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Messages - Ornstein

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1
DF Community Games & Stories / Re: The Hall of Legends
« on: September 14, 2014, 11:54:02 pm »
Forgive me if I breech protocol, but I would like to nominate Brosef Stalin's "The Increasingly Tragic Tale of Dumplin."

I have shed tears over her fate, watched with increasing trepidation over her fate, and though I know there can be only one outcome, I dread the inevitability of her demise. This is a damn good story.

http://www.bay12forums.com/smf/index.php?topic=124664.0

2
DF Dwarf Mode Discussion / Re: How often do you save-scum?
« on: August 22, 2014, 09:24:52 pm »
I save scum in order to make backup, in case of file corruption; but other than that I only do it for two explicit reasons.

One: I forgot to label my levers and I need to find out what the heck this pretty Olivine switch - oh god it releases the Minotaur family in the dining room.

Two: should I decide to do something disasterous, I will occasionally sequestered off a few dwarves and their families and pets off in a safe location, the rest of the fort perishing in a deluge of tears, anguish, and FUN. Should the automated defenses vanquish enough of the threat or I can extract the survivors safely, all is well. Should the survivors be able to reconquer the fortress, even better.  If they die heroicly in the attempt, Bravo. But if one of the little sods was too busy playing grabass to make it ibunker in the first place, I save scum.
I've grown attached to the civilization I'm playing with, and being able to track individuals and their lineages is fascinating. To make the cut, they have to do something exceedingly impressive. Being a legendary hammer dwarf won't  make the list, but being a legendary hammerdwarf  / Animal Trainer who bit a troll in the neck as a 4 year old and naming your two Pet GCS Urist Murderface and Id Puzzlewound does.

3
Note to Urist McHauler; Re: Suicidal practices

I understand you want to get the dead cat off the mine tracks. I forbade it for a reason. That means you should not go and get it. Especially after seeing the tracks as restricted. And to those that followed, I understand you want to retrieve Urist McMiner's corpse and belongings, but in jumping into path of the minecart rocking back and forth over two spaces, you are only COMPOUNDING THE CORPSE PILE.

Thank you for not killing yourselves.

4
DF General Discussion / Re: Dwarf Fortress 40_09 Starter Pack r1
« on: August 19, 2014, 09:40:00 am »
You are a scholar and a gentleman Peridexis, thank you for your continued work on the project.

5
DF Gameplay Questions / Re: Reactive or Proactive gameplay?
« on: August 15, 2014, 02:37:51 pm »
Proactive.

Operating under the assumption that every migrant will belong to the McPotashmaker clan, all migrants are immediately drafted into the military and assigned to be mason engineer architects
. Any migrant who actually has a useful skill is not. Cheap leather armor as soon as possible for the recruits, often kitten leather with cat bone cross bows. Any with some martial inclinations are sent to train via danger room or sparring as melee soldiers.

Probe for caverns by the second spring and attempt to recenter the fortress below the first cavern. Make as much glass goods as possible to use in the first project, the inevitable invader nullification system. Nothing special about glass other than I want everyone who approaches my fortess to have to traverse a field of broken glass.

Hunters and animal trainers get a pass since catching the most exotic and belligerent of the local wildlife for weaponization is a high priority. Hoping to be able to start my own GCS ranch.

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DF Gameplay Questions / Re: A few questions:
« on: August 13, 2014, 08:35:23 pm »
Oh, and watch out for the Giant Cave Spider. You can have a great melee force and have it get wrecked by just one.

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DF Gameplay Questions / Re: Climbing and constructed walls
« on: August 13, 2014, 06:16:15 pm »
Hmm, I have no idea. I can test it with Cats, who are by default, legendary climbers. and if a Cat cannot climb it, then I think it would be safe to say that neither could a goblin.

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DF Gameplay Questions / Re: Climbing and constructed walls
« on: August 13, 2014, 05:21:29 pm »
It's usually most efficient to construct a staircase to the roof level and the build the floor out from there. Once completed, build a stairway from the outside and deconstruct the top stairs, replacing them with a floor. You can leave the stairs or deconstruct them, since if sealed properly it won't matter if they are on the roof or not.

If someone has a better method than this, feel free to share it.

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DF Gameplay Questions / Re: A few questions:
« on: August 13, 2014, 04:58:58 pm »
So in theory a quantum stockpile could become a quantum catapult projectile.

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DF Gameplay Questions / Re: Another weapon use issue
« on: August 13, 2014, 04:53:00 pm »
Although I'm not sure how to address the root problem, the immediate problem was solved by selecting the individual armaments for a dwarf, waiting for him to collect every piece, then ordering him attack. Perhaps some issue with the Uniforms?

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Missing the first trader, or not buying him out, is not uncommon.

However, a good way to both prevent idling and produce some trade goods, simply enable stone crafting one of your more useless migrants and instruct him to build rock mugs until the end of time. They're relatively low value, but selling them in bulk will let you get some necessities without fear of attracting much attention.

Having some idlers seems inevitable, at least for me. That being said, enabling masonry on habitual slackers is a good way to get construction done faster. If you plan on using them in the military, consider building some pumps and enabling pump operator. I'm not sure if they actually have to pump the liquid or not to gain strength.

The others seem to have covered hospitals fairly well, so the only thing I'll add is that retrieving the wounded and feeding/watering them seems to be a low priority task, leading to frequent deaths In the hospital. If injuries are sustained, pick a dwarf who gets a happy thought from helping others and disable all activities aside from recovering wounded and taking care of them. Even with that, you may need 2 dwarfs to play nurse, because a Really good party is more important than the starving dwarf with broken legs wasting away not 20 tiles away.

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DF Gameplay Questions / Re: Climbing and constructed walls
« on: August 13, 2014, 03:39:14 pm »
In paranoia, I habitually roof my outdoor structures as well as cavern forays.

While this takes longer, it prevents the threat of climbers now in addition to fliers. In order to make it happen fast enough in time for the early attacks, every dwarf inevitably gets drafted into the mason profession until the fortress can be sealed.

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DF Gameplay Questions / Re: A few questions:
« on: August 13, 2014, 03:34:30 pm »
A central elevator is very good for mobility, ease of access and future planning. A single tile may do the trick, but leave room for expansion in this central shaft. If you can introduce a waterfall through it later it can become a useful tool to prevent tantrumspirals, as well as a mechanic to clean your populace swiftly to prevent FUN from dangerous blood.

There are many ways to dispose of the bins, if you're looking for a weaponized version then I would suggest building a bridge (non retracting) and then construct a small platform from which you dump things  from above onto the bridge. You may need to monitor the weight as to not overburden the bridge, but executed properly you can use this as a junk chucker. Inaccurate, but amusing. Alternitavely do the same thing anywhere else and just atom smash them.

On the caverns I concur with Deboche, you are more than ready to open them up and delve deeper. Underground pastures makes animal management easier, less travel time for your dwarfs. Although,  I have yet to create a working tree farm in 40.xx, perhaps allowing for multiple Z levels would help?

As far as siege difficulty, eventually you may incur the wrath of a general who can be a severe threat or a chump. But more insidious threats are the RNG blessed foes who may prove nigh invulnerable. A bronze colossus for instance, has traditionally proven quite effective at holding his own against axe dwarfs.

If you seek magma, you do not have to go to it. Magma pumps, mine arts, and magma pistons are all techniques you can use. Plus, these methods lend themselves more readily to weaponization and utility.

14
DF Gameplay Questions / Another weapon use issue
« on: August 13, 2014, 01:30:13 pm »
A wild troll has entered my fortress, fairly early still; no metallurgy has been done due to lack of anvils.

I ordered my marksdwarves to attack him, and in their bumbling fashion they unloaded all of their wood bolts into him, but to no avail.

My nascent melee squad has attacked him, but instead of using their weapons, even training weapons, they go after him with their fists, even though they are not particularly skilled wrestlers.

Even a child has decided to come punch the troll.

The troll, for whatever reason, is too overcome with terror to retaliate, and the only injury sustained was one broken nose.

The fight has been going on long enough for the combatants to get thirsty, but the troll is not dead yet, only bruised.

I've tried to draft some new squads to pick up something since the already engaged fighters will not disengage. Miners were my first thought but they drop their weapons after they engage in melee.

Please advise, as much as live training can be useful, it needs to end before the dwarves kill themselves via exhaustion.

15
A few of my favorites:

The years of work. Axe and hammer squad.

Led Armoredlove of Loaves, champion.

The Seals of dying;group name. It was only fitting that when the fortress started to teeter into a tantrum spiral I immured some of the populace.

The Most Cudgel, dwarf civ.

And my personal favorite, a group called "The Prime Mechanical Lobsters (wait for it) of Angels."

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