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Messages - Frostea

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31
DF Gameplay Questions / Re: Best Starting Weapon Skill
« on: April 09, 2014, 11:14:00 pm »
On fortress mode, axes are probably the best melee weapon against most enemies with limbs as you can quickly sever them and cause them to fall over in pain, giving your warriors a free chance at decapitating them. If course, against zombies and necromancers you'd want a hammer instead. But in the other hand, I feel that on adventure mode, swords are more versatile.

32
DF Gameplay Questions / Re: Need Advice About Labors
« on: April 09, 2014, 11:11:19 pm »
You should post this in the Masterwork sub forum. There are massive changes in Masterwork that make the way you play the game change vastly. For example, pretty much all furniture can be made out of stone blocks,  including beds. Hence there is no need for highly skilled carpenters to make good quality beds.

 Also, metalworking is vastly changed in Masterwork. You first need a machine operator to process raw ore in the ore processor, to make them pure. Pure ore generates less slag when smelted, which makes your furnace operators more efficient.

My recommendation is that you start with the basic DF first before trying Masterwork. It really adds a lot more content than what a complete newbie can handle.  At least, that was the case for me. If you insist on going with Masterwork, then I recommend you read the manual bundled with it.

33
DF Gameplay Questions / Re: Endless Goblin Sieges?
« on: April 09, 2014, 11:00:03 pm »
You can actually make captured goblins weapon lords by dropping them on a shaft of enlightenment.  Or you can do it by attrition; shoot wood bolts at them while they have their armor on. Eventually some of them will get really good at blocking and dodging. The rest probably won't survive.

34
DF Dwarf Mode Discussion / Re: Preferred Defense
« on: April 09, 2014, 12:12:10 am »
Usually I go with a highly skilled militia and drawbridge,  but recently I've been warning up to the idea of national conscript system. Basically, everyone is conscripted and handed copper helm, breastplate and a battle axe. They rotate in training. Only the minimal amount of dwarves required to keep the fort running will be off duty at any point. This usually means the farmers, cook, brewer and smithy. There's a core force of 10-20 dwarves fully clad in the best equipments, which expands as I am able to, depending on the scarcity of metals. This means no traps are needed. Pure dwarven badassery will kick the butt of any would-be invader.

35
Masterwork DF / Re: [Warlock] Crashing suddenly
« on: April 08, 2014, 04:31:44 am »
Glad to know I'm not the only one. I'm having crashes on dwarf as well. I don't have digginginvaders enabled. Having fortress defence races enabled doesn't seem to make a difference either, it still crashes occasionally.

36
DF Gameplay Questions / Re: Archery target issue
« on: April 04, 2014, 01:28:43 am »
Yes, but it will also result in your fortress having hundreds of individual bolts, making your marksdwarves spend a lot more time picking up individual bolts and also putting your haulers in constant danger as they gather the individual stray bolts from the floor beneath the archery range (since if another bolt is fired in the meanwhile, it will fall down and hit the hauler in the head for potentially lethal damage).

Besides, marksdwarves have pretty good aim when doing archery practice, so it's likely that most of the bolts are going to hit the target directly and be destroyed anyways.

I find that bolts tend to fall at the same distance, so I just channel out the area and pipe up some magma into the shallow trench to dispose of the individual bolts painlessly.

I wonder if the same can be done for freezing water? Yearly cleaning of bolts without the trouble of piping up magma...

37
placing corpses in stockpiles seems to have a higher priority than placing them in tombs. i don't think i've ever seen a corpse go directly to a tomb, even if it is assigned to that dwarf. the same thing with dead wild animals; they go to the stockpile before getting butchered.

This is quite true. I once had half my fort drop dead from a syndrome in the dining hall. The graveyard is right beside the dining hall but all of the bodies were hauled more than 50 tiles away to the surface quantum refuse pile, before being hauled back to the graves.

38
DF General Discussion / Re: Those stinking holes
« on: April 01, 2014, 11:15:06 pm »
Anyway, how often you do see any actually useful dwarf migrating your fort? Mountainhomes send their criminals, peasants, cheese makers and other useless scum to you.

Haha, like, never. I always get annoyed when I get a horde of fisherdorfs in an area without surface water at all.

On the rare occasion though, you'd see some highly skilled warriordorf coming to your fort. Sadly, these are usually vampires.

Yeah, just yesterday I had a Great medical dwarf (as in Great in surgeon and everything else). I celebrated a bit, looked at his character description, noticed a few tells of a vampire, then drafted him into the military and stuck him behind a locked door. Three months later he's elected mayor and still doesn't need to eat, drink, or sleep.

The fact that the vampires are ALWAYS elected mayor baffles me. There are 100+ other perfectly qualified beards but they all choose the same guy. Who sucks their blood.

39
DF General Discussion / Re: Those stinking holes
« on: April 01, 2014, 05:34:01 am »
Anyway, how often you do see any actually useful dwarf migrating your fort? Mountainhomes send their criminals, peasants, cheese makers and other useless scum to you.

Haha, like, never. I always get annoyed when I get a horde of fisherdorfs in an area without surface water at all.

On the rare occasion though, you'd see some highly skilled warriordorf coming to your fort. Sadly, these are usually vampires.

40
DF General Discussion / Re: What was your gateway to Dwarf Fortress?
« on: March 31, 2014, 01:40:26 pm »
I recently just got into DF thanks to my sudden obsession with simulation games. I initially played the good old pharaoh/cleopatra and caesar games, then moved on to evil genius, then new ones, including rimworld and prison architect.

I thought, these games aren't enough for me. Then I recalled reading about DF on rockpapershotgun and ars technica. I had hilarity with stairs and construction in general on the first few hours that I played. Then I discovered the wiki and suddenly everything was a lot easier.

41
Recently I had 3 vampires that I decided to make into a military squad. Initially, I wanted to give them armor to prevent them from getting bad thoughts as I was planning to lock them in their barracks to train til eternity ends. Unfortunately, my armoursmith is a lazy asshole who takes breaks too frequently, so production was moving along slowly.

Eventually, the armorsets were dropped into the barracks through a  retracting bridge. But for all his skills, Urist McVampireSgt ccouldn't dodge a falling - copper breastplate-, and his middle spine was shattered. Usually this would mean death for any dwarf since they wouldn't be able to breath, but McVampireSgt had other ideas.

Subsequently, one bed in the hospital was permanently occupied by a vegetable vampire.  A few in-game years later, I finally did something about it. I channelled out the top of the hospital, attached a support which was linked to a lever that one of the vampire squad mates can pull. The vampire who pulled it got a promotion, while I laughed my ass off. Killing a cripple seemed to be justice to me even though I should feel bad about it.

42
DF Gameplay Questions / Re: Training Defensive skills efficiently
« on: March 24, 2014, 11:20:32 am »
Just have your military spar a lot by assigning them to squads of two. They will increase in all skills quickly when they spar lots. I just started a new fort to test some mods and my military commander got attached to her wood shield even before my first migrant wave came.

43
Masterwork DF / Re: Just started Masterwork
« on: March 24, 2014, 10:54:58 am »
Oh and in terms of military, you should start out with two dwarves sparring each other for the first couple of years. They will end up as serious murderers who rip megabeast apart with nothing but their axes. And since this is Masterwork, you can end up making really powerful stuff like legendary welded mithril great axes,  which even FB slimes made of steel will find difficulty stopping.

44
Masterwork DF / Re: Just started Masterwork
« on: March 24, 2014, 10:47:56 am »
The manual is a disgusting lier  :P In my current fort, most of the booze comes from 6 3x3 aboveground farms, and I have 8 10x10 underground farms. Perhaps it is because my more lowly skilled farmers happen to be working more on the underground plots, but I feel the disparity is too massive for that to be the case.

Just for reference, I use mostly prickle berries, fisher berries and strawberries. My poor dwarves are forced to drink dirty elf booze no thanks to this silly farm mod.

P. S All ranged weapons are OP as long as you stick with the bone piercing varieties.

45
Don't put bolts in bins, there is a bug that makes dwarves unable to pick up ammo from bins. You can check if your dwarves actually have ammo on them by looking into their quivers. There is also a bug regarding setting ammo exclusively for training and combat if I'm not wrong, so it is probably best to just train on bone bolts and do combat with bone bolts as well. This works surprisingly well once you have a good meat industry going.

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