Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Melting Sky

Pages: 1 ... 14 15 [16] 17 18 ... 86
226
DF Gameplay Questions / Re: Justice System
« on: August 26, 2016, 09:08:10 pm »
Hmm, for some reason I was under the impression hammerers didn't use equipped weapons? Or maybe that's only sheriff/CoG.

Either way, wouldn't it be better to leave them unarmed?

I might be mistaken, but I remember arming my hammerer with a light wooden xbow with no ammo. It's been literally years since I have bothered with the justice system, so honestly can't remember if he actually used the nerf hammer I gave him or not. Surprisingly punches tend to do more damage than something like a feather wood xbow used for bashing.

227
DF Gameplay Questions / Re: Justice System
« on: August 26, 2016, 07:51:00 pm »
Arm your hammerer with a useless weapon like a featherwood xbow with no quiver etc.

228
DF Dwarf Mode Discussion / Re: Best outfitting for military dwarves?
« on: August 26, 2016, 04:14:40 pm »
Picks are the all around best edged weapon a dwarf can wield. Make them out of steel if you have it and they will cut down just about anything. Just watch out for situations where you have undead reanimation effects active such as with necromancers or reanimating biomes. Edged weapons tend to become a liability in such situations.

229
DF Dwarf Mode Discussion / Re: Vampire Forts?
« on: August 26, 2016, 03:06:51 pm »


The wererification of the squad is the easy part, by building a hall outside that has 10 rooms(locking candy or steel armored dorfs each in their own room) closed with raisebridgedoors and levers right outside the rooms(for your wereadventurer to sneak in and bite them hopefully when they sleep) and one leading outside to a huskification yard(this requires huskclouds to move up/down over the walls&into the yard do they?) then exit door out of the supersoldiercomplex(not into fort! duh) the two outer doors levers need to be in the fort offcourse.

I wonder how good would a fairly well trained and equipped squad like that fare against say 200 goblins?
Hmm goblins gave me another idea! an army of werehusktrolls or elephants!

Goblins, unless you run into one of their legendary weapon masters, are very soft targets even for normal legendary melee dwarves. A squad like this would rip apart 200 goblins without even raising a sweat. A husked squads of candy clad legendary dwarves are the sort of thing you would send in to try and go toe to toe with the HFS.

Does a husked lycathrope even retain it's lycanthropic nature once it is turned? If so, werehusks would be among the most terrifying beings one could come across in DF since they would be tireless, deathless killing machines that completely regenerated with the rise of each full moon.

Assuming the game even allows for the creation of such a thing, a necromancer werehusk would be absolutely insane since one of the only decent ways to take down a husk is to bisect it thus you would likely be using edged weapons against the thing and chopping off limbs etc. Then it would raise it's own severed limbs via necromancy to attack you with. Worse yet, if the fight lasted long enough for the full moon to arrive the necromancer husk and all it's severed zombie body parts would then regenerate back into fully functional copies of the original necromancer werehusk. It would become a self-propagating army of one.

230
DF Dwarf Mode Discussion / Re: Miners in the militia
« on: August 26, 2016, 01:55:09 am »
Don't let the bug put you off. Ascended miners really are amazing to watch in battle. You just want to make sure they get a full suit of some good armor and at least a little defense training before you send them out against hardened enemies. Goblins make good soft targets for newly ascended legendary miners.

231
DF Gameplay Questions / Re: River + Waterpressure + Well = Flooded Fort
« on: August 25, 2016, 09:19:06 pm »
This is why I build doors between pretty much everything, and hatch covers on the stairwells.
I can't agree with this more. If you run a fortress long enough eventually something will spin out of control and just taking the simple precaution of building doors and hatches at key choke points and the entrances to rooms is often the difference between a half dozen dwarves dying horribly and your entire fort going under. Even if worse comes to worse and you accidentally breach the circus, you can usually save a fort where you bothered to install hatches and doors. 

232
DF Gameplay Questions / Re: How do you tempt a forgotten beast?
« on: August 25, 2016, 09:04:36 pm »
Send in a critter or two to wake the beast from it's revery. Make sure there are plenty of shields to go around for everybody. If something does go wrong, shields are your dwarves only hope against that thing.

233
Did you try dfhack's teleport command? Or dbd cage for dumping?
I generally won't even save scum except in exceptional situations, but as a rule I never use DF hack for anything but bug fixing. I don't know why a reset seems less cheaty than hacking the game to me, but I have just always played this way. The problem was I had a very unlucky save point that was made literally moments before he was about to starve to death, so no matter how I tried to get him out and feed him in time it just wasn't quick enough.

234
DF Dwarf Mode Discussion / Re: Elves: Useful only as trap testers?
« on: August 25, 2016, 07:11:29 pm »
They bring awesome pets and serve as as a good garbage disposal service. I always use merchants to haul off the endless stream of troll fur thongs, xsocksx etc. that my fortresses seem to end up drowning in. The crazy thing is not only are they willing to haul off this FPS killing garbage, but they are also willing to trade me everything of value they have for it. Best garbage men ever.

235
DF Dwarf Mode Discussion / Re: Miners in the militia
« on: August 25, 2016, 01:47:26 pm »
If you have miners as a major part of your military you will want to keep them on as full time soldiers due to the annoying uniform bug which could cause your core military miners to show up to battle with no weapon at all or show up massively late because they throw away their current pick to grab a new one. You want to make sure you assign them a high quality preferably steel pick as part of their uniform.

Miners are Gods of death in melee combat. They are perhaps the most deadly melee troops you can field on average.

236
I think the single most frustrating thing I have seen happen is when I found my fort's champion, an omni-legendary uber veteran war hero, starving to death in a cage. No matter what I did, I could not get him out of that damn cage in time to prevent his miserable death. I used all my unworldly and even forbidden powers to try and save him. I even did the unthinkable and rewound time, but alas there was no undoing his miserable fate no matter the lengths I went. Starving in a cage is no way for storied hero and member of the starting seven to die.

I was initially baffled as to how this travesty came to pass, but from what I can piece together the last epic goblin siege must have shown up right before he would have naturally gone to bed. Being the great hero he was, he answered the call to arms and defended the fortress admirably despite his exhaustion. During that battle his glistening axe hewed through a dozen or more goblins and trolls and was the last thing their elite goblin spear master saw before losing his head. After he and his comrades finished patrolling the embark to flush out any stragglers his squad was taken off duty. It's at this point things went tragically wrong. I think he must have groggily wandering through the fortress halls and then decided that the absolute best place to take a nap was on top of one of the fortress's cage traps. Such a pathetic end for such a great dwarf. He had survived every battle since the fortress's birth and cut down hundreds of enemies only to end up dead because he decided to take a nap on a cage trap.


237
DF Gameplay Questions / Re: Impossible events in Legends?
« on: August 24, 2016, 05:46:11 pm »
Yeah, masterworks destroyed at the forterss are typically marked as destroyed by dragon in legends mode, even after that dragon died, probably because their destroyer is marked as null, which gets treated as first element of hist. figs array.

Does Toady know of this bug?

238
DF Dwarf Mode Discussion / Re: Vampy the jerk Dwarf
« on: August 24, 2016, 05:22:29 pm »
I had a vampire hammer lord in one of my old forts. She was the head of my elite melee squad right up until that point I realized she was the one munching my peasants. So she got put in charge of her own squad of one, given a couple of war dogs for company along with a full set of masterwork steel armor and matching silver hammer and then I sealed her up in her own private suite/prison with some nice masterwork gold statues to admire for eternity.

Her prison cell was located near the back entrance to my fort where I was building my dragon based defense system. Well, apparently dragon fire can melt magma safe drawbridges which I learned the hard way during a massive goblin/troll siege. All hell broke lose after the dragon burned down the only way to seal the back door to my fort and tons of trolls poured in while my military was busy at the front of the fort mopping up goblins. So I figured to hell with it, letting the vampire lose can't possibly be worse than letting two dozen burning trolls run into main stairway of my fortress, and I let her out. The battle that followed was both amazing and brutal. She dodged back and forth between blasts of dragon fire to cave in one troll's skull after another. She took out every last one of them and suffered nothing more than a broken finger in the process. She painted the charred walls with troll brain matter and then promptly went to the hospital and took the first nap she'd had in about a hundred years. She didn't even eat any peasants during her brief hiatus from her prison suite.

Anyway to make a long story short that is when I learned just how amazing a vampire can be if you are in a pinch for a good fighter.

239
DF Dwarf Mode Discussion / Re: Tips for Savage Tropic embark.
« on: August 24, 2016, 04:56:38 pm »
My only real suggestion is be wary of large predators. They aren't generally nearly as aggressive or dangerous as you might imagine but if your dwarves wander strait into a pit full of gators or a pack of giant dingos they are likely to end up in a world of hurt. So long as you dig your dwarves a place to live and throw a door over the entrance you should be well on your way to being safe from the majority of the animal threats, even pesky things like keas. Wild life will mostly be dangerous to dwarves that work up top like wood cutters etc. so you might want to wall in an above ground safe area for these dwarves to work if large predators are common or just keep an eye on them and call the dwarves back if you see them blundering towards a giant tiger or something.

Now for the fun part. Put up cage traps in natural or dwarven made pinch points on the map and see if you can capture some cool critters to work with. Who doesn't want giant war jaguars?

As others have mentioned the biomes you REALLY need to be careful with are the evil ones, particularly terrifying. Nothing is worse than arriving on your new embark only to find their are giant skeletal eagles within eye shot of your wagon.

240
DF Gameplay Questions / Re: Wealth and Invasions
« on: August 17, 2016, 07:28:02 am »
I think the goblins aren't having the best of time getting to me. The world started off 5 years old so there weren't many cities or fortresses developed yet, just towns and the occasional capital.

Let your worlds run a couple hundred years so the goblins can get established along with a necro tower or two. Also avoid pocket worlds as they tend to have unstable populations aka you see things like various races going extinct way sooner than on larger worlds that tend to balance themselves a bit better.

Pages: 1 ... 14 15 [16] 17 18 ... 86