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Messages - krenshala

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631
Do you already have the squads created?  Thats something I was seriously considering doing with my current fortress. ;)

632
DF Dwarf Mode Discussion / Re: Exporting world maps
« on: July 16, 2012, 08:33:05 pm »
I've seen detailed map exports before, and even made them myself, but its been a while (31.18, iirc) and I think its only at the end of the world gen process. 

633
Considering the 15 to 20 tile range (-1 per z-level difference between marksdwarf and target) a group of noob militia on a wall overlooking the siege milling around outside should be able to skill up relatively safely.  Assuming no counterfire from the gobbos, that is.  Firing at ground level works well because misses against the close one might be a hit against someone behind him.  You'd need fortifications and a moat for that, of course.


That reminds me, I need to make sure to add the fortifications on my fortress. ;)

634
DF Dwarf Mode Discussion / Re: Exporting world maps
« on: July 16, 2012, 06:55:41 pm »
If Legends Mode is an option, you should be able to export maps from there.  I'm not sure what resolution they will be at, however.

635
DF Dwarf Mode Discussion / Re: WTF bones could rot?
« on: July 16, 2012, 06:51:38 pm »
Assuming the latest version, are you using give/take rules on the stockpile?

636
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 15, 2012, 10:04:59 pm »
Granite, 1003 (third year of the fortress)

The macegoblins from the "siege" apparently have taken an interest in Uvash and her quest to "Pickup Equipment" on their side of the river.  I hope she survives, because for a rookie soldier, she's actually doing pretty good.  Too bad nobody else will be able to assist her other than the marksdwarves, and I don't know if they will get to their assigned firing position any time soon.  At least they've picked up the crossbows, quivers and bolts this time around.


The siege consists of one unit of macegoblins armed with maces, flails, and morning-stars.  their leader is a lasher on an alligator that went into the river and the whole unit just stopped there because of it.  Unfortunately the leader isn't drowning (that I can tell), so with Uvash's quest I think the siege may finally figure out the entrance is on the OTHER side of the fortress walls.

637
I do something similar. I didn't do the  target ranges in the length I normally use, 15 or 20 tile long, in the picture. Since on-target bolts are lost the closer the target the sooner they start hitting it accurately.  Put them far away and they can gain a few levels before they start consistently hitting a stationary target.  Oh, and don't forget walls around the target range.  Complete noobs can fire up to about 45 degrees off target!

     Z-level 0                    Z-level -1
###################          ###################         
#..............v++#          #++++++++++++++^###          # wall
#.A+++++++++++++M+#          #+O++++++++++++####          O wall/pillar
#..............v++#          #++++++++++++++^###          + floor
#.A+++++++++++++M+#          #+O++++++++++++####          ^ ramp up
#..............v++#          #++++++++++++++^###          v ramp down
#.A+++++++++++++M+#          #+O++++++++++++####          . open space
#..............v++#          #++++++++++++++^###          A archery target
#.A+++++++++++++M+#          #+O++++++++++++####            - set for "from the E" shooting
#..............v++#          #++++++++++++++^###          M marksdwarf firing position
###################          ###################


My floor to the target can be walked under. This prevents shots from hitting the "wall" of the walkway one level down, though thinking about it now, having it hit the wall may help save on bolts (I can't remember what happened with I did this before).  I'm thinking of making the last three rows of tiles on the target end into a bolt stockile (no bins) to prevent unnecessary hauling jobs for individual bolts.


(Note: Use TT tags for fixed width font display in the forums if you don't want the CODE tag box around it. ;) )

638
DF Dwarf Mode Discussion / Re: Silk Farm not working
« on: July 15, 2012, 09:20:19 pm »
Would it work to use the GCS to help defend your fortress at the same time? Have it be able to see/web the main (invader) hallway, locking up the invaders and, once the ambush/siege is over, providing more silk to collect?

639
So, did we ever hear back from Fen, or is it Torrasque666 getting another shot this time?


(don't mean to pester, but i'm really interested in seeing how this all plays out. :D )

640
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: July 15, 2012, 09:13:49 pm »
http://dffd.wimbli.com/file.php?id=6666

I wonder if this had anything to do with it...
No. Thats just DFFD appropriately naming (numbering) the file for us. :D

641
Loyalty cascades when everybody has crossbows are quite interesting. Less job cancellation spam, more horrifying deathgasm.
You make that sound like a bad thing. :D

642
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: July 15, 2012, 07:47:55 pm »
Uvash Rakustsanreb, Speardwarf: I need a shield! I could grab one from that goblin corpse outside on the other side of the river.  Of course, the rest of the siege is still over there, and we have some downstairs in the storeroom.  I think I'll just go downstairs and get one of those shields instead.

(I really hope Uvash doesn't die.  She one shotted a goblin snatcher on her way to the bridge over the stream, and I thought that would dissuade her but, of course, it didn't.  Nine mace, flail and morning-star equipped gobbos, plus a lasher on an alligator in the stream are left.  I hope the marksdwarves can reposition in time to provide some cover fire.  They killed the gobbo's that dropped the shields that Uvash was heading over to get, after all.)


643
DF Dwarf Mode Discussion / Re: Stutters on 6x6 embark and larger
« on: July 15, 2012, 07:23:11 pm »
How much swap space is available for use on your system?  What OS are you running?  I'm assuming its 64bit, or having 8G of memory is a waste (32bit can only see 4G, and only use 4G minus what it allocates for internal addressing, so usually 3.25 to 3.5 G available).

The problem with this problem is that there are a number of variables that could be affecting it, and most of them directly affect the others.

644
DF Dwarf Mode Discussion / Re: Militia, Moods and Madness
« on: July 15, 2012, 02:10:37 am »
Being in an active squad only prevents moods for non-recruits. Presumably Etur still had no military skill at least novice level, and was thus eligible for moods.

You might want to de-construct the workshop, build an upright spear trap under him (use a single copper or silver spear), link it to a lever, and stab him a few times to remind him that he needs to go to hospital.
He was a Competent Marksdwarf from his time hunting Giant Kea Birds, Giant something-headed Love Birds, Giant Swallows and Giant Grasshoppers.  He wasn't active at the time, however, because of his injuries, so I think that trumped the "active military" aspect blocking a mood.

Wounding him it tempting, but I've got five or six hunters, so if he dies I'm not that concerned about it.  The idiot should have gone below instead of back toward the farm area before the mood hit anyway.

645
DF Dwarf Mode Discussion / Re: Strange Materials
« on: July 14, 2012, 01:49:40 pm »
Are you using any mods?

Does it dig out like ice?

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