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Messages - ledgekindred

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766
DF Gameplay Questions / Re: Setting up my Military:
« on: August 25, 2010, 01:58:27 pm »
I just posted this on another thread:

http://www.bay12forums.com/smf/index.php?topic=64617.msg1512954#msg1512954

I am going to guess that with two dwarves, you still have the "minimum number" required to train set at 10.  That means nobody will bother to go train unless there are 10 available dwarves.  Your squad captain is being responsible and training on his own.  His squadmate is a lazy layabout who doesn't have the wherewithal to drag his sorry ass up and practice.

3-dwarf squads with 2 required to be on duty seems to be ideal.  Go read that ridiculously long essay I just put on that other thread for more detail...

767
DF Gameplay Questions / Re: Am I doing fortifications wrong?
« on: August 25, 2010, 01:54:48 pm »
Screw Semi-Megaproject.

Ever read Edding's Belgariad? If so, remember the fortress of the horse clans?

I have not but that is awesome.  It's now on my reading list.  I'm not sure I'm quite ready for that sized megaproject ... yet.   Maybe I'll build the DF version of The Pentagon...

That is why. Its exactly like every real life medieval castle. It works and its proven.

I guess I'm so used to seeing so many different defense ideas that I would expect to have seen someone say "you know you can look at pretty much any medieval castle and do that and I bet it would work".

You can even make double sided fortifications, like in my diagram. The marksdwarves can fire outside the wall and as well as inside the wall into the courtyard in the middle. I put my barracks in the courtyard, and so while the sworddwarves are having "sparring practice" with the goblins the marksdwarves can still fire into the melee. And then they will also be shooting any retreating goblins in the back.

Yep, mine was simplified, with the "fortification" section intended to be like your two-sided example.  I didn't want to overcomplicate it with the detail from yours.

I could alternately leave the inner courtyard gated off until the goblins are too panicky and running around, then let the military loose.  I still don't have the best luck with military yet ... maybe when I get a little bit better with them.

768
DF Gameplay Questions / Re: Sparring problem
« on: August 25, 2010, 01:43:21 pm »
I've followed Darkmere's advice from that post when setting up my military and it's the most effective way I've used so far.  I haven't embarked with any military dwarves, but I often get migrants with good military skills. 

Set them up as a leader of a three-dwarf squad, making sure to put the ones with the highest skills as a squad leader along with two complete amateurs.  Set up a minimum of two training at a time in the schedule.  Mine are virtually always sparring with the off-duty member doing individual combat training.  Squads of three with 2 required on duty seems to be the ideal setup for the best training. 

Make sure you set your squads to "Active/Training" (or whatever you call it) rather than Inactive.  In earlier 2010 releases dwarves wouldn't always train when set to train, but would practice on their own when left Inactive.  This is no longer true, and they will actually follow your orders when you tell them to Train.

When my squads started to get too large from adding more dwarves (being lazy and just adding new dwarves instead of taking the time to define specific uniforms and look at everyone's skills to see how to divide them up the best) they stopped sparring and did more demonstrations, which isn't entirely bad since it means that the more knowledgeable dwarf is teaching the other ones skills, but they don't seem to skill up as quickly as sparring.  In three-dwarf squads there are still demonstrations anyway.

You don't need to worry about training weapons - give them real weapons and they will do just fine.  During sparring you can see in the combat reports that they will "Tap" each other with their weapons.  You don't get sparring injuries (or deaths) like you used to.

Enlarge your military by periodically breaking up your squads once everyone gets leveled. Take the two non-squad leaders and make them squad leaders with two more noobs.  They will then teach the noobs up to similar levels.  Rinse and repeat and you can build a fairly large military training up very effectively.  (It's like Amway!)

Once you get the first few dwarves in the military just because of their skills, you can pick the noobs by their physical attributes.  I now have an awesome Hammerdwarf who came in as a migrant Peasant with no military skills at all, but she was "Virtually indestructible, mighty, indefatigable and incredibly agile."  Now she's pretty much the best dwarf I have.

I very strongly recommend taking the time up front to define all your uniforms.  Instead of just saying "Metal" make a specific "Hammerdwarf" uniform with exactly everything your hammerdwarf will use, including what materials.  Also "Speardwarf", "Axedwarf", "Archer" etc.  Yes it's a pain because you can't copy uniforms the way you can with orders in the schedule screen so it has to be done by hand.  But it's more than worth it in the long term as you start splitting up and building new squads. 

I went so far as to build uniforms like "Leather Archers", "Mail Archers", "Cheap Axedwarf", "Good Axedwarf", "Steel Axedwarf" etc. Use the cheap armor & Iron/Copper/etc weapons for noobs.  As you make better gear, give them the better uniforms.  I don't know if this has any effect on anything other than aesthetically since they still will try to grab the next-best piece of kit if you don't have exactly what you've assigned them.  But it does prevent your Dabbling Axedwarf from being kitted out in all-steel while your High Master Axedwarf is wearing copper and using a wooden axe without having to go through the even bigger headache of assigning specific equipment to each dwarf.

Catching invaders and letting them loose in your barracks is A Good Thing.  Dwarves seem to level up a little faster from actual combat versus sparring.  Deploy lots and lots of cage traps.  Use the hide/dump trick to relieve them of their weapons, but keep their armor so they will live (slightly) longer during "training" with less chance of injury to your squads.

Archers will grind through an assload of ammo while training.  The good news is that they get a little bit of XP with each shot so will skill up quickly.  Hide them behind fortifications and shoot wooden bolts at invaders and kill two birds with one stone.  First you're killing invaders, which is always good.  Second, wooden bolts do less damage, letting your archers take more shots at real targets, giving them more experience, leveling them faster. 

Although at a certain point it doesn't seem to matter what you give them.  I have a champion marksdwarf who regularly headshots enemies with a single bolt of any material.  Seriously, he's got like 24 kills that are all single-shot kills through the brain out of like 100 total kills.  I thought the game was bugged when I would position him and see enemies "disappear" from sieges.  But I would look at the combat log and see things like "the wooden bolt pierces the skull and hits the brain. it severs an artery in the brain.  it severs a tendon in the brain.  The (...) has lost consciousness."  He's just that awesome I guess.

Marksdwarves don't seem to need as much micromanagement as melee training, since they get their experience from "shooting at stuff."  I add new marksdwarves to the same squad and they all sort of hang out at the range and shoot at targets and they are all skilling up just fine.

Assign them quarters near the barracks so they don't travel far to sleep.  Also put some food and booze stockpiles near the barracks so they don't have to travel so far to eat.  That way they will spend more time in the barrakcs sparring and training.  I like to give them slightly larger rooms with a couple of cabinets and nice beds that my legendary carpenter makes, but that really is mostly for aesthetics although they do occasionally get a happy thought from looking at stuff in their own bedroom. 

I've got one big barracks room with a bunch of armor stands & weapon racks in it.  I define the whole room as a barracks for each stand/rack and assign only one squad to train at each one.  I have no idea if this has any bearing on anything at all and I haven't really done any testing to find out.  I also put some statues and an animal or two in there so they get good thoughts from seeing a sublimely arranged statue garden or a favorite animal while they train.  I also smooth the whole thing and engrave the walls for the same reason.  As many happy things you can put in the room will help for the dwarves who will inevitably get ticked off for being left on duty too long or get ticked off for being released from duty.  (You got pissed off for being on duty too long, so I sent you on leave.  Now you're pissed you're not on duty.  Go say hi to mister magma lever...)

The biggest problem I've run into:  If you don't embark with a dwarf with any specific military skills, you might never see a recruit with a good rating in that skill.  For instance, I have had Skilled Hammer/Mace/Spear/Sword, Armor User, Dodger and Fighter dwarves show up, but so far nobody has had good Shield skills.  So none of my squads have very good shield skills, even with sparring.  I have Professional/Accomplished weapons users who still have lousy shield skills. 

Similarly it can be bothersome if you only ever get, for example, skilled Speardwarves migrating in.  I don't know if I've been lucky or if it's just more common in 2010 to get a range of weapon skills the way I have.

I felt like Darkmere's original post was a lot more "theoretical" than a HOWTO and I've spent time fiddling with military setup to really "get" the things he worked out in that post.  It really does work.  Hopefully this is a more practical "do it like this" description.

769
DF Gameplay Questions / Re: Am I doing fortifications wrong?
« on: August 25, 2010, 12:07:09 pm »
Narrow patrol paths work best.

For example, this:

Wow I love it.  Looks like I have a new project.  With my traps system working so well and the lack of sieges lately it's too boring.  Something like:

Code: [Select]
wwwwwwBwwwwww
w           w
w  .......  w
w  .TfffT.  w
w  .f   f.  w
w  .f   f.  w
w  .f   f.  w
w  .TfffT.  w
w  .......  w
w           w
wwwwwwFwwwwww

w = regular wall
B = standard drawbridge/channel setup
f = 2 z-level high patrol fortifications
T = storage, waypoints and towers with central stairway to allow access to the patrol route from fort underground
. = channel around fortifications - for aesthetics, optionally build trade depot in center of fortifications and cross by drawbridges
F = fort entrance (also protected by drawbridge)

Side view:

Code: [Select]
   rrrrrrrrrr
   SffffffffS
w  SwwwwwwwwS   w
gggSggggggggSgggg
   S        S

r = roof
f = fortification level
w = wall
g = ground level
S = storage, waypoints and stairway

Allow any incoming sieges to get past the first drawbridge into the space between the walls and fortifications, then raise the bridges.  They're trapped with archers walking around the perimeter killing away.  Roof over the fortification level to protect from fliers.  And of course scatter cage traps around the area between walls and fortifications so I have stuff for my military to play with once we finish off the siege. 

It's so obvious I'm surprised I've not seen anything like it on the forums or wiki -- it's pretty much exactly like every real-life medieval castle.  Except this one will be filled with drunk, surly manic-depressives.  No, wait, that's still pretty much exactly the same. 

For extra fun maybe I'll make myself build the entire thing using only obsidian blocks.  And pave the entire space between the fortifications and walls with quartzite so the blood shows up nicely on the light-colored floor tiles.

Now look what you've done.  You've turned my simple question about fortifications into a semi-megaproject. 

Awesome.

770
DF Dwarf Mode Discussion / Best expedition name
« on: August 25, 2010, 11:00:03 am »
Spoiler (click to show/hide)

If only it were a cloth artifact. 

Or if I could rename one of my military squads to "The Rags of Slapping."

771
DF Gameplay Questions / Re: Note to self:
« on: August 25, 2010, 10:22:21 am »
Forget the burrow, set the profile of the lever so only Urist McBaseJumper can pull it, assuming the lever isn't in range of the dust from the collapse, he'll be fine.
But what if Urist McHappyDwarf happens to be just wandering underneath the platform?

If you assign the refuse area as a restricted travel zone and put it out of the way and your garbage chute is a floor or more above it, nobody should ever bother going near it.   Or, once you've built the bridge and hooked it to a lever you can even wall off the whole pile underneath so nobody can get to it at all.

Of course you could always build a lever under it that controls the lowering of the bridge and assign it so only your useless nobles are allowed to pull it...

772
I think there's a very simple solution to goblins that happen to fall down through the hatches; simply have a tunnel leading from the bottom of the pit back up into the middle of the grinder. A goblin that falls down there will pathfind his way back up into the grinder, but no goblins will deliberately pathfind their way down into the pit via this tunnel since it's just a dead end as far as they're concerned.

No escape. :)

Yea, up to my current fort I wasn't taking into account grinder setup until much later, where I would run out of effective spaces to set it up.  On this one, I took that into account right away so it's got plenty of room for underground tunnels to catch and cage or kill anyone unlucky enough to fall through the pit.  I've placed more space between the entrance and the first set of traps to hopefully catch an entire siege before the stragglers panic at the first group getting slaughtered and run away.  The latest version is a long hallway that leads into a large room with another hatch holding them in the room and scattered traps on the floor rather than a channel right into a deathtrap.  It's funnier to see the goblins start to panic and run around the room, unable to escape, while randomly tripping into traps and getting churned into goblinburger.

 

773
DF Dwarf Mode Discussion / Re: "The Blender"
« on: August 25, 2010, 10:08:15 am »
You are complaining about too many goblin pieces being sprayed by your traps?  What the hell is wrong you people...
 
:D

774
DF Gameplay Questions / Re: Am I doing fortifications wrong?
« on: August 25, 2010, 09:09:52 am »
Well I never got a siege for the rest of the evening yesterday (how boring) so I still haven't been able to assign my marksdwarves to a station immediately next to the fortifications but I'm sure that's it since I have everything else.  Hopefully some goblin warlord will get a bug up his butt and send in the troops tonight when I get home to test.  Ironic since I've been under siege for like the last two years, and the goblins have killed Elf and Human diplomats and slaughtered the caravans in the meanwhile.

I have other traps set up in case of a huge influx of goblin archers, and the "shooting gallery" can be locked to keep anyone out in case archers do get to that point.  Then I let the numerous metal discs do their job while the marksdwarves can go plink at their archery targets.

775
DF Gameplay Questions / Re: Burrows are giving me a migraine
« on: August 25, 2010, 08:55:56 am »
In this specific case you can also assign the lever to only the dwarf you want to be able to use it.  If he is assigned to a burrow near the lever and the lever has a room Profile that only lets him use it, you can guarantee that he will be the one to pull the lever.  If he is also assigned to the burrow near the lever he won't run too far off. Of course this still doesn't affect whether or not he decides to sit down and have a drink instead of pulling the lever on time.

Dwarves will wander slightly outside their burrow, and I guess they will leave an assigned burrow entirely if they don't have something they need (for example, there's no food or drink in the burrow) but I haven't set up any situations with burrows where anyone has had a reason to leave their burrow.

776
DF Gameplay Questions / Re: Am I doing fortifications wrong?
« on: August 24, 2010, 11:50:54 pm »
yep, latest release, they have ammo etc.  I don't have them standing immediately next to the fortifications. 

I will try that and see what happens.  I have to wait for another siege now.  It's been a quiet year.  Dangit.

777
DF Gameplay Questions / Am I doing fortifications wrong?
« on: August 24, 2010, 07:13:45 pm »
I have a goblin grinder.  It's a twisty path into the fortress with pressure plate/hatch dealies at either end so goblins get in but they can't get out.  It's full of cage traps and whirling steel discs and other fun stuff.  I also have one wall of the entryway carved into fortifications and a room on the other side where my marksdwarves can shoot in at the panicky goblins as they run back and forth getting turned into goblin burger.  Except they won't shoot at anything.  They are just standing there, on station.  They have weapons, they have ammo.  But it's like there are walls in the way instead of fortifications.  Is there like a minimum distance away that a marksdwarf has to be from their target or something?  Am I making them stand too close?  Is there some other thing with fortifications I'm missing?  I smooth the stone wall, then carve fortifications into it.  What am I messing up?

778
DF Dwarf Mode Discussion / Re: Foot rage
« on: August 24, 2010, 03:00:06 pm »
No, sorry Gnauga, I like BCPowers' explanation better.

* goes to look for a second armorsmith with two left hands....

Actually I've tried doing it both ways with one or two entires.  Some dwarves have been wearing two boots, but a lot still aren't.  They all have two gauntlets though, which is what's so confusing because I have hands and feet assigned the same way.  It's possible that since I have leather shoes and boots assigned, maybe they can't find another leather shoe they like so they won't put another boot on until they get a new shoe?

Regardless, I don't take any of this too seriously.  It's Dwarf Fortress after all, and they're all gonna die one way or another.

779
DF Dwarf Mode Discussion / Re: Foot rage
« on: August 24, 2010, 01:07:06 pm »
Yup yup, a pair of each.  Same thing with gloves and gauntlets and they all have two of those.  I've tried giving them all new uniforms, releasing them from duty, even unassigning them and then reassigning them in the military.  They'll get dressed back up with all their fancy kit.  And one boot.  It is a mystery.

All part of the Fun.  Now I get to steal all their sweet gear and give it to some sucker lucky new recruit to go out and defend the fort.

780
ironically the trees are invincible to magma.

You see? YOU SEE?!  It's all part of their master plan!

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