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Messages - clownwolf

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31
DF Dwarf Mode Discussion / Re: Traps are worth...
« on: August 16, 2014, 02:04:19 pm »
I have only used traps on goblins.

On this version, stone traps usually hit 1 out of 6 times, and completely crush the body part 9/10 times (leaving them unconscious, even with just a crushed hand).

Most metal traps that hit for 3x (disk, spiked balls) are always complete kills if you load 10 of them.

Wooden weapon traps are useful for the semi-megabeasts because they are unarmored. A Giant died in 2 weapon traps filled with 10 wooden spiked balls each. Traps never made it past tearing/bruising the muscles, but it hit his guts and head enough. I haven't tried wooden traps on goblins yet, so I don't know if it can kill them as well.

I doubt your wooden traps actually did damage to the undead though, are they weakened by bruises?

32
DF Gameplay Questions / Re: Soldiers and armor question
« on: August 15, 2014, 10:41:22 pm »
Bolts and ranged weapons in general were MASSIVELY nerfed in a recent update. You want to stick with all metal bolts now.

I was really outdated on my info. I just tested this now.

He is right, stick to all metal bolts right now when going into fights. Bone bolts only bruise the skin and bones right now when hitting unarmored elf/goblin parts. Bone bolts are as useless as Wood now.

33
Masterwork mod includes the Large Address Aware utility.

I'm not really sure if it works, but you can download it (mod or just the utility) and apply it your DF14 executable.

34
Anything heavy that uses a bin should have wheelbarrow (armor/weapon/gems/bars), this is because they drag the heavy bins to the stuff and then haul it back to the stockpile. If they haul a bin full heavy weapons from level 100 down to level 0 and back up to 100 again, they might just die of dehydration.

One way to avoid this, is to do a dual stockpile. For example, use two weapon stockpiles next to each other instead of just 1.
X - Max Bins, accepts from links ONLY, takes from stockpile Y
Y - No Bins allowed, accepts from anywhere, gives to stockpile X

XXXX      YYYY
XXXX <-  YYYY
XXXX      YYYY
XXXX      YYYY

This way, your dwarves will bring all weapons to stockpile Y without dragging bins around, and stockpile X right next to it will gather these weapons into bins.

Also, always use *wheelbarrow on stone. If a dwarf halls pitchblende w/o a wheelbarrow he might die of thirst as well.

35
DF Gameplay Questions / Re: What animal breeds the most?
« on: August 15, 2014, 04:13:01 pm »
If you care about FPS I would suggest against mass-breeding the egg-layers. At most, use only 4 nest boxes in order to better control the baby poultry count.

I didn't know this and I had all 6 domestic egg-layers (including the useless ducks and guineafowls) hatch their eggs at the same time, putting their numbers from 120, up to ~500 in one go. I had around 400 (cats, dogs, coyotes, pigs, wild boars, grazers) at that point so ~900 total animals + 200 dwarves will put you down to 4 fps.

Also, cats breed on a normal pace, same as dogs and pigs. There is also a cap on animal populations. I often end up with 60 of each of the non-egg-layers because I don't really need to butcher anything in my ranch.

But yeah, I now avoid egg-layers and stick to ranching dogs, cats and local wildlife. Its pretty fun, kinda like a zoo.

36
DF Gameplay Questions / Re: Soldiers and armor question
« on: August 15, 2014, 11:50:58 am »
Yeah, always use "replace clothing" by pressing 'r' I think. Make sure you have head/body/legs/hand/feet armor for the entire squad, even cheap ones, before doing this though. You should actually do this to your entire population so everyone is armored. You also won't get a problem with tons and tons of used clothing slowing down your game.

Once you assign stuff to a dwarf, I found that not worrying about whether they equipped it or not is fine. Just check back in a season and check who is missing armor pieces using Dwarf Therapist. Re-assign different armor to the pieces that dwarves refused to pick up, and re-check in another few months. Usually by the second season everyone will be using everything you have assigned.

I just updated the wiki on what I found to be a working setup on archery targets. If you have 5 targets, you need to make them into seperate rooms, and assign the marksdwarves squad to train in each of them. After that, I create a barracks with the targets inside the area so they can train in discipline sometimes too.

If you assign two kinds of bolts, it gets kind of buggy, so just use one kind of ammunition. A good setup would be to a have a dog/cat/pig ranch to get a steady supply of bones, and just make thousands of bone bolts for both training and combat. Bone bolts are effective enough for goblins (not so effective against forgotten beasts). Unfortunately, only 5 bolts are produced per bone and a squad of marksdwarves will burn through a thousand bolts before they even hit level 5 in skill.

EDIT: Actually, DO NOT armor up or assign weapons to your dedicated miners/woodcutters/hunters because they will strip down and remove everything after you set them to inactive. Assigning picks/axes/crossbows also makes them unusable in actual dwarf jobs so don't do it. Also, make sure you deactivate these three jobs on all full-time militia members.

37
DF Dwarf Mode Discussion / Re: When is a goblin civ considered extinct?
« on: August 15, 2014, 11:33:21 am »
Yeah my civ ended up kicked them out of range. If I move up 6 squares up from my Tundra fort, the site will be accessible by goblins again. I got a grand total of two sieges before their last closest dark fort got conquered.

Unfortunately, I don't think there's any hope for my fortress. The site population of the remaining caves gives a grand total of 3 goblins, and around 300 cave animals.

Of course, all blame goes to my damn super aggressive dwarf civ, that nearly wiped out my precious goblins. Anyway, this will serve as a lesson NOT to play in a "very short" world history setting. Goblin civilizations have far too few sites (2-4).

38
DF Dwarf Mode Discussion / When is a goblin civ considered extinct?
« on: August 15, 2014, 03:51:16 am »
My goblin neighbors still appear on my neighbors list and we are at war. I have not received a siege in years so I decided to check them out in the legends viewer.

It turns out, my dwarf civ attacked and took over 4 out of 6 of their caves, which is the complete opposite of what usually happens. Their civ is still listed and have a goblin master (a random dwarf executed their original demon master). The legends viewer however, doesn't list their population anymore so I think they are all wiped out (other goblin civs have their populations clearly listed in the legends viewer, all 0-site goblin civs does not).

Do I need to abandon my fort because goblins sieges wont come anymore? I don't want to play without sieges again, I already played DF with the no-siege bug long enough.


EDIT: I retired the fort, and checked my fort area. No more goblin neighbors  :'(. The goblin civ seems to be alive, but I'm apparently out of range.

39
It wasn't explicitly the peafowl's fault. I slaughtered it last, and the animals were fine.

But as soon as I reload the game and slaughter the peafowl after the mule, animals near it gets scared, even one of my cats. The weird thing is I have around 10 cats near the shop, and only one cat (the closest to the caravan), along with every caravan animal, gets 'experience mortal fear'.

The only notable thing I noticed is, that when my dwarves take the peafowl directly from my Trade Depot, the animals get scared. But if I let them move its cage to my stockpile, and then slaughter it from there, they are fine.

There was no one sparring or fighting near them either. I guess I'll just move my butchers shop for now.

40
Is that working as intended? The merchants are unaffected, but their animals 'experience mortal fear', so they just stop trading with me.

EDIT: I reloaded the save twice and tried again. Same thing happened twice, but they seem to be okay when I slaughtered a mule, and they only freaked out when I slaughtered a Blue Peahen. I bought both of these animals from the human caravan.

41
DF Dwarf Mode Discussion / Re: Reclaiming ruin to retire
« on: August 11, 2014, 08:24:22 am »
Don't bother trying this in 40.0x, all your forts will be conquered by goblins the first year after you retire them. There's no defense against it, attackers always wins during site conquests.

I tend to play the same dwarf civ everytime, and the first news I always get is that my old fort was abandoned just before goblins attacked. After this news, I usually get one-armed or legless migrants from my old fort.

42
Well I really want more animals to tame so I went ahead and killed them, civilized or not.

They were all stuck up the walls like celem said. They all came down as one group when my squad arrived, and spawned 4 troglodyte babies as soon as they hit the ground. I guess they held their babies in for three years.

EDIT: Actually, according to the kill list, it seems that the numbers did not increase, its just the name of the Troglodytes that changed. Some of the "Troglodytes" changed into "Troglodyte Baby" when they climbed back down.

43
DF Dwarf Mode Discussion / Re: Dogs and cats not breeding?
« on: August 09, 2014, 10:17:12 pm »
They still breed on mine (40.06), I have around 60 cats and 60 dogs right now.

I have them all pastured though, but I don't think that should really affect anything.

44
DF Gameplay Questions / Re: Domestication question
« on: August 09, 2014, 10:06:15 pm »
I'm not sure if its a bug, but exotics bought from elves don't seem to breed anymore. I bought a Giant Leopard male and a Giant Leopard female on the 2nd year of my fortress.

It is now year 8 and they produced nothing. The animals I bought from dwarves breed normally, so do the stuff I caught in traps (I have lots of coyotes and wild boar now).

On the other hand, NOTHING was producing children (even the pigs I brought on first embark had no children!) when I was playing in 40.05, but I moved on to 40.06 and every female was having babies. Except the giant leopard female of course.

45
I have a troglodyte tribe (10 guys) living on the first cavern. I have laid out traps on my cavern, but nothing has spawned except for a forgotten ash beast, for the last 3 years.

If I kill the troglodyte tribe living on the cavern corner, will the underground animals start spawning?

I have not encountered any Animal Men yet, but do they prevent above-ground animal spawning as well?

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