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Messages - random51

Pages: 1 ... 13 14 [15]
211
DF General Discussion / Re: Processor Grind
« on: September 15, 2009, 01:45:29 am »
The lag from presumably pathing of invisible creatures is the worst.  I can tell when the game spawns a few ambush squads around the map long before I actually uncover them because of how the game slows downs.

212
DF Dwarf Mode Discussion / Re: Suggestions for a trap
« on: September 14, 2009, 11:36:44 pm »
2 sieges entered my roach motel, 1 fall, 1 winter.  Net result was 65 notable kills for one marksdwarf and another 60+ for the other.  The trick is to make a very long maze so you can slam the back door on them before you start killing.

The dwarves were 1 z-level higher than the maze and behind fortifications, with a field of fire covering two consecutive switchbacks.  It is going to take me an entire season to sift through the dead orcs and their human leaders.

The butcher's bill from the second siege:
Spoiler (click to show/hide)

213
DF Dwarf Mode Discussion / Re: Post your strangest defence plan!
« on: September 14, 2009, 07:00:41 pm »
I had 2 tamed dragons behind bauxite floodgates, overlooking my depot area.  The idea was that if the enemy got that far in, I'd flip a switch, drop the floodgates, the dragons would see the enemy and burninate them.

Didn't work so well.  The dragons burned the orcs... and the human caravan at the depot... and the depot.. and my quick reaction force of dwarves... and then my dedicated porters carried all of the burning goods to various stockpiles throughout my fortress.  Oops.

I think the dragons were being discriminating, they just didn't care if anything was between them and the enemy and the fire itself didn't mind friend from foe.

Playing today I noticed that the first squad in a siege would hit my traps, die, rout, and then the entire siege would run away.  That was too much exp and loot to waste, so I built "the roach motel".  The three circled drawbridges open up the route, close off the normal route, and when switched back trap the entire siege in there for you to play with as you see fit.

Spoiler (click to show/hide)

214
DF Dwarf Mode Discussion / Re: Sun Berries
« on: September 14, 2009, 06:51:00 pm »
You have elves that bring you cool things, I have ones that bring me a never-ending stream of cloth I don't need or want---although it is one way to get some bins early on if you're short on wood---or muck roots and bloated tubers.

215
DF Gameplay Questions / Re: What the hell, Screwpumps?
« on: September 14, 2009, 06:11:24 pm »
Instead of using a gear, use a hatch over the tile the bottommost pump pumps magma from.  Want to turn off the lava, just close the hatch.  Works great and you can close it if you've got dwarf morale issues. ;)

216
DF Dwarf Mode Discussion / Sun Berries
« on: September 14, 2009, 05:53:39 pm »
I've run probably 50 different forts and only managed to acquire the elusive berries once.  Even then, I only found a small bag of them in the debris from a supply caravan that got decimated on the way in.

How do I get those pesky elves to bring me the berries I need for the liquor my dwarves crave?

217
DF Modding / Re: Dwarf Therapist (LATEST 0.3.2 9/13/09 see first post)
« on: September 14, 2009, 05:17:17 pm »
Thanks for the prompt response, edit it I will.

218
DF Modding / Re: Dwarf Therapist (LATEST 0.3.2 9/13/09 see first post)
« on: September 14, 2009, 03:59:32 pm »
The new version won't let me set my children as pump operators.  Making them spend time on the screw pumps builds their work ethic and keeps them from being stolen while they gallivant in the middle of the wilderness. Makes for nice stats when they get drafted into the army.

219
DF Dwarf Mode Discussion / Re: Need Help Training My Army
« on: September 14, 2009, 03:34:20 pm »
My method:

1.  Any candidate for military service spends his time in the gym(screw pumps)until he has near max stats.
2.  After maxing their stats, I equip them in very good steel or adamant plate.
3.  Then I give them crappy silver weapons and let them spar.
4.  I don't train wrestling.  Wrestling is for creatures who don't have forges.
5.  Once they finish training I give them real weapons.

I lose very few dwarves with nerve/brain damage, at least those I stop training once they've mastered their primary weapon.  I usually don't bother mastering armor/shield after they've mastered whatever weapon they specialize in.  Perfectly agile dwarves who chunk enemies on the first hit don't need much armor skill.

220
Dealing with this is why I stopped using cage traps. It was entertaining the first few times to set up an arena and have some battles ala Gladiator, but it eventually got stale.  Only time I use cage traps now is when it is a beast I want to keep and train, like a dragon.

What I do now is when I'm skilling up a weaponsmith on copper spears I don't melt the spears down, I use them to build weapon traps. Things that can't avoid traps never make it past the 3rd row and things that can avoid traps would avoid cage traps anyways.  Had a colossus show up, was getting excited about a nice battle with a megabeast but he didn't make it past the third row.

It was also annoying how anything friendly, but wounded, would also end up in a cage trap.  Very hard to explain to the human emissary why some of his guards ended up in my menagerie.

221
DF Dwarf Mode Discussion / Re: Vault 13
« on: April 04, 2008, 01:08:00 am »
quote:
Originally posted by benoit.hudson:
<STRONG>Oooh, neat.

How do you handle meetings with the liaison?</STRONG>



They don't happen.  This map has everything I could possibly need, though, I won't need to trade at all.

magma, flux, iron ore, adamantite, underground pool, underground pit, a brook, trees, loamy soil, etc.

The only things I could use that it doesn't have are sand and windpower.


222
DF Dwarf Mode Discussion / Vault 13
« on: April 03, 2008, 05:06:00 pm »
I've decided to take a new approach, here is how it works:

16 dwarves in the fortress(initial group plus part of first migrant wave).

Lock system on the surface.  Big room, trapped entrance and exit, lockable doors on both sides, big stockpile area in the middle.

When the migrant wave comes, open the external doors, lock the internal doors and wall them up.  Migrant dwarves set to build/rebuild depot, harvest wood, do external construction projects---windmills, dams, waterwheels, channels, etc.  Harvested wood and other useful items are stockpiled in central area.

When stockpile is full, reverse the locks.  External doors locked, internal walls taken down, doors open.  External stockpile removed and internal dwarves hall in the loot.

Rinse and repeat.

Keep a meeting place near the depot so you can keep track of inactive migrants and so that ambushes will come to the depot often.  Keep depot up so that caravans including guards will arrive periodically.  Caravan guards kill and are killed by goblins, kobolds, etc., which provides a steady supply of iron/steel armor/weapons.

Works great. I never risk my skilled workforce, nor do I have to feed/support more than 16 dwarves plus their children and a few cats. Migrants die frequently but are replaced regularly. Overall population stays low, yet value of fortress steadily increases.

Only real negative so far is that it prevents the training of a skilled trader.


223
DF Dwarf Mode Discussion / Re: A cave!
« on: April 03, 2008, 05:40:00 pm »
I found a cave on my second attempt at Dwarf Fortress.  I had purposely made sure that nobody had hunting just to avoid any reason for anybody to set foot in that cave.  Unfortunately one of the migrant waves had a hunter who proceeded to lure the Ettin in the cave to the front of my fort.  He killed everybody.

224
DF Gameplay Questions / Re: Managing Large Forts
« on: April 02, 2008, 02:27:00 pm »
They're not really for defense, they are for entertainment value.  Raise the drawbridges then try to "talk" the rounds into the enemy.

go...go...little to the right...right there...yes!...or, no, you went over his head.  try again.

It did point out a nasty issue with pathfinding, though.  There can be stone 4 steps away from the catapult and instead the dwarf will go 50 units to the east, down a ladder, 50 units back to the west, pick up the stone one level down from the catapult and then cart it all the way back up.  Plays havoc with your catapult rate of fire.  Now I build 4 level ammo bunkers around the catapults with an up/down ladder right next to the catapult.


225
DF Gameplay Questions / Re: Managing Large Forts
« on: April 02, 2008, 02:05:00 pm »
I've taken to building catapults all over my fortress in areas I eventually want cleared of stone.  The catapults are facing a wall right next to them.

Set all your migrants to siege operators and the catapults to fire at will.  You'll clear the stone out without using stockpiles are even worse, designating it for dumpage you'll train up all those migrants so they become faster and stronger, in other words: useful, and you'll have a fort full of legendary siege operators next time you get sieged.

All that said, I've got masterwork catapults and legendary siege operators and they still can't hit anything.  I have to trap the enemy between two drawbridges.  In a year or two the siege operators will have killed them.


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