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Messages - Grendus

Pages: 1 ... 164 165 [166] 167 168 ... 174
2476
DF Gameplay Questions / Re: bottomless pits, tips
« on: July 09, 2009, 10:22:37 pm »
Could be a GCS, be careful. Short of a megabeast or some skarp, GCS are about as nasty as they come, be careful.

2477
DF Gameplay Questions / Re: On siege operators and spinal injuries
« on: July 09, 2009, 08:57:43 pm »
Siege Operators are officially civilians, so nervous wounds won't stop them firing. Letting the goblins get too close to them will, that's the downside of siege weapons.

2478
DF Gameplay Questions / Re: Will the King replace the Duke?
« on: July 09, 2009, 08:55:15 pm »
To my knowledge, a dwarf can't fall aslep on top of a trap. He'll probably fall asleep on the lever instead, or something else.

Fill his room with cage traps, and orchestrate a cave in nearby to knock him unconscious. The only time a dwarf can be trapped is if he's knocked out cold.






Selling the nobles to the elves huh? I believe you've found a punishment more sinister than magma.

2479
DF Gameplay Questions / Re: catless vermin solution?
« on: July 09, 2009, 08:52:29 pm »
I'd just get some cats, personally. You're denying your dwarves one of the four basic food groups - cat biscuits.

2480
DF Gameplay Questions / Re: How much food?
« on: July 09, 2009, 07:40:53 pm »
Ahh, I see. You thought an underground river was like a regular one?

As a general rule, nothing good can live underground (except tower caps and dwarves). Imps, Fire and Magma men, Olmmen, GCS, HFS, Giant Bats; all sorts of nasties live underground.

I would strongly suggest trying again on a heavily forested map. As I said before, they come loaded with plants, wild game, wood, and arable land. And remember - farms first, then the fortress. Defenses can wait, orcs are just goblins on steroids. They're stronger, but still dumb as a brick.

You're dedicated though, you'll figure it out. Good luck.

2481
DF Gameplay Questions / Re: Soldier problems.
« on: July 09, 2009, 03:19:54 pm »
Yea, dwarf military AI is buggy at best. Dwarves will listen to to their commander if they don't already have an order from another commander given prior to being reassigned to the new unit. Otherwise, you have to remove the previous order or they'll be total assholes and won't follow the new ones.

Someone should probably cross-post this in the bug reports forum, if it isn't already there (which chances are it is).

2482
All of my dwarves who don't come with a useful skill are labled "Hauler". They're a combination Thresher/Miller/Butcher/Tanner/Dyer/Fish Processor/Hauler with Mason/Carpenter/Mechanic turned on for constructions. If I'm not trying to avoid the pet death issues with wandering workers, I even let them train animals. I deny them access to my workshops, which are designated for my professionals. Since those tasks have no quality modifiers, I just let whoever wants to volunteer to do them have the job. If I need to speed up any of those tasks, I build some temporary workshops to take more volunteers.

Fortresses get so overcrowded in my experience the only place where skill is a factor is in creating valuable items. Anything else is just overkill to have designated workers.

2483
DF Gameplay Questions / Re: First fort, dead. A few questions...
« on: July 09, 2009, 02:28:16 pm »
If I could make a few suggestions then.

First, getting farming started is very fast, unless they attacked you the first season. I usually get them by the fourth season, enough time to build a wall (if it's not, I magic them away with DwarfCompanion), dig some channels, or build a small military. Embark with some leather, designate a hunter, or bring a breeding pair of animals, leather armor is incredibly easy to make. If you really can't be bothered to deal with it, bring along the armor premade. It's much more expensive, but takes some of the hassle out of it.

Second, it sounds like you embarked with untrained miners. That's the only reason I can think of for it taking you so long to get your farming and housing going. Farms should go up within the first season, worst case second if you have to muddy stone. Housing can go up before or after, but usually I have beds made while the rest of the fortress is being mined out. Don't worry so much about your dwarves tantruming, many fortresses only have designated sleeping quarters for nobles and have all the commoners sleep in a giant barracks, and their dwarves are perfectly fine. Hell, my dwarves usually sleep in the dirt for two or three seasons, and they're fine.

Third, if you're not going to use walls, pits, or traps (orcs are [trAPIMMUNE] but not immune to things like atom smashers or spikes) you will definitely need a trained military. Orcs are not for the faint of heart, they're pretty brutal enemies, a truly dwarvish challenge. Unskilled marksdwarves are only useful for taking sucker-shots at melee enemies from behind walls. As for your ammo question, I believe dwarves will default to the highest grade of ammo when put on active duty, meaning steel over iron over bronze/bismuth bronze over copper over wood/bone. They refuse to train with metal bolts, so only the cheap ammo will be used.

Sounds like you just had a small number of mistakes adding up. Losing is fun though, no better way to learn.

2484
It is possible, but only via a scum save (save the game, copy the save file somewhere else, load and abandon, play adventure mode).

The problem is that adventure mode and fortress mode both cause time to elapse, which can cause continuity issues. Rather than risk them, Toady has simply decreed that they cannot coexist. Simple enough.

2485
DF Gameplay Questions / Re: Draining pools
« on: July 09, 2009, 10:19:49 am »
I've noticed that hauling food is a frustratingly low priority task. Getting dwarves to haul prepared meals away from a kitchen is like pulling teeth, and even with dedicated refuse haulers indoor butcher's shops usually produce miasma until the chunks rot away. Always butcher outside, dwarves, for some reason, hate cleaning up.

2486
DF Gameplay Questions / Re: Buildings List & Food Stockpile Question
« on: July 09, 2009, 10:16:28 am »
It's possible your barrels are already queued up for different tasks. You see it sometimes, a dwarf will go pick up a seed out of the workshop and drop it in a bag in the furniture stockpile. Churn out some more barrels, eventually your dwarves will put them into food (to my knowledge, dwarves will only reserve one barrel/bin per stockpile, so once you have more excess barrels/bins than stockpiles it should work. This is also why micromanaged small stockpiles are a bad BAD idea).

2487
DF Gameplay Questions / Re: Fortification drains and magma...
« on: July 09, 2009, 10:13:19 am »
Channel a mote around it. That should be nice and quick.

I've done that before and still had the imps light the world on fire. Exposed magma pipes suck.

2488
DF Gameplay Questions / Re: Getting masons to use my gold?
« on: July 09, 2009, 10:12:17 am »
Gold nuggets are, by default, treated like economic stones. Go into the stones menu and enable them. Watch your stockpile though, I've done that and had my craftsdwarves come to make native platinum ore mugs, was really pissed about that. You may want to disable all other stone crafting in your fort while your statues are made.

PS: I believe that ores have the same material value. Checking the wiki, platinum nuggets have a value of 40, same as the bars. The only difference is you need 3 bars for a statue but only one nugget.

2489
DF Dwarf Mode Discussion / Re: Worst artifacts list
« on: July 09, 2009, 12:16:06 am »
A rope reed thong, with an image sewn into it with... wait for it... pig tail cloth. Two pieces of undyed cloth in an artifact, yea, the value sucked. On the bright side, it was a fey mood, so now my legendary clothier likes to sew images of his rope reed thong into everything (he sewed an image of the thong into the thong, that's how obsessed he is with it).

Later I got two floodgates, both from posessions. They're both fairly valuable though, so I set them in my dining hall. Kinda out of place, but it almost doubled the rooms value - a fair task considering my legendary mason (trained, not mooded) filled the room with masterwork furniture.

2490
DF Dwarf Mode Discussion / Re: Your most uber "Duh" moments
« on: July 08, 2009, 09:32:34 pm »
Got a message that one of my war dogs had been struck down. Found it's corpse next to a badly mangled harpy, so I activated my woodcutter/axedwarf to go kill it. At the time, I had checked my units list and there were no other harpies on the map. I figure my axedwarf will get there fast enough to execute the stunned harpy, problem solved.

As my axedwarf reaches the stunned harpy, his three buddies come in from the edge of the map. The axedwarf was good, but outnumbered and unarmored. He didn't last long. Might have stood a chance if I had drafted my miners to go with him.


Next map I'm better prepared. While my craftsdwarf waits for some workspace to be mined out I have some leather armor put together, and just in time. A pack of beak dogs swarms in, slaughtering my livestock and threatening my fortress. I quickly order my crafters indoors while activating my miners and woodcutter, decking them out in leather. They quickly put down the beak dogs, but not before they kill two of my dwarves who didn't go inside. I forgot that, due to a terrible AI bug on Toady's part, dwarves who are outside when the order to stay inside goes out won't actually go inside unless there's an indoors meeting area.

Waiting to find my next evil/forest map with a magma pipe. Wondering what my next "oh sh*t" moment will be after I set up a temporary break area from a cage indoors. I'm gonna go with something related to undead carp.

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