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Messages - MonkeyHead

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6526
DF Gameplay Questions / 2H Sword, Great Axe, Maul, Halberd.
« on: September 04, 2010, 10:13:53 am »
My dwarves seem never to choose these as part of thier uniform when set to individual choice (they have used everything else though). Looking at thier size, they are all 900 and above. The largest weapon they do chose (battle axe) has size 800. Can dwarves use these weapons in 30.12 or am i better off chucking them in weapon traps?

6527
DF General Discussion / Re: Skulking filth? In my fortress!?
« on: September 04, 2010, 09:43:26 am »
pheobus meld is a little less abstract - the package has several tilesets catering for varied tastes.

6528
DF General Discussion / Re: Waterfalls
« on: September 04, 2010, 09:42:05 am »
river sites with low elevations but lots of extreme cliffs tend to give me waterfalls. i love using them in pressurised goblin cannon traps which eject goblins for a short vertical flight...

lol. crotchbreath.

6529
DF General Discussion / Re: Armorooms!
« on: September 04, 2010, 09:40:04 am »
Just make them, and assuming you've got enough storage objects in your hospital (chests / bags etc), they'll be placed there and used when needed.  I seriously recommend making no more than 5 bars of soap - this counts as 750 soap units, which is the default maximum for hospital storage, and will hopefully mean all the soap will be used in the hospital with none left over.  Excess soap means people try to clean themselves with it, which results in endless cancellation spam.

Note that making any soap at all may still result in the cancellation spam issue - I'm not entirely sure that keeping stocks low will always prevent it, but it seems to help.

my low tech workaround is to set the soap threshold super high, so any soap made is in the hospital. my dorfs tend to wash in the hospital well... yummy!

6530
DF General Discussion / Re: embark size
« on: September 04, 2010, 09:38:20 am »
I play on 2x2, or 2x3 sometimes, with 30-50 z levels, and by the end game it crawls down to 150 fps. I have no idea why you would want to play on 5x7.

DOWN to 150 by the end? You using a cray ubercompter or somthin? By Armoks beard - if i get 150 fps at the start on 3 by 3 its a good thing. By the end over 100 or so z's with 100 or so dorfs i can expect less than 20.

6531
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 31, 2010, 03:38:54 am »
Well, portalrasped has fallen. Suprisingly it had almost nothing to do with enemy action. It was down to my own dorfiness really... I hit upon a smart idea of crating my own chokepoints using the first soil layer which i had only really utilised for a few small treefarms. I drafted a load of dwarves into a masonry corp, and proceded to build the first one, a small distance from my main way in. It consisted of a bunker with twin ballistae firing down a 40 tile walled walkroute, with ramps taking the walkway under this bunker through a heavily trapped killroom. this killroom had firing points for marksdwarves around it. above the bunker was a firing platform for more marksdwarves. construction was completed very quickly, and i felt i needed to adda ton of new masonry to merge my old firing tower entrance to the new beast of a gatehouse. this required the removing of exisitng masonry. of course, when ripping out some now obsolete fortifications i totally forgot that they were supporting a pretty large room for food, booze, ammo and the roof above it. this promptly suffered from too much gravity, and a massive cave in ensured. this killed: 18 marksdwaves stationed on the old tower while the new one was finished, 10 children tht were gleefully ripping out the old fortifications, 5 masons working on the bunker below, 4 engineers trapping the cavern beneath the bunker, a whole load (more than i could be bothered to count) war animals and animals waiting in the kennels (z level below...) and the entire population of my hospital, which at the time as 4 medical dwarves, 2 random sleepers, and 4 wounded troops (well, 2 of them were cripples with no legs).  there were many more serious injuries, but with a hospital full of caved in bunker i could do little to help them.

needless to say the survivors (this accident reduced my fort to 60ish...) were not happy with the loss of so many freinds and children. mass tantruming ensued, dorf on dorf violence broke out, and with a much reduced military the arrival of an FB then a siege (which waltzed and flew through my collapsed defences) was too much to take. the last to die was my baroness, who sensibly decided the best place to hide was in her golden mausoleum.

so, to conclude. dropping a huge firing tower through your hospital is funny, but has negative consequences. lesson learnt - check the z-level above before hitting d-n-enter...

6532
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 30, 2010, 12:15:31 pm »
Quote
You had 80 of your 120 as military, monkey? 

yep. mostly as a result of having a nice fort of about 40 running smoothly with a small military - food production far more than consumption, nice small bronze industry, a master bone carver for trade goods and ammo, a master stone crafter for trade goods, a master clothier for more trade goods. didnt ned any more workers and there wa sonly so much hauling that needed doing.

anyway, since that last post things calmed down a little for a few seasons, then around 30 mounted gobbo archers in 3 squads led my macelords showed up with 10 trolls. i expected the end, but things worked out well. this caused the loss of my master dyer who was off hauling logs (now that took a lot of time and effort to train up!) and another not that useful herbalist, and then they decided to circle my firing tower enclosing my entrance. they were slaughtered. totally. about 20 gobbos died after their mounts were hit by very high quality elk bird and forgotten beast bone bolts, leaving them unable to fight back as they were turned to goblincolanders - leather armour really doesnt take bolts too well. i ended up with several master marksdwarves, several hundred free metal bolts which will no doubt be spammed away in training despite my orders to the opposite, and only one wounded recruit who along with his chum decided onrushing trolls were no deterrent for running out to go get the bolts left by the bleeding goblins. he wasnt fast enough (well, his mate outran him, which is all he really needed to do), but was saved by my war gorilla, who is becoming a local hero. all i need now is for sweet engravings of him ripping the arms of trolls to line my halls.

6533
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 30, 2010, 04:48:46 am »
Portalrasped might be on its long slow way out. a militarty initially of 40 was increased to 60 after the first cavern decided to be less empty and throw dozens of elk birds at me - they were turned to ammo easily enough. then 3 FBs rock up, 2 were pretty weak, but the fire breathing lobster killed a few civs, and the snail with a hunger for blood got a few animals. the cave crocodile that followed these ate 2 miners. warned by this i increased my military to 80. this fell back to 30 after a series of gobbo sieges and ambushes, where thier bowgobbos proved annoyingly effectve. on the plus side, my war gorilla broke a lot of heads. my hospital was a thing of beauty, cleaning and suturing and dressing, and returning troops to action... granted some had less hands than before, but at least they can hold a weapon again, and it saves on gauntlets. however, this wasnt the beggining of the end...

what is bringing the fort to its knees was a few dozen troglodytes. seeing this as an opportunity to train my squad of recruits (led by a skilled speardwarf equiped with a flail that killed 2 of the FB's), off they go. and fail. despite bronze equipment  as a min and some steel items, they suffer 6 casualties (for varied reasons - one of the trogs ended up named (am now waiting for engravings of moldath beating the head of urist mccrapsoldier in with a steel high boot or some such), so i suspect he got a lucky hit on one then used one of the metal items he had on him when he was killed as an impromptu weapon) , causing much vexation amongst my civs as i chose perennial idlers who had lots of chums, and my militia commander loses all 13 of his war dogs. he goes absolutley mad and starts killing any dogs he can find - i have around 80 war dogs. well, i used to. now i have about 20. his actions cause many other dwarves to tantrum and go bezerk. i now have about half my depleted military in jail for assualt offences. might have to restrict all my civs to the jail and use it as a last stand if the gobbos show up.

my own fault for starting on a flatland really - hard to defend wide open spaces with traps, and the constant gobbo mbushes have made making a signifigant above ground fort costly...

next time i think somewhere with natural chokepoints might be a good idea.

TLDR: fort of 120 reduced to 80 by military shenangigans.

6534
DF General Discussion / Re: You have struck Olivine.... for kids!
« on: August 30, 2010, 04:32:42 am »
Quote
Also, I read the topic as "You have struck kids!"

Praise be to the minors!
Urist McAdolescent cancels Clean Self: Hit puberty.

Urist McTeenager cancels rational mature behaviour: Throwing a tantrum.

He is quick to anger. He has a poor ability to manage or understand social relationships.


Thats enough of the "i hate the young" theme for me for now.

6535
DF General Discussion / Re: You have struck Olivine.... for kids!
« on: August 29, 2010, 04:08:36 am »
Quote
Also, I read the topic as "You have struck kids!"

Praise be to the minors!

6536
during a recent seige, soundsence created another spammy issue - there were so many combat sounds between so many different combantants i was just left with horrible clashy merging noise... possibly the timer idea could be extended for sounds that are the same between different entities (dont think i have worded that very well).

6537
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 28, 2010, 02:26:04 am »
1053 saw the arrival of goblins in thier first real siege. this conincided with the human law giver and legendary hammerman showing up, so i suspect treachery - anyway, to prevent them getting a bit pissed at me i protected him as he ran through the carnage later on without as much as making any effort to help. 12 of them rocked up - 10 hammergobs, 2 speargobs, one mounted on a giant rat, which turned into a pincushin for wodd and bone bolts. my marksdwarves spotted them while on duty in thier firing tower, yet as they spammed all my copper and sliver bolts away on firing practice (despite only having wood and bone set for traning... grr) they could do little to the main body of the enemy force. so sod it said i, and rushed them with my moderatley skilled 30 melee dwarves with about 50 assorted war animals, in copper armor plus a few traded bits with whatever melee weapons they want. it was carnage. 2 of mine dead, goblin guts everywhere. 2 cougars,  2 dogs, and 2 dogs mercy killed as thier guts hang out. the healthcare system went into full swing to deal with the wounded, and its sweet, even if plaster powder seemed to be forgotten by my docs, and that patiens appeared to walk off before being fully treated - with luck they will die and natural selection will have occured. one of the dead was a squad comander, which is annoying as his war cheetas and war dogs now hang around where he ws killed as i can not reassign them. members of his squad keep returning to the spot as if it was a meeting area - spooky. assigning half of them was acually quite a pain - seems interesting animals i have traded from the elves do not apear in my animls z-list... i presume this this is eiather a) they lack the pet tag or b)as i traded for them instead of catching and taming them myslef... seeing as i lack a dungeon master i cant check this just yet. anyway, as the carnage was being cleaned up i breached cavern 1, which seemed devoid of life so far. plenty of fungi, underground bushes, ore, gems etc and a nice big lake though. currently upgrading to bronze armor and recycling the copper to more bolts.

TLDR: some stuff happened. dwarves are dumb when choosing bolts. eleven animals are annoying to work with. cavern 1 is boring.

6538
DF General Discussion / Re: War Animals
« on: August 28, 2010, 02:05:29 am »
yeah, as i posted earlier in the thread... and i kind of remember it not working, but i dont really know for sure.

6539
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 27, 2010, 12:55:36 am »
My "c" screen tells me there is an unnamed bat man civ beneath my feet. must go find them and thier mayor west

6540
Other Games / Re: Open Source/ Freeware Favorites
« on: August 24, 2010, 02:03:57 am »
warzone 2100. great game back in its day, now open/free and still worth a punt if you like rts.

http://www.wz2100.net

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