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Messages - darkflagrance

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3346
DF Bug Reports / Re: My accessible depot is inaccessible
« on: December 10, 2009, 09:23:05 am »
It seems that the real rule is that they choose an edge of the map to spawn, and then find an accessible tile. So if they're spawning in the west, you can't force them to spawn in the east.

This appears contrary to forts where I restricted the caravan to appear in a corner of the map it didn't usually appear at via channels, but those are only anecdotal memories from a while ago.

One could simply run a fort for a few years and see if the caravans actually come from all map edges or just one or two to test this.

3347
DF General Discussion / Re: Fan art competition!
« on: December 10, 2009, 09:20:06 am »
http://img.photobucket.com/albums/v614/otakucyborg/Artwork/b9d57328ca44efbb793b7a7adbfd114e-1.jpg

This had made me decide that 'tis a shame we can't actually decorate our dwarves' equipment with skulls yet.

3348
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 10, 2009, 09:11:49 am »
First death on my new fortress was a baby falling down a soon-to-be well.

T_T

Its parents probably died. They tend to suicide if their folks die.

First death

3349
DF Dwarf Mode Discussion / Re: Challenge:Avatar of Armok
« on: December 10, 2009, 07:55:30 am »
I like how no one's actually attempted to kill it yet.

Edit: Hmmm. I just replaced a captured hydra with an avatar (from the OP) in a old fort and unleashed it on a force of hastily assembled conscripts.

The 110 orc bumrush didn't work, although only two of them were champions, their damblock had earlier been nerfed to 0, none of them had more than chain armor and only ten had weapons, and [trance] wasn't active (which it would be for dwarves).

The carnage was transcendentally beautiful though. Pretty much anything the avatar touched fell apart into its constituent limbs. I need to build a glass city with tall towers, and unleash one into the middle of it.

3350
DF General Discussion / Re: Experiment: The Age of Emptiness (Image Heavy)
« on: December 09, 2009, 11:14:43 pm »
But do you get migrants or sieges with no other civs around?

You shouldn't. I've personally experimented by capping the dwarven population at two, letting world gen run for 300 years (so the only two dwarfs on the planet die of old age), and embarking. You get seven dorfs cast by the hand of god, and then nothing further. No migrants, no caravans, no nobles. It's worth noting that these seven (and any descendants they might produce) must be killed off, otherwise they form a wandering civ, and further embarks will get migrants and caravans from...god only knows where.

Hmm. I've had a game where I picked a dwarf civ that had no sites (having been wiped out by the elves). I got migrants and caravans from...a refugee camp somewhere, I'm guessing. Perhaps a civ with no sites and scattered population is handled differently than a civ whose population has literally been made extinct. That was actually a fun scenario, since I was still at war with the elves and chose to build my fort on a very small volcano in the middle of the elven forest. (Unfortunately, the presence of a GCS and a metric buttload of troglodytes *and* fire imps *and* elf raiding parties proved to be a little too fun...)


This is true.

I once tried to play as a civ that had been wiped out in world gen (The Bronze Orbs, in case that rings a bell for anyone) but the game refused to list it.

It's likely that sometimes seemingly "extinct" civs have simply been reduced to wanderers.

Although that doesn't change the fact that people can still embark from civilizations that have truly died and therefore never send anybody.

3351
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: December 09, 2009, 11:05:33 pm »
So, in short, all we need to do is up the Sea Monster population count to 50?

May I ask - did anyone seen that Sea Monster thingy at least once? If yes, how much damage it done? Ruined fortress? Got impaled with first -cat bone bolt-?

I remember when I first discovered sea monsters. Since then, I elevated them to size 140 and gave them the biome [ANY_LAND] with clustersize 4-8. They utterly ravage passing traders.

3352
DF Dwarf Mode Discussion / Re: Playing as humans
« on: December 09, 2009, 02:18:57 pm »
To get dwarves to come, copy the tags with [progress_trigger:blahblahblah] from the human/elf entity to the dwarf entity.

Civ switching does not require regen. Trap components do require a regen.

As for curtain walls, building a wall should be fine if you're only facing goblins. Against faster enemies like orcs (which I fight), you must start by digging a trench around your starters.

I personally like to play a style where part of the fort is underground (the dungeons and catacombs), and the stone dug up is used to built great towers.

3353
DF Modding / Re: Relentless Assault (version 1.2 up!)
« on: December 09, 2009, 08:27:17 am »
The good news is that I now know why werewolves and giants didn't attack my last Relentless Assault Fort, though I've since modded in Giant Cave Spiders as the ultimate enemy.

The other good news is progress triggers should be modable for any currently active games without requiring a regen.

3354
There might be a diagonal across z-levels similar to this:

.###
#...
#...
#...

where # is solid space, like a wall, and . is empty space.

This still allows flying creatures to pass through, as attested to a poster who once complained about having giant eagles flying into his throne room.

3355
DF Community Games & Stories / Re: Sparkgear VIII - Behind the Eight Ball
« on: December 09, 2009, 04:58:40 am »
^I didn't know turtling was legal. That would have helped when orcs were dismembering my masons into back in Sparkgear 5 or so.

3356
I would concur that your title is now more attention grabbing.

I also must say the layout of your fort has inspired me, though you were lucky to find such a sheer cliff face (I've only seen this kind of this once in my personal world gens).

Please allow me to claim Dastot Ablelbomrek, renamed to Dastot Memrut Ablelbomrek, the Bonecarver by profession, who seems to have been a brewer, nurse, mason, and all-round cancellation spammer in your latest screenshots.

I look forward to story developments involving the struggle against said king.

3357
My character dug out a storeroom for the food under the former inn (which I am using as a dining hall). And a bone storeroom under the shop that Torture is using for crafting, since bones, skulls, and shells rot away if not in a subterranean spot, which I only learned recently...

I hope that the fire imp bones won't be wasted on bolts though. I should rather have them turned into something a bit more...permanent, as a tribute to our warriors' prowess...

3358
DF Community Games & Stories / Re: Enoratis the Mad - The Sticky Ordeal
« on: December 09, 2009, 04:37:43 am »
What happened to the hunter?

3359
DF Gameplay Questions / Re: Monster Heavy keg hammer!
« on: December 09, 2009, 04:32:16 am »
I can't actually see the picture due to my country...

but it must be some awesome kind of dud. I'm gonna check that mod out now...

3360
DF Gameplay Questions / Re: Army-to-population ratio?
« on: December 09, 2009, 04:29:34 am »
Leather armor trains armor user. The reason I suggest leather is mostly a cost thing, I'm usually training two or three squads at a time and when I start I rarely have enough steel or even iron to make them armor. A lot depends on your time table, when you start building a military the first fall you rarely have the infrastructure to do the smelting to make lots of armor, but leatherworking has no overhead except getting the leather, which I usually embark with, it's pretty cheap. I guess dig deeper has conditioned me, against goblins you probably have time to get mid to large scale metalworks going.

However, you don't need heavy armor to train wrestling. Dwarves can train wrestling naked and almost never (I mean, less than .01% chance) kill or even injure each other. In all my forts, I've only had one death caused by a wrestler (and it was a fortress guardsdwarf, ironically). Training armor is just for skill ups, you can worry about real armor later if you don't have it already.

You do want to start training early though. Draft a few useless dwarves out of each immigrant wave until you've reached your goal. Ambushes can start within the first two years or so, possibly earlier (I've seen them with only the starting 7 before), and even wrestlers in leather can take down 8 goblins.

Well, yeah.  I guess military to me is optional because you can do as good as a military with traps and constructions.  Heck everything's optional if you get down to it.

Yea, everything's optional. I've played forts in dig deeper with no military, just had a giant drowning pool. Worked great until some goblins showed up, but that was my fault, should have had mechanical traps too. The military is fun though, I'd recommend everyone give it a try at least once. It's really awesome to watch your marksdwarves cut down orc squads while your hammerdwarves knock them 40 tiles away into a tree, or to see speardwarves instantly turn enemies into corpses and just move on. It's an interesting infrastructure challenge to get enough steel to make armor early (especially if you're into military challenges, like orcs) and have a dominant military before the enemy even shows his face.

It's also nice to have the flexibility. It takes a lot of traps to protect liaisons or guard the dwarves cleaning up the traps after the last ambush was butchered. I've lost haulers when a second ambush arrived on the heels of the first and attacked before the jammed traps were cleared. With hammerdwarves, I can spread my squads out (I like lots of 4 dwarf squads) to blanket the area. Goblins try to path to the nearest dwarf, in my experience, which will mean a champion, so my haulers can work in relative safety.

OK, the leather makes sense as a cost thing, and I wasn't particularly sure before about the ability to train armor user via leather. The main reason why I suggested starting off with heavy armor was that my own personal experience seems to show minor nerve injuries more with lower levels of armor, and that said, there's no reason why you shouldn't start off newer squads training with full equipment and shields if you can.

As for orcs, my own strategy is to prepare bone/wood crossbows and bolts and snipe them from battlements the first year, while robbing the first dwarf caravan of armor, so cost isn't an issue. :P But it does depend on how you want to play the game (as does the OP's question, in a way), and it's interesting to hear how different people deal with the same military situations...

My own strategies for sieges and ambushes are to lure them into killing fields that can be sealed off from the outside with ease, and to use chokepoints so that ambushers are intercepted by the two or three champions I place on duty at the start of each season (which I set to carry food and water). I then wait for a siege to end before I send haulers to collect loot. I'll admit that I haven't got a good solution for liaisons spawning all the way across the map in the path of ambushes, but that problem's also partly related to the size of the site.

Ultimately, once you get past the beginning, there's no hard and fast solution; as everyone else is saying, in the end it's down to your personal playstyle and preferences.

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