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Messages - cavedog

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I know it's not really related to making a whole fort army. But if you just want to protect some civilians, assign some war animals to them.

If you get war tigers or something then they'll be able to escape with time to spare, and who knows the the tiger might even kill the goblin.

Its more of a "I want to try playing a different way" thing at the moment. Though maybe a goal of combining a fort-wide militia with exotic war-pets is something to try...

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I've always done a professional standing army. Always. And that got boring in DF2015. So I'm going to set up a system in my next fort where everybody is drafted and given a minimum level of training (I don't want them to be Greek demigods or anything, but I need them to at least be capable of going 1-v-1 with a goblin and have a 50/50 shot of not dying). So I've got some questions:

1. What is a good "target" skill level for weapon/armor/dodge/shield/discipline to produce a dwarf that won't melt into a pool of blood and/or tears at the sight of combat?

2. Once they reach that target, how many weeks per year do they have to train to shake off the rust and maintain their competence?

3. Is any particular weapon better/worse for this type of "mass levy"-type of military?

4. Aside from miners, a lumberjack, and maybe full-time hunters, is there any type of profession/personality that isn't suited to part-time militia duty?

5. Any other stuff I'm probably not thinking of?

Thanks!

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DF Dwarf Mode Discussion / Constant, non-reproducible crashes
« on: December 02, 2015, 01:29:22 am »
I've been trying to get a game going on the new version for the last several hours. I've had crashes during world gen, during the 2-week prep for embark (semi-reproducible with one save file, at least), shortly after embark, shortly after the first migrant wave, shortly after opening a tavern and receiving visitors, and a few times during quiet moments where nothing out of the ordinary is happening. None of it is reproducible except the crash during the 2-week embark. I'd like to be able to give some information to help Toady out. Is there anything valuable that I can pass along, given that the crashes mostly seem to be "random"? System details, save files, etc?

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DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: June 23, 2015, 05:48:24 pm »
Any chance I could get an updated copy of the save? I'm looking for inspiration when it comes to fortress design, some of the stuff you've done here is really intriguing, it would be very appreciated.

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DF Dwarf Mode Discussion / Re: So, just saw what was coming in 40.13
« on: September 13, 2014, 10:59:21 am »
Those things, coupled with:

Stopped civs from sending a squad when they failed to find thieves/snatchers to send (led to small sieges in the first year)
Allowed recover wounded jobs to bring dwarves to hospital floor if no beds are available
Stopped recover wounded jobs from bringing dwarves to non-hospital beds
Made caged/chained people request water/food with proper frequency

from .12, and I'm a happy man.

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DF Dwarf Mode Discussion / Re: Do goblins get "horrified"?
« on: September 06, 2014, 03:34:14 pm »
I might try dumping gobbo stew onto new friends in my next fortress. This fortress I originally posted about just got conquered. First time I've ever lost a fortress to conquest. I let 7 undead into the fortress, figuring I could take out a necromancer siege bit by bit. Those 7 undead promptly butchered 8 steel-clad veterans, 8 archers, and 22 civilians.

What the hell just happened?

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DF Dwarf Mode Discussion / Do goblins get "horrified"?
« on: September 06, 2014, 01:36:40 pm »
I've started a fortress where I've been creating 1x1 corpse stockpiles around the outside of my walls, setting them to only accept goblin/kobold/ogre corpses and body parts. The idea is to hopefully get a few goblins to break ranks and retreat before they even make it into my kill zone. Does anybody know if this will work or not? I've only had the 1st goblin invasion so far, so no chance to !SCIENCE! it for myself.

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