Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Langdon

Pages: 1 ... 8 9 [10] 11 12 ... 22
136
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 13, 2011, 12:05:29 am »
Yeah lately my gobbos have been turning up and fighting eachother. They're not attacking the other squads, and they're not being led by demons; they're just immediately turning on themselves. It's bizarre, and quite disappointing. My squads are itching to thrust their cyan shafts into some greenskins.

This is a loyalty cascade, pretty common in the last few versions, as it seems some kidnapped non-goblins are not properly inducted into the goblin civilization. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=3685 on the bug tracker if you want to add anything to the bug report.

In my forts I just wait until the "rebel" faction has mostly been killed off (a few years or so) then they go back to regular ambushes and sieges.

137
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 12, 2011, 12:16:09 pm »
A Ram, an Ewe and a Water Buffalo.

Water Buffalo and Musk Oxen eat a huge amount of grass (from my games, a pair of either will strip bare a 10x10 pasture in no time) which is why I usually slaughter these on arrival. Rabbits or swine are better for limited pasture space I think.

Later on when we have hay/slop/other methods to feed animals, the bigger livestock should be easier to keep alive.

138
DF Gameplay Questions / Re: Soldiers Absolutely Owned. Help?
« on: March 12, 2011, 12:09:57 pm »
The 3 mail shirt things look like a... erhm cheating to me. A dwarf should wear one leather layer+metal armor layer (but only 1 mail shirt).

I believe the name change from Plate Mail->Breastplate means Toady intended for breastplates to be worn over chainmail. Ideally you'd have breastplate+chain mail+some sort of leather/cloth padding underneath, which is why the game has the size, layering and permit rules for armor. 2/3 mail shirts looks ok to me (think of it as historically-correct double-layered mail).

No need to sacrifice ANYONE to save some poor woodcutter. Personally, i hate losing dwarves to ambushes and wild life - it only shows one's inability to protect his citizens. The safest thing ever - perimeter wall. Remove all unused ramps - less ways for ambushes to come. Secure all entrances with traps and dogs. Have militia always ready for battle (pro. soldiers is a MUST thing for big fortresses, recruit system sucks). Cover the big outside territory (with trees and ponds) with walls. This way your woodcutters and fisherdwarves won't be in any danger going on jobs.

I usually build my fortresses for aesthetics, which are usually ruined by a map perimeter wall. Sometimes if I embark in mountainous terrain I'll remove slopes to restrict wildlife to a few trapped paths, but that's only if I have interesting wildlife I want to capture and tame.

Also, walling everything off doesn't leave room for a nice bloody battleground in front of your fortress. Besides, if you never lose any woodcutters/herbalists, how will you fill that grand mausoleum?  :D

139
I usually set something like this:

---------------
       O           |
       #         %|
       O           |
---------------

Where:
O is fortifications
# is vertical bars linked to lever
'-' and '|' are walls
% is goblin cage linked to lever
Depending on which squad I want to train I station that squad inside the room (if i want my melee dwarves to deal with gobo) or outside (if I want my marksdwarves to shoot gobo through fortifications), and then just pull lever linked to the cage. you can link few cages to one lever too, much more interesting.

Closed bars prevent prisoners from escape attempts and keeps gobos away from shooters. Also lets your dwarves to get in afterwards to clean the mess. Oh my god I LOVE THIS GAME !

I used to do this, but I got tired of linking and re-linking levers every time I build a new cage. These days I just channel a hole in the arena roof, designate the eight squares around that as an animal stockpile, and pit goblins into the arena. Maybe surround the stockpile with a few weapons traps to handle the (very few) escapees.

If you're training up newbie melee dwarves, it helps to drop them a couple of z-levels (just to stun or cripple them long enough to prevent injury to your trainees).

140
DF Gameplay Questions / Re: Soldiers Absolutely Owned. Help?
« on: March 12, 2011, 05:01:18 am »
1 socks
1 high boots
I found it very buggy on the boots, sometimes they'd wear just one sock in one foot. Thus I has stopped using socks altogether. That little extra piece of fabric doesnt contribute much to be worth the effort.

Worse, sometimes they wear two socks on one foot, and that prevents them from wearing a high boot on that foot. I got a couple of named near-champions permanently maimed in my last .19 fort before I figured out what was happening.

141
DF Gameplay Questions / Re: Soldiers Absolutely Owned. Help?
« on: March 12, 2011, 03:29:02 am »
I'm sorry if it's been said before, but tactical deployment.  A full-legendary, fully-adamantine-clad artifact wearing badass shouldn't be engaging 8 goblins at once (although apparently, it can work). 

True. Even a maxed-out dwarf will tire and collapse from exhaustion with ten or more gobbies pounding away at him. The best a surrounded dwarf can hope for is to hold out until the rest of the squad arrives - and if the rest of the squad is still eating, drinking or gearing up, too bad.

I like to place little cul-de-sacs and ambush alcoves in my entrance hallways, and have dwarves wait around the corners for enemy squads, keeping them out of the line-of-fire of any ranged-weapon goblins. I try not to rely on locking doors to control entrance though - goblin thieves can "take control" of doors and unlock them if they get to them before you do.

Having a drawbridge you can open and close quickly can also be used to divide-and-conquer an incoming siege - open to let half a squad in, close so the rest is locked out of your fortress, and kill the ones inside at your leisure (or trap them in cage traps and give your mechanics enough time to reset and reload the traps).

Combined arms is always a good idea - while obeliab doesn't like fighting in the open air, I usually have a killing courtyard covered with archer firing platforms - crossbow bolts will often cripple or at least stun goblins long enough for your melee squads to easily mop up. Fighting under friendly covering fire will greatly increase your squaddies' survival chances, especially if you have an enemy swordmaster or mace lord in the battle. Marksdwarves are also useful when shooting down those pesky elf bowmen riding giant eagles.

142
DF Gameplay Questions / Re: Soldiers Absolutely Owned. Help?
« on: March 11, 2011, 06:10:16 pm »
Fantastic, you guys are awesome. And yeah I noticed the lashers and large daggers particularly maiming me men. Is this getting fixed next patch as well?

I don't think it's going to be fixed in .22. Right now a whip weighs about the same as a warhammer, but has a smaller contact area, but the game uses the weapons entire weight to calculate damage. A fix would involve having whips only use a small portion of their weight (the weight of the tip) while increasing velocity on impact - probably going come as part of general combat and materials fixes (see "combat balancing" in the Modding forum).

Daggers might not be fixed - historically stillettos and similar thin weapons were used to attack weak points in armor, as they more easily slip between the plates or joints.

143
DF Gameplay Questions / Re: Soldiers Absolutely Owned. Help?
« on: March 11, 2011, 03:31:19 pm »
Train and raise military from the very beginning, even if it is a squad of two. (Split this initial sparring party to better train the lower ones)
I believe someone said a squad of three with minimum train set to 2 is optimal (you need at least two dwarves in a squad to spar, and having one off-duty prevents bad thoughts from "long patrol duty" if you keep the squad on Active/Train all the time). They say breaking up your militia into 3-man squads maximizes sparring time.

I usually stuff as many as I can in a squad to get maximum benefit from teaching, though that's because I have a soldier/teacher as one of my starting seven.

Marksdwarves can be trained with archery targets-but will waste valuable ammunition. Also was just using cheap bone crossbow bolts for them. (lol)
The bug that makes dwarves use combat-only bolts for training is getting fixed next version, so archery targets should be very useful in the future. Right now I just forbid metal bolts before setting up the targets, then unforbid them when the goblins come.

Is Same Material vs Same Material really THAT ineffective? With a full iron armor suite, I expected my dwarves to be able to take a shot or two from an iron spear... I don't have access to flux stone at the moment (asked for it on my last import agreement) so I had to make do with that armor being the best I had.
I regularly see iron swords/maces bounce off of iron armor in both adventure and fortress mode. Do note that piercing weapons (warhammers, spears) have bonuses against armor, and whips/scourges and daggers have an impact area bug that severely reduce armor protection (my adventurer carries a large copper dagger, and can usually stab through an iron helm with ease).

So - against sword/macegobs you should be fine, but take care against lashers and thieves. I believe hammergobs carry mauls, but some of them do have silver warhammers from time to time, which means even my steel-clad squaddies come home with broken ankles/wrists. 

*Edit* Oh one more-If I capture a goblin in a cage trap-how do I move the cages properly? (Only ever had caged animals-but if you try to move them without taming them they run around and cause a big mess)

To move cages safely, set up a second Animal stockpile, then disable goblins from the first one, so your dwarves move the cages, not the contents. To successfully throw animals/goblins into a pit (into an arena or drowning chamber, for example) designate the animal stockpile right next to the pit/hole. If the cage is right next to the pit zone, the goblin won't have time to attempt to escape before he's pushed over (some master thieves will still escape though, so either use weapon traps around the pit zone or have a squad stationed nearby). I believe high skill in Animal Handling helps in preventing escapes, but I haven't verified this - you may have luck only enabling Animal Hauling on dwarves with the skill.

Did I do something wrong, or are my dwarves complete morons for getting pawned by a lone snatcher ?  Version is .21

Snatchers carry large daggers - as I mentioned above, daggers are armor-piercing.

Equipment is invisible on caged gobbies. To dump their weapons before uncaging, look in the stocks screen - for snatchers you'll see forbidden large daggers. Use the stocks screen to unforbid and dump the dagger (set up a garbage zone first) and soon a hauler dwarf will come along and disarm the goblin. You can also dump the rest of the goblin's armor the same way.

In addition, training weapons have a hidden benefit.  If you capture a foe, strip them of all their armor and weapons, and unleash a squad with training weapons on him, they will bash him slowly, slowly, slowly to death, gaining skill-ups with every hit.  It's also cruel.

I find I get somewhat similar results if I only dump weapons, but leave the goblin's armor on. Then I can train my armed dwarves on it without the hassle of switching to training weapons first. Still, training weapons are good if you have dedicated cadet squads, but my forts usually have to forgo that luxury as I keep getting raids too frequently to allow time for a squad to reequip from training to combat mode.

144
DF Gameplay Questions / Re: Soldiers Absolutely Owned. Help?
« on: March 11, 2011, 02:34:20 pm »
reading the wiki indicates that I should make 3 mail shirts to maximize coverage, but how does this work in the military equipment screen? I mean do I have to say 3 mail shirts 1 breast plate or can I just say mail shirts and they will put 3 on.  the wiki also indicates that they will not put the shirts on over the breast plate so do I have deactivate the squad and reactivate them to reequip them?  also what guarantees they will put the armor on in the right order?

You can specify multiple mail shirts in the uniform screen, but layering limits makes it iffy if they actually equip the second or third one. I've had no problems with 1 breastplate+1 mail shirt - they seem to put them on in the correct order.

Some tips for equipping a military squad:
1) Use "r"eplace clothing, instead of over clothing. This prevents errors like being unable to wear a metal high boot because the dwarf is already wearing two socks on the same foot (you can only layer so many items on each body part, and useless clothing can clog up the works).

2) Breastplate+mail shirt+greaves doesn't provide full coverage (upper arms, throat and other parts will still be vulnerable). You'll need to equip a few leather items to cover the rest of the body - I usually use hood+robe+trousers (cloak can substitute for robe). While leather doesn't protect as well as steel, it will help deflect weak weapons like copper swords or wooden arrows.

3) Only add dwarves to your squads when you have enough spare armor pieces to equip them. This prevents problems like new recruits taking armor pieces before your legendary militia commanders, leaving your best dwarves ill equipped. Check the "e"quip->"P"ri Assignments screen to see if your veteran dwarves are fully equipped before adding new recruits to the squad.

4) Get Dodging skill up as fast as you can. High dodging makes your dwarves less vulnerable to arrows/bolts, and will keep them from getting hit in melee, so you'll live through a goblin ambush even with crappy armor.

Training Dodging means danger rooms, or fighting dangerous wildlife. Getting migrants with high Dodging is good, as they can teach their squadmates.

145
DF Gameplay Questions / Re: No plants in first cavern?
« on: March 11, 2011, 01:31:05 am »
If that doesn't work then you can just make your own tree farms in soil or muddied rock, which ever is easier for you.

I think there is a .19 bug that prevents plant/fungus growth on muddied rock. all muddy rock=no mushrooms. no water=no fungus/grass growth.

In a normal cavern (with water) I cleared a large space, then pumped water on it in an attempt to build a tree farm. No mushrooms or fungus grew on the cleared muddy rock (although they were growing elsewhere in the same cavern).

146
DF General Discussion / Re: Created Position
« on: March 10, 2011, 02:21:06 am »
On that note, anyone noticing a lot of abandoned fortresses full of wild animals?

Yeah, since .19, every fortress I check out in adventure mode are always either full of animals, or full of merchants (if close to a previous abandoned player fortress). I believe the new starvation rules are to blame (maybe fortresses aren't getting their proper shipments of food from nearby villages, or the nearby hamlets are too poor to produce surplus food).

147
DF Modding / Re: This belongs in a museum
« on: March 04, 2011, 01:42:06 pm »
This mod is great - I use it to put the weapons of fallen warriors in their tombs. Preserve that kill-list for posterity.

Anybody know how to mod an adventurer reaction to allow an adventurer to take the item from the case? This can be an easy way to store equipment for easy adventurer retrieval (otherwise you're limited to fiddling with lead bins or have to hunt for stuff scattered all over the map).

In my case I'd like to use it so my tomb-raider adventurer can retrieve named weapons, or if you're playing with adventurer traps on, you can have a reward in the middle of that maze-of-death.

148
DF General Discussion / Re: Why'd my merchants stop arriving?
« on: February 28, 2011, 04:18:22 am »
Ok. That might explain it. It's been awhile since my last siege ... but now that I have over 100 dwarves, the lag is starting to kick in (so it is taking even longer for "time" to pass)

I have tons of cage traps located around my fortress. So, by the time the goblins get near my main gates, most are trapped. I also have some fortifications near my entrance with archers to pick off any that get in close, and a flood room near my entrance that traps any that are stupid enough to get it. Beyond that, I have two full squads of troops with adamantine armor waiting inside.   :)

Also, there used to be a bug where the "SIEGE" marker on the top of the screen never goes away even if you've killed all the goblins, and thus caravans never arrive (as you are always in a state of siege). Last time I'd personally experienced this bug was way back in 40d, though. Not sure how to fix it if you have it (I think I used DF Companion back then to kill the "invisible" goblin, but that's not an option in the newer versions).

149
I designated a burrow for that dwarf around an area with a TON of vermain REMAINS.

Check under (o)ptions->(r)efuse and see if Ignore vermin remains is turned off. (31.19 only I believe).

150
DF General Discussion / Re: Why'd my merchants stop arriving?
« on: February 27, 2011, 01:27:40 pm »
The goblins still show up ever so often ... but no merchants.

The caravans will not come if you are being sieged (I guess they hear the fighting and decide to go elsewhere). If you are getting sieged constantly during the three seasons where they normally come (spring, summer and fall) then you won't get merchants until the goblins give you some breathing room (the sieges do skip a season from time to time).

Normally your fort should be pretty much self sufficient in terms of survival by this point.

Also, how do you deal with the sieges, do you turtle up or do you kill most of the attackers? if you kill the siege quickly, the caravan might come in the same season, but if you hide behind your moat and wait for them to go away then you'll won't see a caravan for that season or the next (as it takes them months to leave).

Pages: 1 ... 8 9 [10] 11 12 ... 22