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Messages - MathijsBuster

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106
DF Gameplay Questions / Re: Tree growth?
« on: September 19, 2008, 04:43:04 am »

 Toady stated there is a local moisture value, which trees take up. Thus around each tree is a ring of space where trees can't grow.

 Interesting how Toady tracks the moisture of the soil.

I'm getting solid mass trees too though.
It's been a few years and they are pretty much cluttering up all space (trees growing right next to trees is a norm here).
I'm guessing I'll have to equip my dwarves with axes pretty soon if I want them to do ANYTHING outside.

107
DF Gameplay Questions / Re: Idiotic Siegers and stupid pets
« on: September 14, 2008, 03:38:43 pm »
Well, those are unintelligent animals, so its pretty much realistic that they dont give a damn about sieges and go outside.

What makes less sense is that siegers ignore high priority targets (such as dwarfies) to chase cats around the map instead.

Kinda anti-climactic seeing the huge army that just arrived on your doorstep run viciously after a cat.
Even those goblins should have more dignity than that.

108
DF Dwarf Mode Discussion / Re: An interesting discovery involving Moods.
« on: September 08, 2008, 07:28:43 am »
Yes, but this takes away the fun of getting nonsense artifacts.

What fun?
It's rather anti-climactic if you ask me, just having received another steel diamond-encrusted toy axe.
If I could only sell it to the traders or something... Or give it to toddlers to play with.

109
DF Dwarf Mode Discussion / Re: how is your underground river?
« on: September 05, 2008, 10:35:50 am »
I love the diversity. I had one coming in from a straight line and then zig-zagging for several Z-levels, more so than usual (about 6 times or so).

I'm opting for: Not a bug but a feature. Diversity rocks!

110
DF Dwarf Mode Discussion / Re: My hunter was abandoned
« on: September 05, 2008, 10:31:55 am »
Hello!

Actually, in my current fortress, only my nobles have rooms at the moment as I am busy preparing my defenses and work on the nobles' rooms (Hammerer and Tax Collector still don't have any rooms and the baron's wife doesn't have a tomb yet).

The unconscious/conscious thing does not seem a likely explanation:

Originally, a recover job is spawned.
This job is cancelled because of a cougar.
The cougar is taken care of by the dwarf who tried to recover the wounded very quickly after the notification.
Many months pass and no new recover job is spawned.
A bed room is created and shortly thereafter, a new recover job is spawned.

In the meantime, I had another injured dwarf (probably slept on a trap and was lucky) who got recovered immediately, even though he didn't have a private room. But I think that dwarf was not hunting at the time. So, I think that hunting has something to do with this.

Deathworks

Did the dwarf that got recovered in the meanwhile take up the last unassigned bed per chance?
Meaning a bed that isn't a barrack, room or whatever.

I believe only those beds are listed as hospital beds.
Whatever the case, there's mostly a logical explanation if dwarves don't carry wounded away, even if it isn't always the most obvious.

All my wounded dwarves were always hauled to safety, whatever the case, only sometimes I had to puzzle for a bit to get them to do it (tiny easily-overlooked reasons stopping them).
And sometimes they just take some time to do it (especially if they have other important jobs).

111
I just assign my amputees to the Fortress Guard.

This used to be my solution, but my fortress guard has been surprisingly helpful lately.
Not only do they put people in jail before the hammerer can hammer them, but since I've equipped them all with crossbows, they've been a valuable safety asset.
The fact that they run around anywhere in the fortress makes actually keep safety in a relatively minor but helpful way.

They actually detected and shot down a goblin ambush that snuck in earlier (yay back-entrances! And I don't do traps...), and just minutes ago they shot a suddenly gone-berserk dwarf that was about to tear into a weaver.

I do have a military (50 experienced dwarves strong), but they're usually in the barracks or in the archery range. The handy thing about fortress guard is that they tend to be everywhere and so you always have a safety backup somewhere in case a minor incursion or threat appears.
I recommend equipping them all with crossbows either way.

Since I have so many army guys, and not so many fortress guard, I think the amputee is better off staying in bed, and I'll leave the fortress guard to actual able-bodied dwarves.

112
You could transfer him to a bed at the gates to your fortress, as a sort of sentry. If anyone attacks they have to get past the dwarven cripple.

Believe it or not, this was my initial idea.
However, I just can't find a way to let the dwarves carry the wounded to exactly that bed.
They mostly stuff him in another barrack bed once I deconstruct the one he's lying in.
I even designated the bed near the front gate as his own, but still they throw him in whatever other bed is closer by.
Do I have to deconstruct every single bed in order to get them to actually carry the cripple to the front gate?

113
You just need your recruits to wear armor and a shield as normal.

It won't matter if they fight with our without a weapon themselves, as this won't do anything to actually block incoming attacks by dwarves who *do* have a weapon.
Fighting unarmed will increase their wrestling though, which is a good thing, and does help in dodging attacks.

I've noticed that armor and shield help a great deal, and you should try and equip every sparring dwarf with them. I had recruits actually hacking eachothers limbs off at first, but now I've equipped them all with armor and shield (shields are actually easy, they can be made of wood as well as leather or metal) will help in their survivability greatly, and increase their armor/shield user skill way more.

A question of my own, on a (not so) related note:
What to do with dwarves that got their leg chopped off by the way? o_o;
He's wearing nice plate armor, greaves and a good battle axe, so I don't just want to shove him in a chasm. I'd let him survive but he's so totally useless lying in bed all day and eating my food.
He's a real pain in the ass to move to the right bed (for alternative murderkillkill purposes) as well, as dwarves keep stuffing him in the nearest beds... which just aren't the right ones.

114
DF General Discussion / Re: The best job for a dwarf is farming.
« on: September 04, 2008, 01:38:54 pm »
Make the pain stop!

They have aspirin for that, you know. Consult a farmacy.

115
DF Gameplay Questions / Re: Best way to defend a above ground settlement?
« on: September 04, 2008, 12:44:03 pm »
Do not draft a permanent military and NEVER build fortifications.

I swear by fortifications and military. They solve most problems, are cheaper and the military is mobile and can be used everywhere.
Fortifications make crossbowdwarves into cheap murder-machines, especially if there is no direct path to reach them.

Then again, I'm more combat oriented, I guess. I like the thrill of battle every now and then.
If you don't like fighting, however, I believe it would be better to just start out in an area without access to goblin civilizations. That solves all your goblin problems in the cheapest (and easiest!) way possible.

116
Giant Bats are worse than Giant Cave Swallows.

What? I dare you to say that again!
Just 20 minutes ago from now I lost 5 good dwarves to Cave Swallows. 2 others were gravely wounded with mangled body parts.

During the entire length of my fortress I've lost 7 dwarves to Cave Swallows.. 2 isolated incidents, and 5 in the massacre that just happened a few minutes ago.
One time a lone woodcutter was attacked, but he got in a lucky slash and survived unharmed.

However...

Shortly after this, a group of immigrants arrived from the north, and as such they had to walk around the chasm. Usually all activity is from the south side.

All looked good and well... what I didn't notice was that 3 Giant Cave Swallows had seen the migrants arrive and trailed them towards my fortress, or, more importantly, towards my more experienced dwarves that were busy collecting lumber that the woodcutters left behind a little to the west of my fort entrance.

Suddenly I noticed one of the swallows chasing a migrant away from the group, and I immediately set my army to go outside and help the guy. While they were running outside, another migrant got torn apart by a Giant Cave Swallow more to the north that I hadn't even noticed.

A group of archers arrived, but it was too late.. Just as they arrived the migrant got torn apart as well. The first (unbelievably agile) archer arrived first, and took stance, but the Swallow swooped high, dodging his shots and swooped down again, breaking the archers arm instantly.
A legendary miner was nearby, and I activated him to help the archer. Together they killed the swallow, but not before the archers arm was mangled.

Meanwhile more to the north, the other swallows were swooping down on two other workers busy carrying lumber. I set my other archers on a detour to help them out, but once again they arrived too late.

One archer loosened all his bolts and ran towards the swallow, which was still busy tearing an experienced leatherworker/weaver apart. Just as he arrived there, the Swallow was done ripping limbs off, and turned his attention to the incoming archer. The swallow charged, but the archer dodged... Right into a chasm. Nothing was ever seen or heard from him again.

The left-over swallow was shot down quickly, as was the other, that had just started hitting on the last migrant (mangling his arm before being shot down).

I had to use up half of all my new-come migrants to replace the casualties.

117
The main trouble with chasm/pit creatures IME is that you need to be prepared to kill all of them in one go if you want easy access to the chasm/pit's resources, as ones on lower (or higher) levels will constantly interrupt your civvy dwarfs if you don't.

Actually.. I think that's fixed now or something (As of 40a? I'm using 40a).
I've had dwarves literarily staring at some troglodytes 6 tiles away across the chasm on the same level and still proceeding work.

Heck, they were even fine with building a bridge to the things (getting them closer than 3 tiles away).
It wasn't until the bridge was completed that they suddenly ran away screaming -beard between their short little legs-, knowing the creatures could reach them now.

A squad of marksdwarves arrived and executed the creatures shortly after.

118
DF General Discussion / Re: The best job for a dwarf is farming.
« on: September 04, 2008, 03:57:42 am »
The one and probably only problem with this community.

How is humour a problem?
... even if it's rather awful. xD

That doesn't make the bad puns any less hilarious.

119
DF Dwarf Mode Discussion / Re: The Discovery of the Magma Pipe!
« on: September 03, 2008, 05:30:57 pm »
Fire Imps.
They kill and burn and make dwarves dead.

120
You people do know that "Giant Cave Swallow" and "Giant Cave Spider" both have the letters 'GCS', right?

I'm guessing all the GCS mentions here are towards the spider, and not the swallow. But I think it's causing some confusion. ^^;

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