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Messages - CppThis

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31
DF Dwarf Mode Discussion / Re: First forgotten beast attack.
« on: May 25, 2010, 01:47:20 am »
Cave-in trap is generally your best bet as a substantial number of them are inorganic, and thus currently unkillable by normal means.  Those that aren't are surprisingly easy to kill it seems, as you apparently found out.

32
Behold the mighty Titan Swatter.  I've successfully used this against multiple surface megabeasts, so it definitely works.  It's also mostly reusable as long as it's got natural floor--just rebuild the now-collapsed floor and support, and link it up again.

33
Not good if you want to fuel a marksdwarf battalion

In other words it won't affect anyone playing DF2010.  :P

34
DF Suggestions / Re: Move "zone" functions to burrows
« on: May 22, 2010, 08:12:08 am »
Stockpiles should be kept separate to avoid clutter and make logistics simpler, likewise rooms are easier to manage with the q mode than having to sort through a list of 300 burrows to get anything done.  I agree with merging burrows and zones though.

35
I also recommend equipping your dwarves with the best gear from the start, even if that means delaying military until you can produce steel.  The problem is that equipment upgrades dont work very well.

And avoid using active/training alert, it tends to lead to dorfs starving/going insane from lack of food.  Set the squad, assign them a barracks for training and sleeping, turn off most labors and theyll spend lots of time gaining skills from individual drills.  It's the safest, most bug-free way of doing it right now.

36
DF Dwarf Mode Discussion / Re: Help drafting into soldiers
« on: May 22, 2010, 01:20:48 am »
Probably something to that, as several of the tutorials I've seen suggest setting militia commander to be somebody that doesnt fight.

37
DF Dwarf Mode Discussion / Re: Yet Another Startup Discussion
« on: May 22, 2010, 01:13:48 am »
Random points that dont correlate directly to OP's:

1. Consider tweaking up the amount of embark points and bringing along some steel bars.  Due to military bugs it's essential that you give your dorfs the best gear from the start, as equipment upgrading is erratic at best.  DF has no real difficulty selection, which is unfortunate but a similar effect can be had with judicious init tweaks.

2. Keep in mind you can trade for things like wood and raw glass, as well as select it on embark.  Raw materials are really the main thing I use the dwarven caravan for.

3. I tend to dig an L-shaped cliff entrance that spans 2+ z-levels before getting to the fort proper.  That way I have a good selection of potential chokepoints, trap areas and ballista coverage and a minimum of "damn, if only I hadn't dug out that meeting hall right below here" moments.  Dont bother designing a missile-defensible fort though as marksdorfs are fubar and ballists are pretty weak.

4. Surface farms are your friend.  They work just fine, can be walled off for protection and are a lot easier to get started than underground as they do not require a potentially complicated irrigation procedure.

5. If you're new to DF you might want to think about disabling invaders until youre more skilled and/or the military bugs get ironed out.  You can turn them back on later for a challenge.  I did this and it helped a lot.  If you dont want to, lots of cage traps are your friend.

6. Skills wise I recommend bringing a proficient weapon/armorsmith as those skills are really hard to train up.  Maybe also a carpenter if you need to make sure your wood furniture-making is efficient.  Dont bother with masonry or mining beyond maybe +1 as you'll get lots of that just from digging and doing stuff with all the stone.

38
DF Dwarf Mode Discussion / Re: Problem with farming...
« on: May 21, 2010, 04:01:05 pm »
Worldgen parameters can be tweaked so the underground is closer to the surface, and is guaranteed water and openness.
Are there any decent worldgen tutorials floating around?  I'm wanting to do the opposite (deep spread-out caverns) but all the wiki really says is "cavern tags can be tweaked to change stuff" without giving any specifics.

39
I can confirm that the above solution works.

40
DF Dwarf Mode Discussion / Re: Military dwarves not wrestling?
« on: May 21, 2010, 03:10:39 pm »
Also, editing the game to give you Iron from the start?

Steel, not iron.  There's a huge difference in .31 compared to the way it was in 40d, and the wiki doesn't do a very good job of explaining it.  data\init\world_gen.txt has all the settings for each set of worldgen parameters, and one of them is EMBARK_POINTS.  By default this is around 1600 points to cover the basic equipment, but if you change this to say 8000 and then generate a new world, you can bring along a bunch of steel bars and maybe some extra food to help with the first year or so.  The embark menu will let you bring along all sorts of things but the default settings dont give you enough cash to really make use of it.

It's also possible to disable sieges by editing data\init\init.txt and changing INVADERS:YES to INVADERS:NO.  This does not require a regen and can be changed at will (but it will not prevent a siege that's already been "queued up" to happen later in the season...I have tested this).

41
I've had mixed results with swords, sometimes they work and sometimes not.  They are definitely better than blunt/wrestling though.

Re: equipping issues, I've not really had any problems with that but I always set up my military and get them indiv training long before doing any actual combat.  But from my early-game newbie mistakes it looks like the problem may be arsenal dwarf not always doing his job.

42
DF Suggestions / Re: Military Overhaul - Current State is not fun.
« on: May 21, 2010, 02:54:13 pm »
I'm pretty sure both of the OP's points were already addressed in .31.x it's just not working as intended, or anywhere close.  Hopefully when Toady gets back from his break he can knock down a few of the showstoppers quickly, or at least provide a temporary workaround.

43
I recommend axes and spears as blunt weapons are also somewhat bugged.  And be sure to equip them with good armor, it counts for a lot.  May also want to slow down on the cavern crawling as there can be some nasty stuff there--get a decent upper fortress going first.  On a map I was using last night to test a new appointed-noble hierarchy I ran into a demonic fortress only 25 z-levels down and it was connected to what I guess was the first or second cavern layer--cue undead tigermen in my base killing my doodz.

Oh, and due to the equipment bugs I recommend not producing anything but bronze/steel unless you're okay with your first squad never getting better gear.

44
DF Dwarf Mode Discussion / Re: Military dwarves not wrestling?
« on: May 21, 2010, 01:28:40 pm »
Fourdots and TheMirth are right on the money, for the time being due to major military bugs you don't want them sparring and you do want them equipped wiht the best gear as their first loadout, even if this means tweaking game settings to start with steel immediately.

The easiest way to equip dwarves is to pump out enough gear that they can all wear the same stuff, open military screen/uniforms and create a new uniform that consists of the stuff you want them to carry.  I go with steel spear/battleaxe (guess what? most other weapons are bugged...) and steel helm/mail shirt/greaves/high boots/gauntlets/shield.  Be sure to specify material if you've got lesser quality equipment lying around, as has been said dorfs tend to make poor equipment choices and they won't ever upgrade to better stuff.  Then open military/equip screen, select (U)niforms mode and apply the uniform to the squads and/or individual dorfs in question.  They will then equip the gear automatically, unless your fort is big enough for an arsenal dwarf in which case he'll have to approve the changes first (which can take some time as arsenaldorf interprets the impending upgrade request as "go on a drunken bender and then sleep it off first").

A lot of people knock the logistics but IMO they're actually pretty intuitive for RTS people, once you've done it a time or two to get a handle on the procedure.  I look forward to when the system actually works as intended...

45
DF Dwarf Mode Discussion / Re: Help drafting into soldiers
« on: May 21, 2010, 02:08:26 am »
Also, once you get a few guys drafted you need to set up a barracks for them, and in q-menu options assign it to the squad in question and enable all 4 options.  This way they will do individual combat drills to raise their skill--unskilled dorfs are about as dangerous as a wet kleenex.  Do not set them to active training via alerts or schedule because it's way bugged.  They will spend lots of time doing this so you might want to be sure you don't select anybody whose civilian skillset will be missed.

Oh, and you might want to focus on pumping out steel equipment before assigning them any gear.  There are more bugs in how squad equipment is chosen (did I mention .31.x military is totally fubar?), and dorfs don't handle upgrading to new armor very well right now.

edit: Speaking as a relative DF newcomer myself, if you decide to restart your fort for some reason I suggest editing data\init\world_gen.txt to grant more embark points so you can afford to bring along some steel bars, and then regenerating a new world to make the changes go into effect.  If the bugs with appointed nobles behaving oddly get to be troublesome, this would be a good opportunity to fix that too.  Apparently the 40d version dates from around 2008, the new version adds lots of features but it's only been out a few weeks but there's a couple of potentially showstopping bugs to be aware of.

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