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Messages - C4lv1n

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1
DF Dwarf Mode Discussion / Best way to get specific embark conditions?
« on: February 07, 2020, 08:31:12 pm »
I'm familiar with Perfect World, but it seems to me to be a world gen tool. Now that might help what I'm doing, but I'm focused specifically on the embark itself, not the world around it.

What I've been trying to do is create an embark location by messing with world-gen settings to meet the following list of criteria within an embark that totals 16 tiles or less. (These are in order of importance)
  • A Volcano
  • An ocean, or failing that, a flowing surface water source. Even a brook would do.
  • Metal (In general)
  • Flat areas, as much as possible
  • Lots of trees.
  • Iron
  • Flux
  • Local flora/fauna/weather is not immediately lethal

Now I can get everything on this list, except for #4, without too much trouble. In fact I've got 5 candidates so far on the world I've just created and I'm only halfway through marking all the potential sites. But I just cannot get one that has any reasonable amount of flat space near enough to the volcano for me to be able to include it in the embark. I know I'm being exceptionally picky here, but is there any way to complete this list? Either a pre-existing world-gen seed someone knows of, or a utility that can force the generation of such a site. I've done a cursory search of the world-gen cookbook and such, but I haven't been able to find examples that are any better than what I've been able to put together.

2
Ammo I've got sorted now that I got some more bolts produced, but you were right. The main issue was that they were not set to Active/Training. I'll need to check their uniform settings, but what you describe makes sense based on what I was seeing.

As for my artifact trick. It's been great, and terrible. Good news, I got 6 more new adamantium artifact weapons. Bad news, 4/6 were blunt weapons. A maul, a flail, a morning star, a warhammer... yeah, not great. Did get a battle axe and a longsword though, which is pretty cool I guess.

3
DF Dwarf Mode Discussion / Re: Archery Questions?
« on: February 24, 2019, 05:42:43 am »
All you need to do to make crossbow dwarves work is to keep them from running towards the enemy like a bunch of idiots. The easiest way to do that it to make it physically impossible for the dwarves to mount such a charge. The simplest thing to do then is to set up a firing position with [F]ortifications, and to put a roof over the top so the dwarves can't climb out and the enemies can't climb in. Set the area inside the bunker as a burrow and set up an alert condition that has them defending that burrow. When it's time to defend set them to that alert level. They'll all pack into the bunker and wait for enemies to come into range.

As for more general defensive tips, I strongly disagree that the answer to anything is any number of melee dwarves. Even a maxed out squad in full steel or full adamantium is going to eventually tire and get kicked to death, particularly since you might not be able to put such a squad together in the first place depending on how mature your fort is and what kind of materials you're working with.

Should melee dwarves be part of your defensive preparations? Absolutely. Are they all you would use? Certainly not.

So what should you actually do to defend yourself?

I am a big fan of the entrance labyrinth. Basically you have two entrances to your fort, a short one used by traders and dwarves venturing out to slaughter trees, and a long one used by uninvited guests. A pair of drawbridges control which is open, and while you can have a pit under the drawbridge, it's not required. Bridges are building-destroyer proof as long as you're not trying to open/close them with a megabeast sized monster on or under it.

The labyrinth itself is really just one really long corridor full of nasty traps. I tend to set aside an entire soil layer just for the labyrinth, and designate a twisting corridor full of switchbacks to maximize the effective length of the labyrinth.

Now, you might be wondering, where do the marksdwarves fit in?

Well the marksdwarves get to be one of the nasty traps. Rather than build a bunker on the surface you just need to dig out a room with fortifications along one wall. You'll want some space between the fortified position and where the enemies will be walking along, otherwise potential enemy ranged units might shoot back at your dwarves. So I tend to leave a space of five or so tiles with a pit below so enemies can't get adjacent to the fortifications. If you set up a lot of switchbacks with a pit below you can even keep the enemies within the threat range of the crossbows for as long as possible.

It's also a good idea to keep the marksdwarf's training area as close to this burrow as possible. I tend to have the barracks a z-level up or down so that they can respond quickly when I need them.

I tend to have my melee dwarves, if I even bother with them, set to defend a burrow at the very end of the labyrinth. I also tend to have another drawbridge at the very end so I can raise it in emergencies. Don't raise it until you really need to though, otherwise they won't bother pathing through your elaborate deathtraps. On the other hand, once the whole enemy force is within the maze you could also raise both bridges and trap them within. Then shoot them to pieces from multiple different fortification points set into the maze walls.

4
So I've got 10 marksdwarves and 10 wrestlers, and both have been training for about 3 years in game. And yet, this is what their skills look like after theoretically constant training:


A few of them have okayish skills, but after 3 years I remain tremendously underwhelmed. The marksdwarves were split into 10 single dwarf squads, each with their own archery target. Their orders are very simple, "Train, minimum 1". From what I understand, this should get them training against the targets almost constantly. And yet, despite having a stockpile of 650 bolts with more being made all the time, they barely ever train. After 3 years I had expected several of them to be pushing Legendary or higher. Actually, after checking their ammo instructions I notice that they're each set to carry 250 bolts of any material and use them for both training and combat. Which is a bit too many for me to expect them to actually all have ammo. I've reduced this to 100 and am in the process of making more. Hopefully that will fix matters a little.

The melee dwarves are split into 5 squads of two, and they're also set to Train, this time with minimum 2. Their skills are a bit better as you can see, but still unimpressive. They were originally equipped with shields, but I removed those after I noticed that their shield skills were far higher than their wrestling skill. My guess was that they were just beating on each other with the shields instead of wrestling and a slight uptick in skill growth seems to suggest that I was correct. But despite training occasionally, their skill growth remains unimpressive after three years of constant training.

And for some reason both squads report in Dwarf Therapist that they lack Leather Boots, despite the fact that "Leather Footwear" is checked off in their in-game equipment screen. That's what the blue boxes in the screenshot are by the way, though ammo is also a reason for some of the marksdwarves since that was taken before I tweaked my ammo settings.

EDIT:: Thought I would mention a trick I'm using.

First is to take advantage of how artifacts and moods work. According to the wiki, if there's any adamantium wafers available to your dwarves, any in a mood will prioritize those over alternative materials. It also appears that the artifact only consumes a single wafer, regardless of what the item in question would require if crafted normally. So I did the reasonable thing and collected a few bits of raw adamantium as quickly as possible after discovering these facts. I've since gone back and done a concerted mining effort, but it's surprisingly easy to get a few wafers early on without too much trouble as long as you're careful. I also checked Dwarf Therapist, and set every single one without a proper moodable skill to be weaponcrafters. Then I profiled my forges so that half were set to only be used by Dabbling weaponcrafters, and the other half to everyone above Dabbling. The first half were set to craft copper bolts on repeat and excluded from manager orders, and the other half handle my regular orders. So pretty much all of my farmers, furnace operators, and peasants in general are now set to go off and craft an adamantine artifact quality weapon if they have a mood.

5
Thanks for the help guys. I might be falling back down the DF rabbit hole. :D

6
I just got back into the game after several years, pretty sure the last version I played was in the 0.31 series of releases. (Oh man, just looked up when those were released, it really has been a while) I've been playing a bit over the past week to try to get back into it, and have made it to the 102-11-06 on a world that started with 100 years of history. I've got the basics down, farming, limited military, a rough sketch of an entrance labyrinth, etc. But as I dig into the game I find myself with more questions, particularly about the new features that have been added since I last played. To that end, I have the following questions:

1. Were the size of migrant waves massively increased at some point? Maybe my fort is just doing better economically then how I used to play, but I had a single wave with 50 migrants, at at my current in game date I've already gotten up to a population of 116. Is this some artifact of how site to site interaction works?

2. Were the number of children similarly increased? Even considering that I've got 116 dwarves, the fact that 23 of them are children is surprising. And only just recently have two more matured to adulthood, so counting the one death I had there were at one point 26 children in a fort of 116 dwarves. I never needed the child cap before, is this just odd luck, or is it more common to get children in waves now?

3. How well, or how poorly, do multi-depot setups work? I'd like to be able to set up two different depots, one for dwarves and other friendly creatures that's near to the finished goods stockpiles and easily accessible by my broker. The other would be for elves, goblins, and other creates of little actual worth. It would of course have all sorts of interesting features available at the pull of a lever. The idea would be to use a pair of drawbridges to restrict pathing to one or the other depending on the time of year and the caravans that will be coming that season. The wiki suggests that such a setup may still cause problems, but I don't see any concrete examples there. Does anyone have experience with something like this? The reason I don't to simply set traps on a single-depot system is that I'd like to put the trap depot somewhere into my entrance labyrinth so I've got a failsafe if some of the caravan guards or animals get loose and aren't killed by the depot traps.

4. Even after reading the wiki I'm still unclear on how building destroyers interact with bridges. Here's my best guess, tell me if I'm wrong: When the bridge is down then destroyers will not attack it, even if they could, because they'd like to be able to path across it. When the bridge is up it is invincible to building destroyers. Previously I'd just put a pit or moat under the bridge that would prevent direct access to it when raised, but with the ability for monsters to climb I'm not sure that would actually prevent creatures from getting up to it.

5. For ideal training, would this be the best way to organize squads? Archers in single person squads, set to train. They'd each have no barracks, but would instead have a single archery target. Maybe they can share, but it's not like they're expensive so I'd probably give each dwarf their own target. Melee dwarves would be in two person squads, also set to train in a barracks. In theory this forces archers to train on the targets instead of beating on each other with their crossbows, and forces the melee dwarves into two person sparring. Right?

6. Finally, is there a manual or doc I can read on the Perfect World utility? I would very much like an embark location with a volcano on flat land near a river, ideally in a heavily forested biome. But considering I can only ever get a couple of volcanos per max sized world I haven't had much luck trying to find such a location. I thought that Perfect World would be perfect for creating such a thing, but I honestly cannot fathom how to get it working or how I'd use it to generate a regular map and just add a few volcanos.

7
Masterwork DF / Re: Game crashing when rolling over to the next day
« on: January 13, 2017, 10:05:26 am »
Damn, I guess I just need to gen a new world. Thanks for all the help though. There's no way I would have found that.

9
Masterwork DF / Re: Game crashing when rolling over to the next day
« on: January 12, 2017, 02:33:44 pm »
When I delete the error log like you mentioned I get only this:

Quote
Code: [Select]
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.

I checked the announcements, and there's nothing popping up right before the crash. As for migrant waves, I've gotten two so far and started with 10 dorfs.

And here's the save: https://www.dropbox.com/s/8mxdepo2ssmjpnx/save.7z?dl=0

10
Masterwork DF / Game crashing when rolling over to the next day
« on: January 12, 2017, 01:41:57 pm »
The current date in my game is 100-09-08, and it crashes when trying to go to 100-09-09. I've tried using DFhack's calendar speed hacks to see if the problem was due to the date switch coinciding with some other event that when combined caused the problem, but that's not the case. Setting it to 1/8th just gives me a little more time before the crash happens, setting it to 8x speed makes the crash happen almost instantly.

This is the error log:
Spoiler (click to show/hide)

It appears to be something to do with random werebeasts but I have no idea how that's causing an error on a specific day in game.

11
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 02, 2016, 08:13:47 pm »
You know why I don't like this game?

Because I feel that within a day I could design an interface that doesn't suck as hard as the one in Dominions.

All the potential the game has is ruined by a refusal of the makers to acknowledge the importance of a good user interface.

Does the game even have waypoints for move orders?

Have you played Dwarf Fortress?


In reality though, you're right. Everything seems like a hold over from the first game with only minor graphical and UI improvements.

12
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 02, 2016, 07:59:08 pm »
Throughout my entire playing of this game, I have shoveled gems into enchantments and dispels and have never dispelled an enemy's enchantment, yet have had mine dispelled.

My most recent game had the fastest Burden of Time I have ever seen cast, yet many turns later, after I got enough gems to cast a dispel with 33 extra gems, it fails! It just does not seem reasonable that the AI could get that many gems in such a short amount of time to resist such a huge dispel, and I just blew all my gems. Wtf are you suppose to do when it's too risky to try to dispel an enchantment, but if you don't then you will lose the game?

Depending on the nation (Ermor for example) If they spend a decent amount of time saving their income and converting non-death gems to death gems they can dump an extra 30-50 gems into the spell. For Ermor 30 extra gems is just 2 turns of not spending just the portion of income they start with. Less if they have done any level of site searching.

I play Ermor a lot (sorry not sorry)

13
Other Games / Re: Crusader Kings 2 is released.
« on: January 14, 2015, 11:59:35 am »
I'm glad seduction got nerfed

As an irish count I was banging the Byzantine Emperess. And literally 20 other people.

14
I remember LastStandGamers making a missile that had a rock in it for something related to gravity. Can't remember for what purpose it was though.

Multiple opposing generators held the rock in place, on impact the gravity generator on the front would be destroyed (Or at the very least lose power) and the rock would be propelled out from the missile deeper into the ship. Sort of the same way a shaped charge warhead works but with gravity generators instead of shaped charges/

15
I'll probably just have to go with the door option for now then.

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