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Messages - Loctavus

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61
Yes, one of my recent forts was abandoned after it was attacked by a megabeast web spitting fly. I started a new fort and I got a flood of unhappy migrants, with memories of siblings, parents and children dying. Quite a number of them went insane shortly after arriving, which induced a t spiral in the already fragile psyches of my current fort. I regenned a new world after that.

62
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 22, 2013, 10:34:24 am »
I'm glad I didn't bother with 40 guys verses a megabeast when 70 can't handle one kangaroo.

63
DF Gameplay Questions / Re: Kill the goblins, get the loot
« on: May 22, 2013, 10:01:36 am »
Aha so it's not really creature durability but the armor they're geared up in, I wonder if some change has made armor protect from falling damage now. Didn't used to.

It's rather difficult unfortunately to mass dump the gear whilst goblins are still comitting the inital assault. I think a shallower pit with spikes or traps and things at the bottom would work better. Anything greater than 10 z levels runs into caverns which makes building them a lot more awkward, especially as 20+ is likely to bisect at least two caverns.

Or possibly drowning them. The armor won't be any help there. More effective than spikes and things, but probably a lot more difficult to co-ordinate.

But the state of my current design is moot, the fortress this design was present in was eaten by a web spitting megabeast fly.

64
DF Gameplay Questions / Kill the goblins, get the loot
« on: May 22, 2013, 07:25:33 am »
What's the optimal depth for a death pit these days? I use a pit so I can recover the trade goods and goblinite.

Previously an 11z level pit ended up with creatures blowing apart on impact. However the same depth now seems to leave many victims alive, if badly wounded. I ended up having to put in traps to finish things off. Initially it was cage traps, but after ending up with two thirds of a patrol in cages *after* having hit the bottom of the pit, I realised this wasn't going to work. I had some goblins survive up to three flights down the hole before they expired. Later experiments with a 15z level pit was a bit more lethal but a fair proportion of the fliers still didn't die on impact.

65
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 22, 2013, 07:04:40 am »
Just lost a fort to the first visiting megabeast. It was a 'hill titan'. A giant fly, that spat webs. That meant it was immune to the traps and death pit I was using to keep my fort safe during the industrial buildup of the second year.

Damn thing flew right to the bottom of the pit. Thankfully didn't seem interested in wrecking the doors I had down there but I walled up the access tunnel. It eventually ended up lying in wait down there until a patrol hit the traps above and got swatted down into the pit. My vain hopes they'd at least wound it did nothing, being stunned after falling 10+ z levels if they didn't die outright was more than enough for them to be webbed at eaten. Then the thing went back up the pit and got dangerously close to the heart of my fortress. I attempted to wall myself in, but it caught and killed the mason building the wall and then went rampaging through the fort. In the end I burrowed everyone in the meeting hall and laughed at the combat logs.

The beast had so many limbs, it was grabbing people in it's wings and swinging them round, at the same time kicking other people into walls at speed and spitting webs everywhere.

Megabeast sized fly kicks in a high population area resulted in chain reactions of dwarves hitting dwarves and eventually walls.

Not sure what I could have really done in this situation, other than draft everyone. But having the whole fort of 40 or so guys wrestle the beast would probably have resulted in more casualties than the resulting tantrum spiral could have recovered from.

66
DF Dwarf Mode Discussion / Re: Human invader?
« on: May 20, 2013, 09:59:56 am »
This makes a lot of sense. Makes me very glad I prioritised the traps. Badly injured goblins caused enough problems without that thing running around as well. I'm hopeless at military.

67
DF Dwarf Mode Discussion / Human invader?
« on: May 20, 2013, 08:24:39 am »
So i've come back to dwarf fortress after a period of absence, upgraded to the latest version and genned a world.

Coming into around about the spring of the second year, I get my first influx of kobold thieves, which are promptly chased off with the usual minor injuries.

It's at this point I find another invader I just can't fathom.

After watching the last thief run out of the exit to make sure he's really gone, I notice something has fallen foul of my wooden spiked ball weapon traps, which I'd placed early in anticipation of goblin snatchers.

It's a human, legendary status by the teal and white flashing name and very dead. Not a stitch on him. I had kills on forbid and the corpse was forbidden. He had no gear at all. I should probably look him up in the hist figs, but it was weird enough I thought I'd throw it out there.

He appeared before the humans first caravan, which turned up a few months later.

Any guesses?

68
DF Gameplay Questions / Re: Spoiler warning, problem with FUN.
« on: March 21, 2011, 02:56:52 pm »
Ok I killed him! Ran him onto a spike trap after some tricky cat and mouse with opening and closing bridge pits, but he died. Going to try salvaging the body now.

Edit :

They picked them up with no problems or injuries! Thank you for the help everyone :)

69
DF Gameplay Questions / Spoiler warning, problem with FUN.
« on: March 21, 2011, 01:24:46 pm »
I have a forgotten beast I have no idea how to deal with. It's a blob made of fire. I've not interacted with it yet, just watched it churning through underground pools and instantly boiling the water around them. He apparently has wings, but I've not seen him fly. How in the heck can I kill this thing? I usually rig up long tunnels with upright spikes to deal with forgottens, but I just don't know if that will work on this blighter. Even if I kill him, will his corpse be too hot to move?

70
DF Gameplay Questions / Re: Bridges, the third seige engine?
« on: January 12, 2011, 10:07:01 am »
Aha thank you, that is the info I was after. I was using a raising bridge for this, I tend to use retracting bridges for dumping things into water and down pits. That explains what I saw. The gobbos simply got scattered up and down the length of the bridge, so I didn't see much.

71
DF Gameplay Questions / Bridges, the third seige engine?
« on: January 12, 2011, 09:29:45 am »
Could someone who has more experience with these please enlighten me. I am trying to use a raising bridge to throw goblins around, but all I seem to be achieving is stunning them without them actually going anywhere. They end up on the same square they were on before the bridge raised, and stand up after being unconcious for a few moments, completely unharmed.

What conditions do there have to be for them to fly around the place and actually suffer some worthwhile injuries?

I have tried this in a corridor, and they seemed to be smacking into the ceiling, but this didn't change even when I channeled away the ceiling above the bridge.

Does it need space around it too? Maybe it's the walls they're hitting. But they certainly arn't going across, I'm pretty sure they arn't going up either.

Some pointers on making a goblin launcher would be most appriciated.

72
DF Modding / Re: Issues with custom plants
« on: January 10, 2011, 10:27:06 am »
I had the seeds, a plot marked to plant them in and my caravan was bringing more seeds/plants. They were in the game, my guys just wouldn't plant the seeds.

73
DF Modding / Issues with custom plants
« on: January 10, 2011, 08:58:28 am »
I created some additional underground plants because I always felt short changed compared to the surface dwellers. These worked fine in the previous version I was using (.12) but adding them to the newest version (.18) did some strange things. I pasted them into plant_standard and genned a new world. First time I did this, one of the plants was entirely absent from the world. I lost the fortress to a mood spiral and tried again. I also shuffled the order of the plants in plant_standard before I regenned. The missing plant was there, and it grew, but two others were never planted, even though I had seeds and had designated several plots. It wasn't just my custom plants either. I could not persuade my guys to plant rock nuts at all, which is a vital early game food supply and an important supplement later on.

Here are my custom plants. I didn't get any errors in errorlog, so I don't know what's up.

Does anyone have any ideas? I'm just going to gen a world with the basic plants and hope they work, then figure out where to go from here to add these again.

Spoiler (click to show/hide)

74
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 12, 2010, 07:16:57 am »
Couple of little questions.

1) How does sight work with spotting goblins and z levels? I.E. if I string up a cat on a rope on top of a pillar, will he be able to spot goblins any better or worse (before he catches crossbow bolts anyway).

2) I've been experimenting with bridges that raise rather than retract. Do the 'wall' edges just destroy things on them? I had a one tile wide bridge, and instead of tossing goblins into a pit, my pit is spotless and I ended up with a lot fewer corpses than my units list is telling me. What do I need to do to set up a goblin flinger?

75
DF Gameplay Questions / Re: Stuck Traders
« on: December 10, 2010, 04:37:11 am »
I know there's no blockage, my guys have literally just finished cleaning up from the last trader visit, which was a massacre. Gobbo strike team leader got himself cage trapped, so the rest of them just sat at my doorway instead of walking into my pit-o-doom like they were supposed to. The result? Blood, vomit,  and trousers all over the shop.

It might be some sort of trouble with that, but I just watched the liason leave quite happily, so certainly no blockage. He got off the map without being eaten too. Taking out the floodgates hasn't helped either, so nothing for it now. I either deconstruct the depot and get all the crap back, or I rebuild the floodgates and activate the Merchant Wash-o-matic. I really don't need even more meat, bones, leather and tallow than I already have. :P

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