Bay 12 Games Forum
- April 06, 2024, 03:34:21 am
- Welcome, Guest
News:
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
Show Posts
DF Dwarf Mode Discussion / Re: Suggestions for a trap
« on: September 14, 2009, 11:36:44 pm »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:
DF Dwarf Mode Discussion / Re: Post your strangest defence plan!
« on: September 14, 2009, 07:00:41 pm »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.
DF Dwarf Mode Discussion / Re: Sun Berries
« on: September 14, 2009, 06:51:00 pm »DF Gameplay Questions / Re: What the hell, Screwpumps?
« on: September 14, 2009, 06:11:24 pm »
DF Dwarf Mode Discussion / Sun Berries
« on: September 14, 2009, 05:53:39 pm »How do I get those pesky elves to bring me the berries I need for the liquor my dwarves crave?
DF Modding / Re: Dwarf Therapist (LATEST 0.3.2 9/13/09 see first post)
« on: September 14, 2009, 05:17:17 pm »DF Modding / Re: Dwarf Therapist (LATEST 0.3.2 9/13/09 see first post)
« on: September 14, 2009, 03:59:32 pm »DF Dwarf Mode Discussion / Re: Need Help Training My Army
« on: September 14, 2009, 03:34:20 pm »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.
DF Dwarf Mode Discussion / Re: Easy and simple way to dispose of caged creatures.
« on: September 14, 2009, 03:28:49 pm »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.
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.
DF Dwarf Mode Discussion / Vault 13
« on: April 03, 2008, 05:06:00 pm »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.
DF Dwarf Mode Discussion / Re: A cave!
« on: April 03, 2008, 05:40:00 pm »DF Gameplay Questions / Re: Managing Large Forts
« on: April 02, 2008, 02:27:00 pm »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.
DF Gameplay Questions / Re: Managing Large Forts
« on: April 02, 2008, 02:05:00 pm »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.

