around?  I've never seen that - the moment an invader is in sight, it's go time, whether there is 1 soldier or 100.  Oh - are you thinking they stand around because there is no room (1 dwarf/tile)?  In my experience they will gladly jump into the same tile with another dwarf, and fight stacked on a tile with no combat impediment that I can detect.  In fact sometimes after they kill the last invader they can see, they'll all stand on top of its corpse in one tile momentarily - I like to think they're all taking a quick leak on the corpse.   :o

( Edit: as for more soldiers allowing for more elaborate maneuvers, I certainly agree there! )

7
Sethatos, I agree completely regarding exhaustion as the big killer!

One design tweak I'd suggest is to implement more "LoS breaks" in your path.  With a long straight-away that doesn't impede LoS, your dwarves become completely on their own once they sight the first invaders.  I call this "gobbling the line", as they streak down the invasion path, and stringing out as their individual speeds become relevant.  Sometimes speedier dwarves will hit a second grouping of enemies and briefly be at risk.  If you employ corners and switchbacks, it is possible sometimes to 'recover' control when your dwarves are no longer in sight of invaders.  At the very least you can usually regroup all your dwarves and have them catch a breath; sometimes you can even 'reset' and pull them back to the starting position.  A lot of that depends on whether or not you're doing tricks to string the invaders out, like Staalos' water trick.

Quick question: with that design, do you ever see dwarves suddenly appearing on the wrong side of the straight-away walls?  I have to double-wall my fighting areas because I've simply seen dwarves dodge right through single walls.  It's rare, but I see it often enough in my games (multi-seasonal invaders from FD).

8
The simplest, perhaps, is "a frontline", as described by Sethatos, and is best suited for a small (10-20 troops), well-trained, well-equipped military.

I agree with most of what you wrote, but would like to say that this tactic above works well for any number of squads.  I use it frequently.  As Sethatos mentioned, given well-equipped and trained squads, I find exhaustion or separation becomes your primary killers, and maximizing the number of bodies on the front line alleviates those.  The more bodies you have, the less they will get exhausted (fewer drawn-out 1x1 combats), and the less dangerous it is once they do become exhausted.  Since the dwarves seem to happily fight even when packed multiple to a tile (and with no apparent combat detriment that I can notice), I regularly throw 40-50 dwarves into spaces like these and watch them gobble up large invasion groups like Pacman.  It becomes even more important if you add in enhanced invaders from mods.

Formation-wise, the game just doesn't have anything (yet) besides what amounts to a mob of 5 year olds chasing a ball around a field.  Given that, tactically you want to create the tightest grouping of as many dwarves as possible, and consistently put it up against the most divided up grouping of invaders as possible.  The fun to me is in the fort designs such as the ones Sver mentions, and coming up with clever ways of achieving the ball vs string that I mentioned.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 02, 2018, 01:10:00 pm »
*sigh* Now that I actually HAVE a military, the gobbos don't want to lay siege to my fortress, but instead a new killer arises. My dwarves like to climb into iced-over canals and spar there, possibly dodging into unfrozen canals as well, killing them when they flash-freeze in the winter. Four dwarves have died this way. :/ fucks sack. I even put up a wall grate to stop them from dying in the (repeat) offending canal, they climbed over it. INTO A TRAFFIC RESTRICTED AREA. To sleep/hangout. Idk what to do. It's getting incredibly annoying to lose both veteran military dwarves and precious equipment in this way. I might have to move the barrack above ground if I can't figure out something.

You say sparring, that implies they have a training area set up near these water areas.  I am willing to bet that what you are experiencing is the dodge-through-walls phenomenon, where dwarves manage to dodge (via training or real combat) through the tiniest crevices into areas they should not be.  Try moving your training zone, or double-layering your walls that separate them from these areas.

10
Any tips on disposing of sentient corpses en masse without traumatizing the whole fort?

Perhaps turn your military into civvies during the later months of a season, when invasions don't occur, and use them for corpse-hauling.  They typically are hardened to death.

11
DF Gameplay Questions / Re: Track design question
« on: June 27, 2018, 04:53:10 pm »
Well it's interesting though that we have a T-junction track, which I suppose works well enough for its purpose in guided situations, but is sadly missing the mechanical ability to switch, just like any decent train set has?  I was thinking though that a 'working' junction could not be as simple as it is (ie carvable) today, it'd likely have to become a building option with configurable settings like a Track Stop, so you can designate the exits to switch from and linkable to a lever or plate or what-not.  The settings would get even more complicated if you want to implement a switchable ╬ junction.  I wonder if Toady ever considered it.

12
DF Gameplay Questions / Re: Track design question
« on: June 27, 2018, 04:31:10 pm »
Sorry Dame.  FWIW, I did find the source where I first learned about the 'valid curve', there's a graphic in there that shows how a cart will sail over all manner of invalid tracks until it turns at a valid curve - PeridaxisErrant's 'Use of Minecarts'.  You'll see that a T-junction is one of the ones that it goes past.

If you're trying to create a 50-50 switch track I think you are going to need to build a repeater, and attach its output to one of these designs:  Minecart switches


13
DF Gameplay Questions / Re: Track design question
« on: June 26, 2018, 08:01:14 pm »
I think carts only change direction on a ramp or a proper 2-exit curve - I suspect the T does not count as a curve, so I'd wager the result is a minecart that hits the wall to the south.

14
DF Gameplay Questions / Re: Drowned Supplies... and One Dog.
« on: June 13, 2018, 10:14:38 am »
On some embarks it really does feel like some blind guy is beaming the wagons down to the surface... :)

One of the things I do at embark, before I even unpause the game, is paint every square of water with d-o-r to keep the dwarves off any potential ice as much as possible (it doesn't outright prevent them from entering those tiles, but makes them prefer the unpainted tiles and walk around when possible).  Just don't forget to unpaint any bridges you later add.  I avoid swamp embarks for this reason, it's just too much to paint. 

15
DF Dwarf Mode Discussion / Re: The Volcanic Plug Hypothesis
« on: June 08, 2018, 03:38:15 pm »
I can't remember if SMR eats falling natural stone.

It will.  Important to avoid it when building a magma piston.

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