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Messages - Niddhoger

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271
DF Dwarf Mode Discussion / Re: Making a fortress "look good"?
« on: December 24, 2015, 01:14:35 pm »
I think he just wanted to heat up the water and form a spa.  You know, like hte mist generator creating pleasant thoughts, except this time its a bath heated by magma underneath (kinda like how the Romans heated their baths by installing hot coals underneath them).

I will second the notion of pre-designing your fort.  In the beginning, you probably shouldn't go too crazy with general layouts.  You'll want to explore and try out a few things to see how they work, and then use that experience to tweak your designs.  But when you find one that works for you, by all means, save it.  I usually like to spice things up, because it can get stale going through the same routine over and over and over. 

However, the main thing you need to think of before heading out, is what your goal for said fort will be.  In the case of your Magma-spewing Dragon-cannon, you should go ahead and model it in 3D... or hell, use Legos if you still have some in the closet XD I actually did that when buiding stuff in Minecraft.  However, that is an advanced project that will likely take years in-game to build, so you'll want to focus on getting the basic fort set up and pump up its population in the first few.  What industries will you focus on? Will the dragon be built entirely out of metal? Green glass? Gems for the eyes? Will you CAST it out of obsidian, then engrave parts of it? Will your dwarves live under the fort, or will it be large enough for them to live inside? Will you build the interior "skeleton" first for your dwarves to live in, or will you permit an underground "minimal fort" they can live/work until the quarters above are finished? Whatever you want, you'll need the hordes of unwashed peasants to actually build it.  So are you going to fish for food? Get farms going asap? Plant-gathering and stepladders for an early food bomb so you can dedicate more people to other work for the rest of the year? Do you know what industries you want online first? Is the area poor in wood and you'll want to bring some coal at the start and/or log the caverns? Import cloth and hope you have enough to last the completion of the project, or get clothing industry online with the 2nd/3rd migrant wave? Are you going to get sidetracked getting your tavern/temples set up, having to branch out in industries like pottery to make that cool instrument you want, or just ignore them/set up a basic one for civilian-only use?  Will you chase higher level nobles and get the King's bedchambers/throne room set up in the head of the Dragon?

My point is, you need to have a fairly clear idea of what you are accomplishing when embarking on a new location.  In dwarf fortress, there are virtually no pre-built templates- you have to dig, designate, and build everything a tile at a time.  Its easy to get overwhelmed or lost, as you get a wave of migrants and have no idea what to do with them.  You dont' have a clear vision of what your fortress looks like, so you just start dropping things randomly.  Its a lot to take in (dozens of professions and workshops, interlinking supply chains, stockpile settings, oh my!).  So a little pre-planning and visualization go a loooong way.  You can write down a simple checklist to keep yourself on track, or save some templates with notes added for the order in which you'll build them.  You don't want to dig out your entire fort in one go with just 1-2 starting miners, after all. 

272
I would argue that when a siege lasts long enough, people will get the message that, "Hey, this place has no traffic coming out of it, and there's a big goblin or undead army camped there. Let's not visit that fortress." So, visitors really shouldn't be flocking to their death in droves, like suicidal lemmings.

visitors can't be THAT stupid...right?

We are talking about a game were miners routinely channel out the floor they are standing on.  So... I'll let you answer that question.

273
DF Dwarf Mode Discussion / Re: View/Firing Distances
« on: December 24, 2015, 12:54:58 pm »
Roof over the fortifications. That should prevent them jumping. Not that they'll shoot without a clear path, but maybe that just means you have to keep the drawbridge open?

Which makes things even more convoluted.  On top of getting their uniforms just right, designating ammo for training and combat, making sure they dump their training ammo and pick up their combat ammo when being called to duty, properly designating their archery targets ONE AT A TIME, building the fortifications, roofing over the fortifications, and then making sure there is some long snaking path from the enemy to the marksdorf so he'll shoot (filled with traps or at least sealable with a bridge/lever).  Its all quite the bit of work for units that can barely shoot 20 tiles minus their elevation, and aren't half as lethal as they were a couple years ago.

I suppose you could also appoint war-beasts to act like tanks for them (ala WoW hunter class), or just leave them behind a couple squads of melee dorfs (does friendly fire exist for marksdorfs?).  But damnit! There is just something so bloody themantic about marksmen on the walls picking off any who dare get too close!

274
DF Dwarf Mode Discussion / Re: Making a fortress "look good"?
« on: December 24, 2015, 12:49:24 am »
There are always 3 cavern layers, unless you modified the world gen parameters.

If you use Basic world gen, or an "ISLAND" template in Advanced world gen, the magma is usually 100+ levels below the surface.  If you use a "REGION" template in Advanced world gen, the magma is usually ~50 levels down.  I really like the thinner REGION layouts.

A magma cannon is not a single construction.  It's more of a design archetype.  The essence is to unite your invaders with your magma, for the joy of togetherness.  Imagination and game mechanics are the only limits.

Probably the three most well-known magma weaponization solutions are the dodge-em trap over a magma pool; the magma waterfall; and the magma minecart shotgun.

Yeah, but I remember a post a while back about a guy who made so-called "magma cannons" to jettison out magma in pre-determined directions from a "bunker" in the middle of the map.  He even showed us screen-caps of trolls melting from the lava.  While this is most definitely an advanced construction that I don't even remember all the parts too, it qualifies, damnit! This is DF, Stupid Dwarf Tricks and convoluted feats of engineering are soul of the game!

275
DF Dwarf Mode Discussion / Re: View/Firing Distances
« on: December 24, 2015, 12:46:19 am »
I know you didn't ask specifically for this, but I believe ballista fire at around 100-120 tiles.  They are highly innacurate though, so you'll want to only shoot them down long, narrow corridors.  I usually make one as a "b" side entrance to my fort.  At the end of the hall, anything still alive has to make it through a gauntlet of drunken axelords or a drowning chamber (if an aquifer is present).  I generally don't fool with marksdorfs anymore, they tend to jump off fortifications, refuse to shoot without a valid path (defeating the whole point of using the ranged weapon in the first place), or (with quiver full) rush forward and start bashing targets with their crossbow.  I'm not sure if these bugs have been fixed yet...

its not a bug, if the enemy get whiten a few tiles they will charge because its hard to load the bow when in melee but its easy to swing it

Nah, I'm talking about the marksdorfs that will jump off walls to charge a target with their crossbow stock held high... while also carrying a full quiver.  This may be a combination of things, though.  They jump off the wall to get a valid path to the target, then realize they are too close to fire and just charge in. 

However you slice it, marksdorfs are one dumb bunch of Urists.

276
Man, we have... 15? magma safe stones now.  They are in a rainbow of colors too! All forms of glass are also magma-proof.  Nickel has limited magma-safe uses, but can be made into floodgates and minecarts.  Iron and steel, naturally.  There are probably a few others.  Nethercap is -technically- magma safe, but I think nethercap minecarts and items still melt in it (bug, probably?)

All in all, its something like 30+ total materials (including some metal ores that are magma safe where their metals are not).

277
DF Dwarf Mode Discussion / Re: View/Firing Distances
« on: December 23, 2015, 06:50:43 pm »
I know you didn't ask specifically for this, but I believe ballista fire at around 100-120 tiles.  They are highly innacurate though, so you'll want to only shoot them down long, narrow corridors.  I usually make one as a "b" side entrance to my fort.  At the end of the hall, anything still alive has to make it through a gauntlet of drunken axelords or a drowning chamber (if an aquifer is present).  I generally don't fool with marksdorfs anymore, they tend to jump off fortifications, refuse to shoot without a valid path (defeating the whole point of using the ranged weapon in the first place), or (with quiver full) rush forward and start bashing targets with their crossbow.  I'm not sure if these bugs have been fixed yet...

278
Yup, dorfs that roll a fell mood (due to unhappiness) will grab the nearest Urist they come across and kill them.  Their remains then become an artifact SOMETHING (either bone or leather).  There have been dwarf bone beds, dwarf bone bins, dwarf leather trousers... And since mother's always carry their infant for the first year of its life, said infant will -always- be the closest dorf to use in a fell mood.  Talk about post-partem depression...

Oh, an unhappy dorf can also go into a macabre mood, which will take an already dead thing and make an artifact.  Only the fell mood kills a dorf in hte process.

279
DF Gameplay Questions / Re: Digging up the blue stuff.
« on: December 23, 2015, 03:25:18 pm »
Are you implying my way's cheating?  >:(  ;)
Spoiler (click to show/hide)

My main point is, use a drawbridge to seal them off! And then a wall, just in case a tantruming dwarf comes by. And then another steel drawbridge. And then an ice wall, for the lulz.

Then prepare a nice game of "checkers" for your demon visitors after that, so that you can drink strawberry wine in Hell after you win the game ^.~

In all seriousness though, I tried to "shave" the excess candy off a hollow pillar once.  I double, triple, quadruple, quintuple checked that damned thing and STILL couldn't find the "leak" that destroyed my frotress.  I didn't even carve fortifications.  I eventually read about a (bug?) FEATURE that allowed the demons to escape via diagonal "gaps" across z-levels. 

280
DF Dwarf Mode Discussion / Re: Making a fortress "look good"?
« on: December 23, 2015, 03:18:15 pm »
... Can you artificially make a waterfall? Oh, and what about the magma hot spring baths? Would that work? Would the magma heat the water? Could I make an actual hot spring?
artificial waterfall, definitely, and trivially easy with a partial aquifer on the embark.  As for hot springs, not really, at least, not in the sense of warm water being any nicer or happiness-making than normal water, for dwarves.  You can make them walk through flooded areas, and they'll take soapy baths if you have a well and soap, but that's about it, afaik.

Yeah, "hot water" is basically just steam.  Similarly, "cold water" is ice.  Freezing is also instanteous and typically kills whatever falls into its new ice-tomb.  You can have "warm stone" that borders magma and will pause your game, undesignate he mining job, and give you a message about it, but there is no such labeling (nor benefits) for warm water.

The "Dwarven Mist Generator" can be installed into your dining hall.  Its usually just water being pumped over a grate.  As mentioned, aquifers simplify this, but you can pit/pond a few tiles worth of water to your dining room via buckets and get a closed system running.

281
DF Dwarf Mode Discussion / Re: Making a fortress "look good"?
« on: December 23, 2015, 02:55:53 pm »
We tend to keep it as a spoiler for new players such as yourself... Lets just say it stands for "Hidden Fun Stuff" and is found deep underground around the third cavern layer/magma sea.  If you really want to know what it is, you can read up about it.  However, its best left as a surprise ~.^

Btw, magma cannons DO exist! I don't think you should build one if you plan on doing an aboveground fort though.  Something about a "fire hazard" and "choking smoke" Its probably all hippie non-sense, but proceed at your own risk if you want. 

As far as the first cavern layer goes, the most dangerous thing is the rare Giant Cave Spider.  It will web a lone dorf before killing them easily.  You really want at least 3 dorfs to attack them.  They leave permanent syndroms of dizzyness and nausea in anyone they bite as well.  On the other hand, you can capture one in a cage trap and make a silk farm out of him.

For the caverns as a new player, I'd just wall off all breaches for now.  Later, you can build a drawbridge to seal the entrance and line the hallway with cage traps and end it with a barracks filled with axelords before finally connecting to your fort.  I usually just leave them open with cages and linked to a bridge.  Whatever wanders into the cages is either 1) dinner and bone exports/armor 2) the start of a breeding program 3) live training for my military (1 cave troll versus 5 recruits, more experience than sparring).  You can also look for choke points to trap/wall off to gain better control of the caverns.  They are also a great source of gems, since you'll find many exposed clusters along the walls.  If you have no trees above ground, you can send out loggers.  However I'd station some military dorfs nearby for protection (or at least constantly check the wildlife list to see what is in there).

282
DF Dwarf Mode Discussion / Re: Making a fortress "look good"?
« on: December 23, 2015, 02:16:45 pm »
Thank you everyone for the advice! So far, I've got a small place of 16 beds, and I'm aiming to dig down into the gabbro for DIAMONDS! Also, how would I know if a place has caves or not? Does every embark site have caves? Or is it just certain ones?

More questions, also:
1. Is there an estimate for about how deep the magma sea and cavern levels are? Is it even possible to estimate it?
2. Is there a way to transport rocks faster?
3. I used a quantum stockpile. Is that bad?
4. When do the invasions and megabeasts come?
5. Whats so dangerous about building above ground? In world gen, the above ground settlements don't seem to be murdered ruthlessly by gobbos.

That's all of my questions for now, but feel free to use this post to share your building style or whatever. I'd love to see how others plan out their things.

1. No.  Some worlds are "thinner" than others.  The magma can be at -40z, or -140z  Just... keep digging.  When you hit warm stone or semi-molten rock, you know you are in the right neighborhood.

2) Outside of wheelbarrows? Setting up minecarts.  They carry more for faster speeds, but take time to set up and must be handled with care.  A minecart loaded with ore will splatter any dorf caught in its path.  Minecarts are in-depth, I hate to say it but just read up on the wiki.

3) Its a matter of preference.  Some of us consider QSP's an obvious exploit and refuse to use them like the metal-duping exploit.  Others scream about QSP reducing FPS and say there is no cheating in a single-player game.  Its up to you to decide if you want to use them or not.

4) There are population and wealth milestones for Megabeasts.  I want to say 80 pop and 100k created wealth.  Werebeasts and tower invasions can come much sooner though.  I can't remember correctly if sieges just respond to wealth, and that FBs respect the population cap (or if its the other way around).  I just know to limit wealth before building up defenses.  The first fort I discovered how expensive prepared meals could be, I was ambushed within a year by gobbos (older version).

5) Aboveground is harder to defend.  Underground you can have 1 entrance to your fort that is easy to block off.  Aboveground you are attackable from all sides.  Add in climbing and flying enemies and you'll realize just how porous your settlement is in comparison.  So unless you build a single tower-fort fully enclosed with only one-two (sealable) entrances, you will have a hard time fully defending it.  I believe toady fixed/is fixing siege mounts too, so we can get squads of goblin bat-flyers on top of winged titans spewing necrotizing vomit from above.  Also, Keas.  @#$% keas.  There is also the set-up needed.  Building aboveground is a tedius block-by-block process that has to be designated in layers.  You can't build walls over floors either, so you have to carefully plan out hte room design of each "floor" while building a multi-story structure.  In contrast, a couple of miners can carve out x10 as much space with x10 quicker while PRODUCING materials (stone/ore/gems) to later refine.  Combine the two and most people don't bother with above-ground forts at all. 


Btw, every embark site has THREE caverns under it.  Each layer down increases in danger, but all spawn forgotten beasts.  The plant-life changes somewhat too.  You get different colored mushroom-trees mostly, but blood thorn and nethercap have some special properties.  Nethercap has a forced temperature of just above freezing, so its a fire AND magma safe wood.  Bloodthorn has a deep red color, but has the distinction of being the heaviest wood in the game.  I mostly save it for ballista bolts (that I transport via minecart due to how friggin heavy they are!), but it can be used for any other (wooden) object you want to be have more heft to it, or just like the deep-red color. 

As for their depth, they generally start at -8/10 for the first layer, but I've seen the first cavern appear as deep as -60.  You also have no guarantee to pierce it while digging a down-shaft, as you can dig through pillars or the walls of hte cavern without revealing it.  I'd just dig straight down to the SMR in one shaft (this also reveals what stone layers you have) and should pierce at least one cavern.  Then send down other shafts as needed to find the rest.  I then wall off the breaches until I'm ready to deal with that layer.  Piercing them lets you know where it is so you can design around it, if its dry or not (and thus lacking in trees or water for a cistern), and announces when the FBs arrive.  If you wait years to pierce a cavern, you can get immediately blinded by an FB that you were never told about.  It also releases spores, so that cavern plants/trees will begin sprouting on any underground soil/muddy stone. People use these to make underground pastures and tree farms. 

283
DF Dwarf Mode Discussion / Re: Making a fortress "look good"?
« on: December 23, 2015, 01:58:42 pm »
I usually don't pay attention to specific names, as I don't want bias to influence the advice I listen to.  I just judge what is being said as its being said. 

That being said... the one name I remembered was Sphelerite.  He's not active anymore afaik, but went by the name "God of Dwarven SCIENCE!" for his obscene engineering feats... like suspending a pride of whales on a curtain of pump-floated water, so that he could go whale-fishing with ballista.  A ballista can't shoot across z-levels, so he had to get the whales (swimming in water) on the same plane as the ballista.  He then continued to grumble about how the (bugged) blunt damage of the ballista wasn't enough to kill them, so he used bloodthorn and copper bolts.  He also made a breeding factory of untamed, aquatic sea monsters.  It involved chains, air locks, and peep screens hiding growling war-dogs to separate the babies from the mother into drain-rooms filled with cage traps. 

Back on point... Crossbows have been nerfed and bugged into nigh-uselessness.  They used to act like machine guns, but are much less fatal now.  Marksdorfs are also fondly known to jump off of walls to bash in forgotten beasts with their xbow stocks, with full quivers! There are other bugs where they won't want to shoot at something they don't have a valid path to.  That being said, you need a moat between the fortifications the marksdorfs stand and wherever the enemies might be.  With enough skill, an archer can shoot through fortifications with no penalty if they are close enough.  Thus, you need to prevent goblin archers from getting within 3 tiles of the fortification.  Also, despite real-life working the opposite way, going up a z-level will decrease the range of a marksmen.  Its treated as another horizontal movement, so a marksdorf up a 10-tall tower will have his range halved. 

Enemies don't tend to climb if they have another valid foot-path, so I tend to just build a long, narrow, hallway and station some ballista on the other end.  Even if they are innacurate, if you overlap 3 of them firing down a 3-tile wide hallway packed to the gills with gobbos... Even if you build an aboveground fort, you could probably still build walls along the one path leading into your entrance to "funnel" enemies.  IIRC, a ballista's effective range is 100-120 tiles, but they have a minimum range of around 15-20 (they are civilians and will run at the site of enemies).  Thus, you need to make sure enemies can't get within those 15 tiles (or cross train discipline).

But to your broader question... Its all but aesthetics.  "looking good" is too subjective without a proper framework.  Some want symmetry, uniform colors, mosaic patterns on the floor, organic shapes, organized and clean layouts, etc.  Some put efficiency in front of aesthetics, some put aesthetics in front of efficiency.  What blend you want (and how you define it) its ultimately up to you and you alone. 

284
DF Dwarf Mode Discussion / Re: Preventing the dogpile
« on: December 23, 2015, 01:44:08 pm »
I've never seen this behavior before.  Civilians tend to run away from megabeasts in the first place... however you might have left an open path out of your fort besides that door (a tunnel somewhere that makes a diagonal connection outside?)

Doors make crappy fortress defense anyway- basically all your serious threats (megabeasts, FBs, Titans) are all building destroyers.  Goblins almost always arrive with dozens of BD trolls as well.  This is why we use (draw)bridges instead of doors.  One game I actually stopped to make a normal bridge over a canyon, and busted out laughing.  I was actually making a bridge to just be a bridge, instead of as a cheap floor/cheap roof/flood gate/gateway. 

285
DF Dwarf Mode Discussion / Re: Leather armor really needs a buff.
« on: December 23, 2015, 01:38:54 pm »
Well, one thing I noticed in that video was how the leather was recoiling heavily with each blow.  It was like one of those blow-up clown dolls kids could punch.  The recoil will absorb a large amount of each blows force.  So unless the person is sent flying backwards with each blow, more of each hit will be transferred to the leather.  Also, None of these tests factored in the impact of the blow.  Even if the blade doesn't pierce the leather, it can still bruise the tissue beneath.  Particularly for those axe blows, all the weight of the axe handle/head will be concentrated in a smaller surface.  Heavy plate armor from the high-middle ages wouldn't break under a hammer hit, but the bones beneath it still could. 

From what I understood, the main selling point for leather armor has always been cost.  Leather is obviously a renewable resource that is also a byproduct of the food-industry.  Metal ores and smithing have a much more involved and labor intensive production cycle as well.  The ore has to be mined, smelted, then meticulously hammered over a hot forge for WEEKS to make proper plate armor (or longer, depending on how articulated the joints are).  I don't know the exact times for leather, but its no where near as labor intensive nor expensive to set up. 

It was never meant to be excellent protection, but it does fair better against blunt attacks than edged ones.  Against edged attacks... it is mostly for downgrading serious cuts into superficial ones, or turning slashes into deflected blows.  Its the "better than nothing" protection cheaply mass produced and given to common soldiers.  It should still protect against dog bites and hte like though... I mean a grizzly bear or some giant savage creature could probably tear through it (giant tigers are x32 the size of an adult dwarf), but dingos and snakes might not be able to. 

DF is... weird though.  A kitten can give the same leather as a hippo- both the same quantity and quality of hide.  Obviously kitten leather wouldn't be enough to make a single glove, yet alone stop a sword thrust.  But cured rhino hide... My point is that in the upside-down world of DF, ore is often far more abundant than leather.  Also, the time to make metal armor can be roughly equivalent to hte time it takes to make leather.  Thus, the main advantages of leather (cheap, abundant, easy to mass produce) are largely wasted.  Instead, leather becomes this low grade armor you probably won't even bother with for a starter set... because what else are you going to make quivers, backpacks, and waterskins out of?

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