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Messages - Kreiger

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DF Gameplay Questions / Re: Question about Fortress defense.
« on: March 24, 2010, 02:40:25 am »
I said that it was excessive, not that it was not useful. 

You have to make some considerations about the tradeoff between the benefits you get by doing absolute training versus the time it takes to do that.  For example, early on in the fortress you will want to get a decent military up for the sake of defending yourself.  And there is a saying, "The enemy inevitably attacks at one of two times:  when you're prepared for them, and when you're not prepared for them."  So you might as well be prepared for them, but the longer it takes to prepare, the longer you go unprepared. 

My argument is that you do not need to take the training to extreme lengths to make the necessary preperation.  If you do want to do the full extreme training, wait until after you have some existing defenses established.

My apologies then. I read too much into it.  Personally i tend to wall myself off early with only an entrance for woodcutters and train up military during that time while i build a more efficient entry hall where I can deploy my traps and miliary effectively.  But you are completely right, insisting your military be full legendaries in your first couple years is usually not practical, especially considering you don't  see much action.

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DF Gameplay Questions / Re: Question about Fortress defense.
« on: March 24, 2010, 01:10:20 am »
For most troops, training them up to legendary status in wrestling is probably a bit excessive.  While unarmed combat training is certainly valuable to any dwarven troop (whether you actually plan on having them use weapons or not) you do not need to max it out first if you plan on having them train with weapons.  Get their skill levels up to something like "competent" and then switch over to their weapons.  They will continue to gain wrestler skill even as they train with weapons, though at a slower rate. 

But still, learning some fundamental hand-to-hand combat before any weapons training does tend to reduce injury and fatality rates, both off and on the battlefield.  Also, cross-training in other attribute-building skills can make more effective soldiers.  The manual screw pumps which pump no actual liquid tend to be popular choices. 

From my understanding, wrestling affects dodge chance, and getting them to legendary with shields and armor gives them a chance to gain armor/shield skill while increasing their dodge. 

Again, it's my understanding that you are better off getting military to legendary pump operator/wrestler (strength/toughness/agility/armor user/shield user) before giving them the weapon you decide they should use for the rest of the game.  This goes ESPECIALLY for marks dwarves since they train better in life fire situations than with archery targets and a legendary armor user/shield user/incredibly agile dwarf is less likely to get blow apart because his bolts miss.

One of my first projects in each base is to build a gym with 10+ pumps set to manual and everybody gets pump operator turned on in DT.  I turn it off when i need a large amount of people to not be pumping, but during downtime, always pumping, all the time.  I had one fort where my military got creamed and I was able to mass recruit random people and since they were all legendary pump operators, they were able to fill in the gaps and fight people off. 

3
Dumb question from a newbie here:

What makes this site so special?  From what I can see, the only things this map has over the map i'm playing now is that it has sand and a bottomless pit and mine doesnt.  Underground river too, i suppose, but I wasn't planning on using one in my current setup so it's not big loss..  So is the fact that all those AND a chasm AND a magma pipe what makes it so special?

I guess i'm missing something.

4
DF Gameplay Questions / Re: Generating dwarf Heaven
« on: March 22, 2010, 06:23:41 pm »
Is there anyway to guess is bauxite is on a map before you start? any rocks it tends to stick with?

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DF General Discussion / Re: Minecraft+Dwarf Fortress?
« on: March 22, 2010, 04:55:45 pm »
For those of you interested, I bought a copy but don't play it as much recently.  (work, outside stuff, DF)

I'll share my account info with you guys.  If you change the password on me, it'll only screw over everybody else because I can change it back to original very easily.  I'm trusting the community.

Username is Kreiger
Pass is fordwarfs

You want www.minecraft.net/indev for the non-buggy(relatively) indev creative mode (highly recommended)
and www.minecraft.net/infdev for the infinite map version with updated lighting and some other nice tweaks.  This version IS buggy and last i checked you had no inventory and couldn't craft but it highlights what he's working on more closely than indev.

You can send me a PM here with any questions.

Also, Notch is aware people do this. He would rather you all buy your own copy (understandably), but he's said himself he has no security to stop multiple people playing on a single account and several people have pointed out to him that friends have bought it after playing on a borrowed account.

last thing. If you save your game, save as file, not on the server.  It doesn't work.

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