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Messages - LegacyCWAL

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946
DF Dwarf Mode Discussion / Re: Trade Negotiations
« on: August 19, 2008, 05:16:13 pm »
I give them what they want if I have it on hand.  I don't go out of my way to stock up on it though, since I usually have more (narrow giant cave spider silk socks) than they can carry anyways.

947
DF Dwarf Mode Discussion / Re: My First Siege
« on: August 19, 2008, 05:13:14 pm »
Yeah, if your defenses get too powerful, the goblins are liable to break and run before you can kill half of them.  I usually wind up putting just as much effort into killing the fleeing ones as I do into keeping them out in the first place.

948
DF Dwarf Mode Discussion / Re: Crazy constructions
« on: August 19, 2008, 04:01:40 pm »
Hence why I haven't gotten around to building it yet ;)

949
DF Dwarf Mode Discussion / Re: Crazy constructions
« on: August 19, 2008, 01:53:35 pm »
I have a couple.


In a previous fort, I decided to build a couple of tunnel-access-only Marksdwarf bunkers behind my moat to expand my defenses a bit.  Then I decided to add a couple more.  Then after that, I decided to connect them with a fortification-lined bridge.  Then I expanded it a bit more.

Like any great drunken engineering project, it wound up as a monstrosity with a mind of its own that I was powerless to stop.  Fortification-lined Doom Bridges hundreds of tiles long, half a dozen bunkers, a hanging ballista platform, direct links to the barracks and ammo stockpiles, and the beginnings of a Doom Bridge that would extend ten screens above the caravans' usual route.  And it was color-coded by Z-level, to boot.

Then 181.39 was released, and I decided to start a new one rather than risk corrupting it.


The new one has a building project that is not really a defensive monstrosity so much as it is a piece of landscape management of which I'm actually rather proud.  It's a 3-wide bridge extending one arm to each edge of the map for traders to use.  It even goes over some rather vital areas of the fortress, and is largely lined by walls (to keep attackers from shooting caravans atop it and from shooting down into aforementioned vital areas).

The best part, though, is that the map is rather conducive to cutting off caravan access, with heavy forestation and a river going north-south that cuts the map almost in half.  Some removed ramps here, a strategically-placed statue erected in the woods there, a few moats that would be used to cut off secure lumber farms anyways, and suddenly, the bridge is the ONLY way for the Human and Dwarf caravans to get in.


One idea I've had that I haven't gotten around to building yet is a "Paratrooper Pod".  It would be a platform sticking out over a typical siege route, completely surrounded by walls, and held up by a single support...with a lever attached.  A siege comes, you put some melee soldiers on the platform, and wait for the goblins to be directly underneath.  Then, pull the lever.

The platform collapses, the goblins have a bunch of rock fall on them, and when they come to, they're surrounded by bearded drunks with very sharp objects.  In theory, the dwarves would have thick armor and a LOT of levels of toughness, so they would come to quickly and more or less unhurt.  In theory.

950
DF Dwarf Mode Discussion / Re: Simple defences are the best ones
« on: August 19, 2008, 01:03:34 pm »
Got a great screenshot of my latest one last night.

My fortress has a long natural valley leading to it.  I built two bridges over it and lined them with fortifications.  A grand total of 12 build commands: 2 floor commands and 4 fortification commands per bridge.  No traps, no siege engines, no mazes.  Just two bridges over a valley, a couple ditches here and there, and a bunch of drunken crossbow-users.

The results are rather gruesome, as this picture of the latest siege illustrates:



Final enemy losses: 54 goblins and 1 thief
Final dwarf losses: 1 cat

951
DF Adventure Mode Discussion / Re: Epic Failures
« on: August 19, 2008, 12:20:00 pm »
Platinum comes in... veins? I thought it was little 5-ore pockets. 'Sides, that looks rather golden to me.
It's usually in little pockets, but magnetite deposits can have veins.

And it looks golden because that's what it looks like when engraved floors get muddy.

952
DF Dwarf Mode Discussion / Re: Farm Plot Question
« on: August 19, 2008, 12:11:24 pm »
You can position the plot over the existing tiles, it'll just ignore them and automatically cut them out of the designated area.

953
pumps can be powered with a water wheel (about 100 power, if the water is moving) or windmills (0, 20 or 40 depending on location and the map)
fixed ;D

954
DF Dwarf Mode Discussion / Re: Simple defences are the best ones
« on: August 19, 2008, 01:21:25 am »
Big pumping systems and flood corridors are not 'simple defenses'.

Just have marksdwarves, a few tiles of fortifications, and a door.  Lock the door and the invaders will stand around out front getting shot until they are all dead.


Actually, the traps are really very simple in design. My water trap actually consisted of a floodgate, cistern, and a switch. Anyone who busted in would be drowned, and the water would drain into a cistern below. Lava traps are also very simple in design. A pump, a tunnel, a floodgate and a switch, and you suddenly have the cure-all. Somethings-Awful's trap was a 7/7 magma trap that followed over the water river and came spewing out entrances, was as about as complex as my water trap. If you have to raise the lava up Z-levels, it becomes more complicated of course, but it's all simple and straight forward.
Simple and straightforward compared to "stuff it full of weapon traps", "stuff it full of drunken angry axedwarves", or "hose it down with XBow bolts"?

955
DF Dwarf Mode Discussion / Re: Farm Plot Question
« on: August 18, 2008, 06:20:04 pm »
8x8 is pretty big.  2 missing tiles won't really hurt food production that much when you're that big.

956
DF Dwarf Mode Discussion / Re: Simple defences are the best ones
« on: August 18, 2008, 06:07:21 pm »
Agreed.  There's nothing simple about pumping lava halfway across the map to deep-fry everything within a thousand tiles of your front door.


The simplest "brutally effective" defense I've used thus far is stuffing a ton of weapon and cage traps in the 3-wide hallway leading to my trade depot.  I had put a ballista at the end to cover it, but never needed to fire it, so I don't think it really counts.  Either way, sieges were rather gory, to say the least, and the fate of those captured in the cage traps wasn't much better.

The measures I took to cut down fleeing enemies before they could escape, on the other hand...

957
DF Suggestions / Re: MMORPG-Style Adventure Mode
« on: August 18, 2008, 05:35:35 pm »
Fun?  Perhaps.


Problems?  I wrote up a couple paragraphs on this, but decided to keep it short and sweet instead: do NOT underestimate how much work something takes when it comes to programming.  Think of every single possible issue that might possibly come up, multiply it by 5, and you start to get close to all the things that have to be worked out.

958
DF Suggestions / Re: One way traffic designation
« on: August 18, 2008, 05:25:00 pm »
Even with one-way paths, you still have dwarves moving at different speeds and running each other over, so your suggestion won't solve this problem as well as you think. You're going to end up widening your hallways in the end either way.
Yeah, that's basically what I was trying to say.  When you've got dwarves going "against the stream", it partially defeats the purpose of having a one-way designation in the first place.

959
DF Suggestions / Re: Worn clothes
« on: August 18, 2008, 01:44:37 pm »
I could be missing something here (and almost certainly am, I suppose), but this would seem like a minor change and a simple fix.

Thoughts?

Bill
AFAIK, Toady took out the unhappy thought caused by worn clothing until he could make the dwarves smarter about it.

960
DF Suggestions / Re: One way traffic designation
« on: August 18, 2008, 01:41:25 pm »
That just illustrates a couple of the problems I mentioned.  He'd have to decide just how one-way to make "one way", and if he just makes it really expensive, what happens when dwarves inevitable go the wrong way due to their destination being just THAT close?

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