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Messages - Fredd

Pages: 1 ... 70 71 [72] 73 74 ... 85
1066
DF Dwarf Mode Discussion / Re: Switch to x-bow?
« on: January 14, 2011, 01:07:55 am »
Psycho, google Agincourt

1067
DF Dwarf Mode Discussion / Re: So, traps huh?
« on: January 14, 2011, 01:06:11 am »
Linking up levers, to a spear or spike traps original purpose, was to allow you to remove the impaled victim from it. Once pulled, the dwarves could reclaim the stuck gobbo.
 Weapon traps will never hurt a healthy dwarf, cage traps either, they just know where they are, and dodge them. So when you hook a pressure plate, continually repeating, to a spear trap, any nearby dwarf gets extra dodge, deflecting with weapons, or shields, as he has to continually have to react to it.
 I would seriously bet, if you set up a patrol route, through a narrow corridor, lined with spear traps, would give same bonus as a danger room, without hooked to a repeater. A pressure plate assigned to a spike trap would be near worthless, since it would not help at all, if it was retracted. Think pungi sticks

1068
DF Dwarf Mode Discussion / Re: Switch to x-bow?
« on: January 14, 2011, 12:49:57 am »
Never, never, use archers, as melee troops. Toady did them right in adjusting the experience learned at archery practice.
 In the middle ages, archer units were a resource that was conserved, by generals. Took waaay long too long to train a competent archer. When used wisely, could thin out the numbers of assaulting forces, giving melee forces a easier time. With the odd behavior of dwarf archers, on open field, just rethink the fortifications, as your basic line of defense, the goblins will charge. After getting pincushioned, let your melee forces sally out to clean up, the surviving gobbos. Using melee troops and archers mutually supporting each other, sieges are less painful, to all.

1069
DF General Discussion / Re: rock nut oil!
« on: January 14, 2011, 12:19:07 am »
I thought the best use would be for a new trap, boiling oil. Have a open space in the floor, contstruct a cauldron trap, then any evildoer gets french fried, passing underneath it

1070
DF General Discussion / Re: Siege Weapons Speculation
« on: January 14, 2011, 12:08:13 am »
Never leave out the idea, of dwarven paratroopers.

1071
DF Gameplay Questions / Re: Best thing to do with a caged ettin?
« on: January 13, 2011, 04:56:01 pm »
There used to be a problem, about archers firing through fortifications at enemy, on the same level. This might be a dumb suggestion, but check to see if your archers, have bolts in their quivers

1072
DF Gameplay Questions / Re: Best thing to do with a caged ettin?
« on: January 13, 2011, 04:38:35 pm »
You can set up the interior of the ettin range, the fortifications, and where they are to stand as a burrow. Then under active training schedule, designate a month to defend that burrow. When that month arrives, they go "Sheesh, there is a ettin in our burrow." They should get into a spot, where they can fire. I think station is mainly for lookouts, or melee troops, you want to place at a chokepoint.

1073
 I just had a brainstorm about the problem about designating the Bolt allocation C.
If bolts are designated T, the archers, when they decide to train, will go to the ammo supply, put a stack in their quiver, then go to archery practice. Once finished, will not restock their quiver.

 If Bolts are designated C, then the next time they practice, will grab a stack of the training bolts, fire them off, then will restock quiver with bolts listed, as C. I think C means store in quiver, not Combat. So the next time they practice, since their quiver is already stocked, will fire off the more deadly bolts meant for combat, when finished, will restock quiver with bolts designated to carry(C). Next time they practice, the idiots will fire off the more valuable bolts, since they are already in the quiver, then repeat this nasty process till all good bolts are used.

 Now if you have two seperate allocations, for C, and T, when you run out of the combat bolts, they do not have anything to refill the quiver with, after practice, thus Cannot follow orders.

1074
Place your siege weapons in pillboxes, accessed from underground. Roofed over, if at all possible

1075
DF Gameplay Questions / Re: Dumping an item equipped
« on: January 11, 2011, 01:25:34 am »
Another fix, you can use for the future, is to make two uniform templates. One with no items, and another armor only. When your dwarfs get attached to a pitiful weapon, assign them the no item uniform template. Which then, they will remove all armor, and weapons. When check their inventory later, when they drop the pitiful weapon, forbid it, assign armor only uniform, then add a better weapon, to its equipment

1076
DF Gameplay Questions / Re: Starving in hospitals, a new issue.
« on: January 11, 2011, 01:09:32 am »
Actually, it should work. A wounded dwarf gets carried to a hospital bed, which even if your basement storeroom, is designated as a hospital zone also, he/she will be carried to the upper level, with the beds. Since masons will use any shop, open to anyone, guess the medics will too


1077
  Dearest Overlord,


  We know you try, but in your free time, which you have loads, research military science a wee bit more. If you knew how to properly run, the military, there would be less boo boos, and you could save your energy, from not cussing us, for said boo boos.


   Sincerely, the Militia
   (P.S Bomreck the axedwarf totally disagrees. She likes having no job to do)

1078
DF Gameplay Questions / Re: Help with Indoor, Pressurized Well
« on: January 11, 2011, 12:04:46 am »
I do not know if just works, on brooks, and rivers. Channel out a pit 4 levels down. Dig a  horizontal tunnel. Above this tunnel, on level 3, channel out a square.Place well here. I think in this instance, water behaves similar to a pump.
Code: [Select]
         ffffffffffff /wwwffffff
         ffffffffffff \wwwffffff
         ttttttttwttt fffffffffff
         fdffffff fff fffffffffff
         futttttttFtttfffffffffff
           
         
f is ground layer
 t is tunnel
 gap in the f, is a vertical shaft
 F is a fortification, to keep nastys, out
 w is your well
 The / \ designates ramp for a channel.
allows river to rush in, once tunneling is done. D,and U designates stairs

1079
DF Gameplay Questions / Re: craftdwarfship?
« on: January 10, 2011, 11:39:35 pm »
Thats nice to balance out imported, exported wealth, on the Z screen

1080
you can also leave a Note on the world map screen, when hunting an embark spot, for potential forts. This might give your adventurer a point of reference, on his travels. Just screen shot it, save for a travel map, later.

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