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Messages - Kraegan

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16
DF Gameplay Questions / Re: How do I attack the elven trade caravan?
« on: December 18, 2009, 05:59:14 pm »
It is also kind of fun to just lock them up somewhere...muhaha!

17
DF Gameplay Questions / Re: Dwarven Economy: WTF?!
« on: December 18, 2009, 05:48:52 pm »
Quote from: Safe-Keeper

Safe-Keeper has changed the prices of goods.


I agree, this is annoying as hell.

18
DF Gameplay Questions / Re: Goblin Attack Ruined Fort
« on: December 18, 2009, 05:45:29 pm »
I don't use traps much either.  I opt for more intricate ways of killing enemies, although caging them and then hurling them off pits/into lava is somewhat fun.  If you do use stone traps make sure you don't let mechanics try to reload them *while* they are killing enemies.

On one particularly large seige, I lost ALL my mechanics to this.

19
DF Gameplay Questions / Re: Super ready
« on: December 18, 2009, 05:09:52 pm »
One quick tip:

On embark, use turtle as your main food source. The shells will be practically needed for strange moods.

I don't notice this much anymore, although it was true for older versions.

20
DF Gameplay Questions / Re: Dwarven Economy: WTF?!
« on: December 18, 2009, 04:29:00 pm »
The economy is not bad at all, as others have said just build cheap rooms, or turn rent OFF.  I leave it on, but don't use coins, I tried coins once and it nearly drove ME into a strange mood!

As far as work goes, in my fort some workers are more valuable than others.  They get more jobs to do.  I work Masons to death, miners usually stay busy, and anyone involved in food/booze production.  For mechanics if I have alot of traps I just have them remove some and then re-add them to keep them busy.

I throw 1/2 my peasants on pumps (that don't actually pump anything) until they are legendary.  Everyone else has their hauling on (note I turn it OFF for legendary and workers that I keep busy).  Then I make a huge room somewhere in the fortress and assign half of it as a stone stockpile.  That keeps them busy.  When it fills up I remove it and put it on the other side of the room.  This keeps them hauling and not bitching about "no work".

The Mayor sounds like he is taking complaints from the people who don't have enough work.  You'll see this as: "Mayor takes request from miners guild".  This means that they are complaining about not enough work.  If you don't give them work then the Mayor will mandate that you have them do something.  Under the noble entry you will see something like: Complete Miners job (11/11) and then you just go have them dig something and that mandate will be satisfied.  At least this is how it appears to work to me.  Not sure if 100% accurate :p

21
DF Gameplay Questions / Re: Go inside, no seriously, GO!
« on: December 11, 2009, 04:56:02 pm »
- Set ignore refuse from outside and all forbid orders to forbid.

Wait a sec, that might be it.  I had it set to automatically claim things that are on the corpse of enemies (forget the exact wording of the option).  I bet that is what they were doing since I did see the first 5 or so run out when the first goblin went down in a trap.

It still doesn't explain why the dwarves that were outside that I ordered inside just stood there and did nothing.

22
DF Gameplay Questions / Re: How To Create A Prison?
« on: December 11, 2009, 04:48:47 pm »
I always build a prison like this:

0-0-0-0-0-0-0-0-0
|C|C|C|C|C|C|C|C|
..........................D
|C|C|C|C|C|C|C|C|
0-0-0-0-0-0-0-0-0

0-0,| - Walls
D - Door
C - Cage 1x1 tile wide used for Justice.

I do not engrave the walls/floor of the prison.  Not sure about current versions but in versions past criminals could deface the engravings causing the dwarf that engraved it to throw a tantrum.  After all, it's prison, it should not be a vacation.

Also note that having a jail/prison does not necessarily mean that they won't ever face the hammerer.  I had a peasant that was to be thrown in jail the other day, a guard was assigned to haul him in but the hammerer found him first.  I'm still picking up the pieces of that dwarf.

23
DF Gameplay Questions / Re: Go inside, no seriously, GO!
« on: December 11, 2009, 04:12:03 pm »
Thanks for the replies, yes I did have meeting halls all indoors, no zones outside at all.  I think the dumping is what they were trying to do, I couldn't tell because they got wasted at the gate but it was the only conceivable answer to what they were doing.

I ordered my military out there and found out the whole squad was asleep lol.  So they didn't show up till well after the carnage had occured and most the goblins had died in traps.

24
DF Gameplay Questions / Go inside, no seriously, GO!
« on: December 09, 2009, 08:04:59 pm »
So I got my first siege after re-embarking like 50 times lol.  I had decided right before this to clean up a ton of the items littering the country side by designating all of them to be dumped.  When the siege came I ordered all dwarves inside (I think the actual option was "Soldiers can go outside")  And I set the Refuse orders to "Dwarves Ignore refuse from Outside".  Which according to the wiki should prevent dwarves from doing the dumping until I turn it back on.

90% of my dwarves abided by this, and I got the cancel messages about not being able to dump items because it was a forbidden area.  But two things happened that confused me:

1.  When I ordered dwarves inside I had a few outside, they immediately stopped in their tracks and did not move another inch until the siege was almost on top of them, then they promptly got killed.  I remember in older versions when you ordered people inside ALL dwarves outside dropped what they were doing and made a mad rush for the gate.  Doesn't seem to be the case now.

2. Despite my orders 5 dwarves of various professions went out to gather refuse.  And yep, you guessed it, they walked right past the army of goblins marching on the gates and promptly got wasted.

Has anyone else seen this behavior?  I am using 40d16.

25
I've had the Depot issue it was because tree's grew in the only spot that the wagon could come through.  Every place around my gate was blocked because of tree's.  Once I chopped them down there was no problem.  Do a SHIFT+D and look beyond your gates for potential issues.

26
DF Gameplay Questions / Re: Whats wrong with this design?
« on: December 07, 2009, 03:49:50 pm »
Keep in mind the quality of the siege components has a big impact on their accuracy. Crap components make for crap catapults. This unfortunately means you need to spend a lot of wood on making useless siege components.

Ahh..that may be it.  I took a peasant and made him a Siege Operator/Engineer and then just assembled the first catapult he built.  Luckily this map has tons of tree's.  Going to work on a Legendary Siege engineer and then see if this works :)

27
DF Gameplay Questions / Re: Whats wrong with this design?
« on: December 07, 2009, 03:39:56 pm »
What's the skill of the siege operator?  Catapults have terrible accuracy, and if the operator isn't highly skilled you might have to wait a long time for a hit.

I thought of that to, and yes at first he was a dabbling siege operator hitting the walls and not even coming close to the end of the hallway.  But I left him there until he was legendary, after which he nearly always made it to the prisoner area. 

Maybe I will try a ballista to see if I have better luck with that.  I went with a catapult to clean up some stone.

28
DF Gameplay Questions / Re: Whats wrong with this design?
« on: December 07, 2009, 03:11:21 pm »
Just out of curiosity, were the rocks passing through the second layer of fortifications?

Yes.  Some of them passed right through the prisoner

29
DF Gameplay Questions / Re: Whats wrong with this design?
« on: December 07, 2009, 03:10:08 pm »
Catapults need targets. A "prisoner" (noble, yes?) isn't a valid target. A goblin prisoner should be though.

Balistas are area-of-effect. (Or swath-of-effect, something.)
They might fire the catapult, but they aren't firing -at- your noble.

It was a Goblin Bowman

30
DF Gameplay Questions / Whats wrong with this design?
« on: December 07, 2009, 02:24:15 pm »
So in looking for creative ways to kill prisoners I came up with an idea based on a post here on the boards.  I set up a long deadend hallway with walls at each end, the walls had carved fortifications.  A catapult was built on the North end and a small "prison cell" on the south end. It looked something like this:


     C
=0FFF0=
    ...
    ...
    ...
    ...
    ...
    ...
    ...
    ...
=0FFF0=
    .E. D
0====0

C - Catapult
F - Fortifications
=0 0= - Walls
E - Prisoner
D - Locked Door
. - Floor

I put the prisoner in the spot at the bottom in a cage and then linked the cage to a lever.  I locked the door and then pulled the lever.  The prisoner was freed and started milling around in the space down there.  I set a guy to siege operation and let him target practice.  I waited for the prisoner to be crushed by a rock but it never happened.  Technically this should work, right?

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