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Messages - zwei

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1771
Re: Re: Hunters: I thought that well trained soldier would be waste as he would not survive ambush alone anyway, but i will try it.

Re: Re: Dogs: So I guess I will just keep one dog on each critical spot and surround him with weapon traps and keep one cage stuffed with all other dogs connected to some pressure plates. bwahaha. I wonder if similar thing could be done with cats? I am suffering from serious cat overpopulation and they could serve as nice distraction too, if released in middle of goblin army ... as well as solving their overpopulation problem.

Re: Re hauling: Will wagons go downtrains?

Re: Wall: currently, my fortress is surrounded by two moats (one fully enclosing it with drawbridges, other leaving five tiles wide entrance, making my fortress island on penisulla), guess that would work, lets see next time goblins appear ...

Anyhow, thanks for help!

Re: Hunters. It's one of the risks with hunting. If you don't want them to die while they're out in the wilderness, you can deactivate them, or give them military training and weapons.

Re: War dogs. The purpose of war dogs is to distract the enemy and soften their numbers for your military dwarves. They are never meant to be more than disposable weapons, although your dwarves get unhappy thoughts from their deaths.

If you want your war dogs to suffer less casualties, try setting them all into one cage and releasing them all at once on unsuspecting goblins.

Re: Interrupted hauling. Put your depot underground, and make sure there's wagon access. Then your dwarves will still bring items to the depot, but will not venture to collect items outside.

Re: Leftover equipment. Any metal equipment you can melt down if you have enough fuel or magma. Clothes can be redecorated and sold to caravans as if you made them yourself, or just sold the way they are. The bones can be used for crafts and bolts.

You can change the forbid options on the orders menu. You can reclaim items from the 'd' -> 'b' menu, option 'c'.

Re: Ambush and immigrant entry. Anything that can enter your map will do so at the edge, and there doesn't seem to be any pattern regarding how they enter. Caravans and migrants might enter from the same point, probably because the game just keeps track of where they enter.

Digging a channel around the edge would be unproductive, I think. You'll have issues with caravans arriving without wagons, and any migrants that arrive while ambushes or sieges are about will be toast.

Far better to create a curtain wall around your fortress, and funnel your enemies into traps using creative means.

Re: Water trap. You can set the system to operate by lever just to see if it works properly, and then you can deconstruct the lever and hook it to a pressure plate. Watch out for water pressure: that's ended fortresses.

1772
DF Gameplay Questions / Testing Traps? And ambush tactic questions.
« on: March 23, 2009, 03:24:39 am »
So, I finally got decent fortress going, a bit cheating with using hard cap of 25 dwarves, but now ambushes started happening. All is well, enemies are handled easily by my squad, but:

I often (as in, always) loose my hunter dwarf to ambush party as he is the one who discovers ambushing group. Assigning several dogs does not help much with survivability. Should I give up on hunting?

I planned to use war dogs as early warning system/slowdown, placed at strategic locations in pairs/quadruples. But it does not work well as they die way too easily before backup can reach them. I also assigned several (~4) war dogs to military dwarves, but they too die very far. It take it that war dogs are useless?

Ambushes seem to occur a lot when caravan arrives, sometimes as much as three concurrent ambushes happen. That disrupts goods hauling as i use o-i to keep civilians safe until ambush was dealt with. Any tips?

Defeated ambushes leave lots of equipment that dwarves just can not use. What to do with it? Trading it away is tedious and even giving it as gift to traders is impossible thanks to weight limit (not to mention that trading session triggers several ambushes and thus nets even more stuff), their weapons can be used for weapon traps with I started building, but what about rest? Also, equipment of fallen goblins is set as forbidden (as well as mine fired shots), any tips on how to claim it all except z stockpile menu? Maybe I am too much of packrat, eh?

Also, where do ambushes enter map? And Immigrants? Is it random? What happens if i dig channel all around at the edge of map and fill it with water, making it island: will enemies, traders, immigrants, etc. be unable to enter map? If I leave several tiles adjacent to edge free, will everyone enter map at that sport, and that spot only, making it easy to channel enemies to deathtraps?

This leads to: I plan to create several death traps if i can channel enemies effectively to them, notably "pool of death": idea is to build tall reservoir with water and big room with pressure plates: when plates are triggered, floodgate at reservoir would open and doors to room would close, drowning everyone in it, then dwarves will reset it with lever. Is there way to test if this construction will work other than waiting for enemies?

1773
DF Gameplay Questions / Re: Managing dwarves?
« on: March 23, 2009, 02:44:22 am »
AFAIK, custom professions remain no matter what the dwarf does in terms of gaining skill.  The announcement will use the default, but when you look at the unit screen, it should still say the custom job title.

Yes, noticed that now too, but it confused the hell of me.

I started using nicknames as custom job descriptions, that helped incredibly, thanks  for tip!

1774
DF Gameplay Questions / Managing dwarves?
« on: March 21, 2009, 07:47:30 am »
Hi.

I am kinda new to DF, still used to controls and everything in it (soo much of it!), but it have one problem:

Unemployment (of dwarves.) Or better, job management. One cartain cap is reached it becomes huge PITA to keep track of what job dwarf has enabled. Especially when immigrants arrive ... i.e.: now, which of those three woodcutter dwarves is the one that has also fishing enabled? Custom job labels don't really stick and seem to be removed at skill level ups. Is there some screen thhat has overviews of all dwarves and their enabled jobs? Any tips on how to keep track of them ingame?

Also, I've discovered that I don't really have much use for dwarves beyond certain point as one is usually enough to cover pretty much any basic job. I am missing out something, right?

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