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Messages - DoktaYut

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1
Trauma pileup is apparently no longer happening, with "saw a corpse" thoughts toned down a lot for strangers and non-dwarves and memory being spread out rather than all used up by corpse sightings.

I did see one case of one dwarf that despite a ton of positive thoughts and only a couple annoyed ones from rain was still stressed out, so it's possible some dwarves just aren't happy with anything. But that seems more like a feature.

2
DF Dwarf Mode Discussion / Re: Mission- Found Nothing
« on: June 15, 2018, 10:55:38 pm »
I'm pretty sure that it means there's nothing at that site. To check, export a fresh round of legends data and check it.
Edit: To clarify, it means that there's nothing at that site that you were looking for. For a raid, it means that there was nothing to steal. For a pillage or raze, it means that there was no one to kill.

Even when the map screen says the site still has people? I've had that before. They go, they rampage immediately and they come back but no one dies and no fights are had.

3
DF Dwarf Mode Discussion / Re: Restoring old Fort, Ghosts?
« on: June 13, 2018, 03:00:14 pm »
I'm pretty sure there's either a cap or some other variable limiting ghost numbers, I seldom see anything beyond the first and I haven't seen any cases where people deliberately trying to get ghosts managed to get every last dead dwarf to rise and haunt, the rate just seems to slow down tremendously once they actually start showing up.

I'd suggest making all the slabs, but only engraving as they pop up. Probably make a slab stockpile behind a dedicated Craftsdwarf workshop so it happens quick.

4
One of the things that isn't that huge about this, but I still find exciting, it's the possibility of sending items into the hills as well. Depending on the system you can get rid of your lag-inducing "garbage" items quickly by sending that stuff away into the hills, and just request a sock of you really, really need one for any reason even if there isn't any. You still have the item but it's not lagging your fort with extra pathfinding anymore, best of both worlds.

At least I HOPE you can do that, I'm not a hundred percent sure. Even if that doesn't work you can still get rid of extraneous animals and migrants that way by telling them to get lost over there in some hole in the ground nearby. That should already do something for lag.

5
DF Dwarf Mode Discussion / Re: Couple of questions about raids
« on: May 01, 2018, 10:32:13 am »
My raid went just fine. My *war dogs* were apparently able to take on hundreds of goblins (or trolls, even) usually without a scratch (a troll sometimes killed one) (Though each was only able to kill a dozen or so at a time. It still said they fought over a hundred each). But my steel clad axe lords each legendary in more or less every combat skill. All three that tried to fight the clown died. I'm not sure it was even injured.



Which seems rather absurd given the same super soldiers have been killing forgotten beasts so effortlessly it looked like a police brutality video. (And no, not ones made of salt and vomit). Though they are probably even *more* legendary by now, admittedly. I'm reluctant to send any of them after the clown again, with in mind I might just lose several.

I've had sort of the same problem, where the minions die easy even to the mildest opponents but the megabeasts kill even things that should've killed them. The former is apparently explained by the tactician skill skewing rolls enough, apparently when you have a really good tactical plan you can get dogs to slaughter armies, but they apparently don't do enough to fight giant monsters; probably because things get simulated as series of duels, and even legendaries can have a spot of trouble with something that big, at least in worldgen-style combat. Thus, I would recommend systematically emptying the pits around the fortress to piss the owner off and make sure they come after you in your home turf (and to reduce the number of candidates for coming over there, if there's less goblins there's probably a bigger chance the boss comes after you), where it can be ganged-on properly.

6
DF Dwarf Mode Discussion / Re: Pollarding Trees
« on: April 05, 2018, 04:04:27 pm »
I'm honestly interested if trees grow back branches.
Since cutting the tree at any major branch/trunk level cuts down the whole tree, the answer is no. See the post two posts up:
But what about fire?
Fire doesn't cut trees. It burns twigs and can kill the tree, but I haven't seen fire kill major branches without killing the whole tree. If the tree isn't killed twigs are regrown (and, in the case of trees growing in terrain flooded by buggy magma pools, the magma can periodically set fire to the twigs, which set fire to the moss... It was quite messy). I can't guarantee that it doesn't happen that branches die without the tree doing it, though.
Fire does seem to deal unusually with trees, I know for certain setting fire to the surface leads to an absolute crapload of cave-ins, and I'm not sure if they're collapsing branches, leaves, or entire chunks of tree.

7
DF Dwarf Mode Discussion / Re: Raid combat ponderings
« on: March 27, 2018, 03:32:11 pm »
Numbers help a lot, I believe. Sure, legendaries carve through entire armies alone but sometimes they just get unlucky, as I assume happened to your axedwarf and other guy. That, and the one-on-one confrontations tend to be more for named individuals; anything nameless, which includes things like unnamed civilians, attack animals and trolls, get fought on a squad-by-squad basis; as in, if you send just one squad of five legendaries, you'll have at least one page of "confronted 239 trolls, slaying five" -> "confronted 234 trolls, slaying five" and so on. I just feel it easier to send the whole group every time, not to mention makes whittling a site down to nothing much easier.

And finally, it doubles as good training. Send everyone in until everyone's legendary from slaughtering things, and there is no conundrum anymore. Still, to ensure it works, best send the legendary as the militia captain, and everyone else under them; should at least nudge the tactics roll in your favor.

8
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 22, 2018, 05:23:38 pm »
One of my dwarves was infected with lycanthropy (were-badger).  I had him in a room in the hospital with a locked door.  For two months, he did nothing but sit on his bed.  Even when he transformed, he just sat there, so I didn't take any further steps to contain or eliminate him.  Got up to fix some lunch, but didn't pause the game.  Came back 10 minutes later.  "Why is my dining room painted red now?  What's with all these job cancellation warnings?"  I paused and found the were-badger had broken the door, then proceeded to slaughter his way through the dining hall, the workshops, and the barracks, before apparently running off of the map.  Out of 90 dwarves in my fortress, only 12 were alive and uninjured, and half of these were children.  I had over 30 injured survivors, but a quick check with DFHack confirmed my fears - all were infected.  I abandoned the fort rather than endure the inevitable tantrum spirals before werebeasts devoured the few healthy survivors.
If you restart in that same world make sure to pick a different civilization, unless you want a werebadger as one of your immigrants.

9
DF Dwarf Mode Discussion / Re: Tips for interesting raiding in 0.44.07
« on: March 21, 2018, 06:20:29 pm »
A few that might warrant adding in general, though not quite confirmed on my end
* Be careful when telling anyone to raze a site, they can overextend themselves and end up killed/imprisoned when pillaging would have resulted in a curbstomp in your squad's favor.
* Trolls don't count towards population, so be careful there when sieging goblins because I can and have found settlements with two trolls per goblin
* There may be a bug with trying to recover prisoners at goblin sites, in that the prisoners will fight on the goblins' side and probably die.

10
DF Dwarf Mode Discussion / Re: Wait, are you seriously telling me.....
« on: March 21, 2018, 12:39:37 pm »
!!Science!! is a little too big for just one fort, so really you'd need to design around specific things you want to test, be it one experiment or one phenomenon.

Since this is raiding that's being tested out, however, what you'll need is a fortress that'll be able to support a large enough military for multiple ops at once, and be able to survive the ensuing sieges that'll surely provoke. So, probably most of your migrants being conscripted immediately and a very solid metalworking industry somewhere that has iron and flux, as well as a very, very defensible position, probably with a lot of traps because kobold sieges aren't a thing and by the time you're getting anything like a forgotten beast or titan you'll probably have a designated raiding team that's good enough to handle it; from my own experiments, pillaging is quite the training regime.

11
DF Dwarf Mode Discussion / Re: Raid findings
« on: March 19, 2018, 09:51:54 am »
Has anyone manages to rescue a member of their own or other civilization?
Quite a few people have reported it. Squads often come home with whatever prisoners are at the site they're raiding (can turn that off now at least). Someone on reddit reported rescuing a demon that was being held prisoner by humans. It appealed for Sanctuary and then citizenship a couple of years later.

I had 4 dwarves imprisoned in an unsuccesful raid againt a goblin pit. As soon as I got the report I raided it with another squad, and I have the impression the imprisoned dwarves fought agains the soldiers I sent, and were killed. I have to confirm it though because I didnt remember their names, but though the raid was succesful no one was rescued.

That happened to me too, I thought it was maybe because I took too long and the goblins forcibly recruited them/enslaved them somehow, but if you did it immediately and it still happened that might just be an actual glitch; apparently goblin-specific, because the demon rescued was technically a raid against humans.

12
DF Dwarf Mode Discussion / Re: Raid findings
« on: March 18, 2018, 03:17:40 pm »
Perhaps tactics also affect how much killing/fighting needs to get done to accomplish an objective, and bad tacticians need their squad to kill a LOT more to achieve the same objective... and maybe a failed attempt at stealth means a really bad tactical position to begin a battle with, it'd make sense to me at least, it essentially becomes a pillaging attempt where they don't get to pick where they start with and the defenders get every advantage now that they've surrounded them.

Only explanation I'd have, at least.

13
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 16, 2018, 03:59:58 pm »
You can actually raze necromancer towers to the ground, complete with the supposed government being driven out. Haven't checked if the structure itself is affected in any way, yet to see if anyone can come and reclaim it somehow.

14
DF Dwarf Mode Discussion / Re: Expedition-based training
« on: March 16, 2018, 02:02:47 pm »
True enough, live training is rather obscenely effective compared to combat drills, teaching or even sparring. I suppose the question comes partly because we don't quite get a feeling for how much fighting does go on in these battles other than the numbers, you never really know if those nine goblins that died in the clash actually put up a fight or just got bisected one after the other, or if that one named goblin was a strong combatant that matched your soldier blow by blow or was merely a footnote. Or the time, either, the travel times seem to be the only relevant times, with the actual pillaging happening in a relative instant (I think. I have a vague feeling sacking and burning sites takes longer, enough to be observed, from the times I've tried it).

Goblins also seem to suck at tactics, because recruits that were dabbling tacticians outsmarted them every time. That might also have something to do with it, might let the squad stick around longer murdering things and thus get more experience.

On a sidenote, I'd like to express appreciation for the fact the pillagers are smart enough to steal clothes that actually fit; not one case of -small troll fur glove- even with the extra size difference. In retrospective it seems a bit silly but I honestly thought that could have been a problem.

15
DF Dwarf Mode Discussion / Expedition-based training
« on: March 15, 2018, 08:04:26 pm »
Is it really supposed to provide you with legendary dwarves in a matter of a few months, or did I just have a perfect storm of conditions? Because I'm playing with a mod (Direforged) which not only gives me the race I'm playing with (Shyhak, which are insectoid, bit fragile, four-armed, tall as a human) but also gives goblins different available pops, mostly extra kinds of trolls to fight every time I send them there. But I've been sending a squad of nine to a dark fortress four days away as constantly as possible, not even letting them have much time to arrive, and in a matter of one or two seasons they're legendary in weapon skills, shield and armor use.

Does this happen with dwarves, if you equip them decently, train them to something a bit past dabbling and then constantly send them to slaughter things out there (pillage option, with razing they don't back down and get captured)? Because on one hand, it seems a bit broken, but on the other hand it does seem appropriate that they'd become really good at fighting if they had to pillage a fortress several times a month.

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