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Messages - moki

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91
The traditional way was to make the weakest dwarf the captain and give him a useless weapon. Beating the criminal  legendary weaponsmith with a plastic mace may seem comical, but it worked. Since the beating with weapons seems to be fixed, you need to be a bit more careful. A legendary fighter with superdwarven strength can still punch someones skull in with some bad luck. The easiest way is to have no captain at all. Where there's no law, there are no criminals.

I prefer to build some comfortable prison cells. A 3x3 room, masterfully engraved with a metal chain in the middle and a bed, table and chair as well as booze and food stockpiles works very well. My criminals usually have better rooms than everybody else. The many happy thoughts prevent further tantrums if the crime was beating someone up during one and the stockpiles prevent you precious prisoners dying from thirst when nobody feeds them.

92
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 18, 2012, 10:32:39 am »
Another goblin siege, again with 3 squads and some trolls, menaced the mighty castle of Daggerplayed.
This time though, I wanted to try the new high pressure pumps at the river. They sucked up so much water that the river went almost completely dry and the trolls just walked right into the main pump chamber, and smashed some gear assemblies, destroying the unsupported waterwheels. Now the river does flow again, but the whole pump stack has to be reassembled. The last time I built something like this was before streams got ramps on the sides, so it was a little unexpected.

Still, nobody died. Only the new mayor walked outside, caught and arrow to the hand and puked all over himself as a result or maybe due to cave adaption. I still want to keep him, because he only ever mandates buckets to be made. No slade crafts or crystal glass scepters - just good old buckets. I hope he's happy to be drinking out of lovely buckets in the hospital.

We're at 252 dwarves now and 100 of those are children and babies. Still no idea what to do and the dorfplosion gets worse every month.

Any ideas or solutions that don't involve a nuclear dorfplosion?

93
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 17, 2012, 09:37:49 am »
Ok, about 5 minutes after writing this, the goblins finally came around... with 3 measly squads and 4 trolls. I have the feeling, they don't take me very serious. Nobody even got injured, even though they attacked right at my current project, a new high pressure pump stack. There are 250 dwarves, 98 of which are children. Next I'll make a ton or two of silver mugs to attract some real enemies.

And also there are humans now. After more than five years of prosperous life in Daggerplayed, the finally decided to come around for the first time.
Armok knows why ??? They're also at war with the damn treehuggers, so maybe the previous caravans were held up on their way. I don't know if that behavior is even implemented yet, but I suspect it.

94
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: December 17, 2012, 08:44:27 am »
Could you do this one please?

A kea has stolen a ☼iron breastplate☼

It's somewhat frequent in Daggerplayed right now...

95
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 17, 2012, 08:42:15 am »
Guess who's there! A kobold ambush.
Those little cutebolds are way more dangerous than you'd think. I've lost one of my first forts to a kobold ambush... when they're able to steal a lot, they'll eventually get even more greedy - with mostly fatal results.

Meanwhile in Daggerplayed:
Still no sieges or ambushes after more than a year  :-\ I need some dwarves to die or the fortress will fall to boredom and FPS-death. There are 245 dwarves now and I'm seriously thinking about testing the 55 level drop on some of the more useless ones if nothing interesting happens soon.
Also "A kea has stolen a ☼iron high boot☼" and "A kea has stolen a ☼iron breastplate☼". I do need some roofs for the stockpile buildings...

96
DF General Discussion / Re: Lowest spec comp
« on: December 16, 2012, 02:37:25 pm »
I tried it on an old laptop from around 2002 when mine was broken - 1,2GHz and 768MB RAM. World gen happened pretty much in real time and the highest FPS in game was around 5 in the very beginning. Is that playable? Absolutely, if you have the time ;) And after trying this, I can really appreciate 30-40FPS. Everything under 15 gets annoying.

97
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 16, 2012, 12:02:04 pm »
Nothing of importance is happening right now in Daggerplayed. The castle is making good progress as almost 80 masons are doing their work while being protected by 60 elite soldiers. I still don't like traps, so that's the only defense. Sadly, they're just standing around uselessly since nobody's been attacking for more than a year.
I took a look at the civilizations screen just now and found two more reasons to love the RNG. The goblins are called "The terror of death" and the elves (still at war) "The roar of romances". Humans didn't show up in more than 4 years... I suspect, they don't even exist in this world.

There's a dwarven caravan at the trade depot right now that refuses to leave. I accidentally blocked the map edge they came from, but even after opening it again, they just stand around and do nothing, though there was the "traders are leaving now" message. Is there anything I can do except keep some soldiers nearby in case they start tantruming?

And as always, too many children... 77 of them with 231 dwarves  >:(

98
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 15, 2012, 11:32:15 am »
1. Daggerplayed is now at 226 dwarves and there's rarely a week without another child being born. It's annoying, to say the least and I have no idea what to do when the children start to kill my FPS.

2. All of the legendary miners got crushed in a cave-in or rather fell 9z onto massive granite after a something collapsed. The toughest one survived heavily wounded but died later at the hands of my doctors. I'm not exactly sure if the chief medical dwarf (former butcher) is the right choice, but he'll learn eventually. Now there are only 5 adequate/competent miners that need to dig out the main spiral ramp and supply 80 masons with enough stone to work with. They'll learn too, I hope. Every piece of mudstone, granite and jet is immediatly turned into blocks and built into an above ground structure for which I have no real plan except "just keep building".
The spiral ramp is only down to -36z. I planned to have it go from  ground level to the magma sea at -100z with a continous 11x11 chasm in the middle... that may take a while but at least the miners will be legendary by then.

3. A militia captain and legendary swordsdwarf got wounded in battle. She lost her left foot and right hand and is now a skilled crutchwalker, wielding the crutch, the +iron shield+ and *iron shortsword* in her left hand. I can hardly imagine how the fighting looks, but she performs remarkably well. Oh, and she gave birth to another son while kicking a kobold so hard he died. I'll have an eye on her... that's one fine dwarven lady.

4. Again, the planned elven siege didn't appear for almost a year. I'm afraid I scared them off.  The goblins are also too peaceful for my taste. I need some sieges before the defensive walls are ready or I may get bored.

5. On a side note: I thought kea men bringing everything to a halt were strange. Now my soldiers are chasing giant bushtits all over the place ::)

99
DF Gameplay Questions / Re: Crashing All the Time! HELP!
« on: December 14, 2012, 04:23:07 pm »
The size (and history) of the world is indeed the main factor in loading times. I strongly suspect that you just didn't wait long enough. I can run a 200 dorf fort at 80FPS, but loading a big world with 500 or more years of history can take a minute or two and windows does report that games as "not responding". If there's still no response after 15min, you may have a bug and I suggest downloading the newest version, and trying it again with a smaller world.


100
Give someone a crossbow (wooden with bone or wood bolts is enough) and station them near your entrance. The unskilled crossbowdwarf may not hit much until he got some practice, but it's good enough to scare most wildlife away. Keas actually harming someone has rarely been a problem for me, but all the suspending of important jobs is extremely annoying.

In Daggerplayed, my current fort with a lot of outside constructions, there is a regular invasion of keas, kea man and other flying annoyances, so I have at least 6 crossbowdwarves stationed near any building site - no problem with 213 dwarves. The very beginning was pretty rough, though. I just had my woodcutter hack anything apart that came to close to the ground and drafted the whole first wave of migrants into the militia.

101
DF Gameplay Questions / Re: dump stones
« on: December 14, 2012, 04:04:40 pm »
The option "gather outside refuse" is for both dumping and collecting stuff for refuse stockpiles (corpses mainly). If it's disabled, dwarves won't haul stuff designated for dumping and also won't collect the bones of dead animals outside. I don't really understand, why you'd ever need to disable it as long as the "forbid on death" options are enabled. Disabling "gather outside refuse" is one of the first things I do in a new fortress. If everything is forbidden by default, you can just claim everything you need collected with d-b-d and the dwarves won't randomly walk about and collect a dead kea from the other side of the embark site.

102
DF Dwarf Mode Discussion / Re: Walling off: Lame or Credited?
« on: December 13, 2012, 05:14:30 am »
I like building castles with just one or two entrances, but I don't wall off big parts of the map just to control where enemies can go. The best defense are 40 dwarves with the very best training and equipment, stationed near any entrance. Woodcutters still have to risk their lives most of the time, but if I want to do bigger projects outside the castle walls, I'll just station a squad of recruits there as first response team. They may not hold their own against a siege, but they're good enough to protect civilians until the real soldiers arrive.
I used to build walls around the whole embark area with entrances with lots of weapon traps and separate paths for wagons, but that became boring after a while. The only acceptable trap for me is an elaborate system of magma landmines or watercannons - or anythings that only a !!mad scientist!! could imagine.

103
DF Gameplay Questions / Re: Giant Sponges vs. Zombies
« on: December 13, 2012, 04:48:57 am »
Giant sponges always win. In my current fort, I have one for training marksdwarves. They've been shooting puppy bone bolts into it for a few months now, so it probably looks more like a giant porcupine, but it will always stay wounded and in pain without ever dying. Magma may be the only solution for these things. But if it's useful to you, keep it by any means - this fight won't ever end.

104
DF Gameplay Questions / Re: engrave artificial walls
« on: December 09, 2012, 04:31:23 pm »
This discussion has been around for years now... I think, the best explanation is the difficulty of finding an elegant solution that works in the game. Since Built walls are made out of items (blocks or raw stones), the question is whether the engraving is applied to the tile (the built wall) or the item. If it's applied to the tile, what happens if you deconstruct the wall? Is it simply destroyed? How do you explain engraving the same blocks over and over again without losing any material, if you destroy and rebuild a wall?
Or is the engraving applied to the item and you get engraved blocks that can be torn down and rebuilt into another (engraved) wall somewhere else? And what if you rebuild those engraved blocks into a bridge, do you get engraved bridges and should bridges be engravable, too? Is it practical (or even doable) to track engraved items for all blocks in the whole fortress? And how do you manage the building material list with all the different kinds of engravings?
You see, it's not just a flag that says "this wall/item is engraved" but a rather complex part of code that contains the complete description of the engraving. This is not as easy as it may sound. It would probably require rewriting of large parts of source code for a feature that's really not that important. Some day it might get done, but at the moment it's very low priority.

If you really need engraved above-ground structures, you'll have to do it the hard way for now: Get some magma and water to form obsidian.

105
DF Gameplay Questions / Re: Does siege depend on dwarf headcount?
« on: December 09, 2012, 12:03:35 pm »
The minimum for goblin sieges is 80 dwarves, but they don't necessarily come right when you pass that limit. You may have to wait a year or two. Under that limit, you'll only get ambushes. The number of siegers mainly depends on wealth, but they also get bigger with time. The first siege usually consists of only 1-2 squads (no matter how wealthy you are) and they only get bigger later on.

Having a pop cap of at least 100 is necessary to unlock many of the game's features. It may be a little annoying to manage all those dwarves (Dwarf Therapist can help you!) and lower FPS, but the Fun does rarely start with 30 dwarves.

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