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Messages - Sadrice

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31
DF Dwarf Mode Discussion / Re: Dormitories: Any reason?
« on: March 18, 2015, 04:21:42 pm »
Also, you can automine ores now.  Also, macros are less work than quickfort if you want to use your own bedroom designs rather than the ones included in quickfort (making your own in .csv is a pain).  Macros in general, actually.  Make one for anything you are going to do exactly the same way more than once.  Bedrooms, standard workshop or stockpile room or central stairshaft designs, uniforms, and buying lots of stuff from traders are all good candidates for macros.

Also, if you have been forbidding/dumping/melting items via 'k', try the d-b menu.  It can also be done via stocks if you have a bookkeeper.

32
DF Dwarf Mode Discussion / Re: Hauling priority
« on: March 18, 2015, 04:12:29 pm »
Certainly!  Or rather, certainly not, I don't mind.

33
DF Suggestions / Re: The Hidden Fortress
« on: March 18, 2015, 04:06:17 pm »
I like this idea a lot, and also think it would tie in well with another suggestion I just made: seceding to start your own civ (as an embark scenario).  Your fortress visibility and accessibility would potentially play a major role in how many migrants and merchants you get, as well as how soon you can expect your parent civ to arrive to put down your little rebellion.

34
The other day there was a question on the Dwarf Mode board about whether new civs are ever generated, or if existing civs split.  The answer was, of course, no, they don't, they are generated at worldgen and can only go extinct.  But of course, this is silly.  Real world governments have civil wars and secessionist movements and such reasonably often, and  it occurred to me that this would be a perfect starting scenario.

You are a group of malcontent dwarves that have decided to break ties with the mountainhomes and start a new glorious dwarven empire.  This might give you a good reason to start a fortress in, say, a terrifying glacier.  Since you will, in all likelihood, be at war with your parent civ by default, it pays to make your fortress remote and inaccessible.  This would tie in well with another suggestion currently on the front page: fortress visibility.  You could defiantly put your rebel flag on your large and prominent ramparts, get regular migrant waves (malcontent dwarves from all over that have heard of your rebellion), regular traders from civs that are willing to offend the mountainhomes, but get assaulted by the full might of the mountainhomes fairly quickly.  Or you could set out in secret, and carve a hidden fortress for your underground resistance, and get only a few migrants, from members of your movement that couldn't make it in the original party, but few other migrants and traders, and less risk of dwarven invasion until you come out into the open or are revealed by your carelessness (maybe occasional dwarven scouts could enter the map to try to find your fortress, especially if you are making a name for yourself?).

I think this would be a good, plausible starting scenario for what many players want: a hard mode.  A good excuse to embark in a remote and hostile environment, and a strong military opponent with a sound motivation to throw their best at a new fortress.  Dwarves are the only race with steel, and would pose more of a threat than your typical goblin siege, and it would make more sense for the mountainhomes to do its best to crush a rebellion in the early stages than for a goblin civ to throw army after army into the meatgrinder that is a well set up fortress.

This would also tie in well with another current suggestion, by making it plausible that your fortress is the central authority of an expansionistic new empire.

Dwarves would also make plausible digging enemies, if that is ever implemented.  One of the main reasons not to implement it (other than pathfinding headaches) is that many players will be deeply offended if the game messes up the stuff they built.  This would provide a good non init file way to opt out of digging enemies: just don't start a war with the dwarves.


35
DF Dwarf Mode Discussion / Re: No Merchants, No Migrants
« on: March 18, 2015, 01:24:48 pm »
One fun thing to do is to try to train all your dwarves to legendary in something useful, and then retire or abandon.  Skilled migrants for future fortresses!  If you have a small or extinct civ, and you keep doing that, you are effectively training the entire dwarven civilization.  I wonder if you make them all skilled in combat if they would start winning some wars...

36
DF Dwarf Mode Discussion / Re: Height Advantage ?
« on: March 17, 2015, 04:53:56 pm »
Did your tower have a roof?  I have been using exactly that design for the battlements of my curtain wall (fortification at z+1, with a moat so walls are at least 2 Z tall before fortifications), with the same design with a roof on my inner tower, 1 or more Zs higher.

Like this

Code: [Select]
        ___
       F_ _F
    F_  0 0  _F
__   0__0 0__0   __   
 |___0  0 0  0___|

The only problems I've ever had is a zombie elf spearman once was on the drawbridge over the moat when it closed (killing two of my best militia dwarves by punting them into the oncoming horde).  He ended up on top of the fortification, despite it not being walkable (I paused to find him in the air and one stepped through it), where he proceeded to murder my entire 7-8 dwarf marksdwarf squad by biting and shaking, and wrestling off the battlements into the interior courtyard.

However, yes, height hurts marksdwarf range, and has no direct advantage.  However, it is likely that you have walls around any secure above ground area, and it can be convenient to put marksdwarves on top of them.  I like to have less secure outer walls with battlements for some above ground farming, pasture area, trade depot (often separately sealable), and maybe some trees for gathering and emergency wood, if I remembered to leave any.  Inside that I have a secure tower, absolutely impenetrably sealable with bridges and/or hatches, with no possible access even for fliers.  This has separate battlements to fire upon the semisecure courtyard, in case of more gifted climbers than I planned for/fliers/tardy main drawbridge lever pulling/whatever.

One thing to keep in mind if you have high walls with fortifications, especially if they jut out, is that you can't fire at the base of the walls.  It helps to make towers periodically along walls that stick out from the wall, so you can fire at the base of the wall.  Much like in a real castle. Moats also help, but sometimes enemies end up in the moat.  Filling it with magma would help, but is a pain.  Upright spear traps linked to a lever in the fortress work well.

37
DF Dwarf Mode Discussion / Re: Just Dwarfs.
« on: March 16, 2015, 05:42:28 pm »
Could you assign them to cut wood, and wear a uniform with no weapon, or would they strip their armor to cut wood and drop their woodcutting axe to follow military orders?

38
DF Dwarf Mode Discussion / Re: Hauling priority
« on: March 16, 2015, 03:53:15 pm »
Stockpile links are your closest ally in this war against dwarven stupidity.
Yes.  I always make a quantum stockpile and another for ore, linked to the masons and smelters, to force them to choose adjacent materials (you must also link a bar stockpile with fuel for smelters, unless you have magma).  Leaving complex tasks like figuring out which boulder is closest to the shop up to your dwarves is a recipe for disaster.  Don't ever let them try to think, they have bad ideas.

39
DF Dwarf Mode Discussion / Re: express magma delivery
« on: March 14, 2015, 04:17:59 pm »
Putting the blocks into bins in a stockpile near the forges, and then hauling those by wheelbarrow or minecart would probably help a lot.  It can be a bit finicky to get them to fill bins before moving them, it's probably better to put a block stockpile next to the furnace that uses bins and has no links, and have that fill up before linking it to the cart route or upstairs block pile, otherwise they might want to make a whole trip for a bin with a single block in it.

40
DF Dwarf Mode Discussion / Werecreatures hostile to one another
« on: March 14, 2015, 04:13:38 pm »
I got a werepanda, which killed 21 out of 46 dwarves and infected 3.  I isolated them, and upon transformation they attacked each other, leaving only one survivor.  I guess that nixes my plans for a werepanda army, as they could not be put into combat together.

I think I've read about this issue before, but I don't think this is how it worked in previous versions.  Is this a bug, or new intended behavior?

41
DF Dwarf Mode Discussion / Re: express magma delivery
« on: March 14, 2015, 02:44:08 pm »
Hell, just a large ordinary stockpile would work.

42
DF Dwarf Mode Discussion / Re: express magma delivery
« on: March 12, 2015, 03:39:05 am »
Remember to use an 1x3 reservoir for each pump, not 1x1. Otherwise it really fries your FPS.
Basically, pumps create tiles at output and remove them at input.  If magma is created or removed, however briefly, adjacent to stone, the game has to recalculate temperatures.  If the magma is created/removed adjacent only to other magma, no calculations are necessary.  Basically, you must leave the magma/stone interface stationary, only moving magma that is adjacent to other magma.

Pumpstacks are a pain.  If you really really want an on demand infinite surface magma tap, go for it.  For other situations, consider minecarts: either carried carts for small quantities for shops, or an actual track magma lifter for medium to large quantities (output limited by cistern size and track design/number of carts).

43
DF Dwarf Mode Discussion / Re: Unkillable Peregrine Falcon Head
« on: March 12, 2015, 03:26:55 am »
I have a similar problem, with a wolf head.  I had a necromancer siege, minor, easily dealt with, but the previous siege had killed a wolf, which a necromancer found.  After opening the gates, I sent the militia after a stray wolf skull.  Later, I noticed that they are still at it, with a handful of vengeful civilians.  As of the last save, almost half the fortress is beating on this thing.  They have broken everything breakable, teeth are everywhere, but it's still undead.  I noticed that my hammerdwarves have odd reports.  I get "Urist McNerfhammer bashes the Wolf Skull with his *silver hammer*!.  Normally this would be followed by a description of wounds, but that is the end of the report entry.  I suspect that the skull somehow has nothing left to damage, so there is no appropriate damage description, yet it is still capable of supporting zombie "life".

I have a save, if it is of interest. Vanilla, aside from no aquifers via peredexis LNP.

44
Huh, I'm an idiot.  Over the years I have perfected the art of custom stockpiling for quality management, not realizing it's a built in feature.

45
Huh, just had an idea.  You can totally automate ammunition return, by making it unnecessary.  Build it so that when they fall down the channel at the far side, they land in the loading stockpile for the minecart cannon.  Since it's, you know, a minecart, it should have no difficulty going back down the length of the hall (on the z below) to launch it back through the hall into its own stockpile.  Basically a hauling loop, with an airborne stage that intersects with invaders.  You would still need to manually load the carts, but no hauling is necessary.

EDIT:  Oh wait, you were going to shoot ballista bolts out of actual ballistae...  Don't bother.  Minecarts are better, and also removes the need for civilian siege operators who will inevitably flee or do something stupid as soon as an actual target appears.

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