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Messages - celem

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226
@Meph: Gladly, will try and fix up the symbol, its alt-15 iirc? Got it.

After an arduous trek through steamy forest and tropical shrubland the intrepid pioneers finally reach their destination at the heart of the world's southern jungles.  Settling their loads at last they gaze around at their surroundings and take stock of their supplies before swinging into action...

Spoiler (click to show/hide)

The gnomes quickly set to work, digging out some storage and planting the food crops that need to go in as early as possible.  It wont be enough, sooner or later some kind of fishing will need to be implemented but it ties someone up too early for now. The lumberjack knocks down a few trees ready for the Beastmasters to designate shrines, while the aforementioned feral druids scout the area for wildlife worth drafting to the glory of Messiahblazes.  A trio of jaguars coming out of the broadleaf forest to the southwest are quickly dismissed, it's the one mid savagery biome and they are not Giant, therefore maybe a dwarf's weight at adulthood.  The river winding from the shrubland into the coniferous forest however turns up a trio of saltwater crocs and 4 Hippos, all of which are viable candidates being generaly angry and heavy.  The crocs get huge and grow fast, the Hippos take a more sedate 5 years to mature fully but become 1.5tonne tanks.  With these species in their sights, the Beastmasters direct scurrying Gnomes to setup some shrines.

227
A small band of Gnomes set off from their home to found a new outpost in a rapidly populating world.  Supported by their allies, the Dwarves, Men and Elves they hope to found a bastion of Light against the encroaching Dark.

After consulting the maps of travelers and traders they finally select a spot where The Accidental Jungle meets The Present-Hill of Towers and the decision was settled.  9 brave Gnomes would head into the wilderness and found a new beacon of natural harmony and technological wonder.

Spoiler (click to show/hide)



I've only dabbled with Gnomes thus far, enough to get to grips with the druidic system and basic Tinkering and learn how to build a viable embark, so dont expect loads of automated factories first thing.

Embark Party:
2x 'Beastmaster' Druid 5, Bite 5. - These are responsible for recruiting and training the animal militia.  Bite is a nightmare to train on most regular sentients (apart from Gnomes it turns out, ah well) and is the single most useful skill you can give most animal recruits.
3x 'Mechanics' Mech 5,  Farmer/Mach. Op/Glassmaker 5 - Midgame Artificers with useful side-skills
1x 'Stoneworker' Mason 5, Stonecraft 3, Arch 2 - pretty simple, early trade good
2x 'Minersmiths' Miner 5, W/Asmith 5 - spend the early game digging out the fort and the midgame forging.  I have this pair in almost every DF fort for like 4 years, my hope being that one is the first mood.  Sometimes..
1x 'Woodworker' Lumberjack 5, Carpenter 5 - pretty simple

3x Tigers, 1m 2f - Initial fortress defense, large enough to be longterm viable brawlers.  Couldnt get any bears except honey which is too small and canids are too small to frontline.

Its a masterwork embark (v5, no new humans) so that means 0.34.11 with almost all of Mephs options left as they come.  All the MW races are on, the only FDII race I included is frogmen for their really low siege trigger and they appear to have survived world-gen (they often dont).  Everything else has a fairly healthy population apart from Warlocks who are kinda designed to suck in worldgen, but there are a couple of thousand so they may show.  All the 'Harder X' settings are on, Fear the Night and Animalmen are off. (Animalmen behave oddly with gnomes.  They are hostile and cant be turned/trained/attracted, but your war animals will often ignore them entirely.)

Request a gnome by all means, requesting of specific Animals is possible too I guess.  Be aware that gnomes wont see combat anytime soon and quite possibly never in melee, they just dont roll that way.  Im also not building the time ma-jigger, it looks and sounds cool but scares the snot out of me, and to judge from the posts i've read it kinda scares (or at least worries) the guy who wrote it.

Gnomed:
Meph - Minersmith
Indigo - Beastmaster
Senshuken - Mech/Mach. Op

228
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 06, 2014, 12:48:50 pm »
Are succubi supposed to teach secrets to hostiles?  Not sure how this works, skimmed the interactions involved but dont know that aspect of RAWs, specifically I dont know the targetting syntax..

Im playing as Gnomes and had a succubus snatcher very early on.  Something went down, I think she got hold of a victim and made a break for the map edge but was caught and killed.  Now I have 2 Gnomes with the secret of Lust, which is fine by me, they make good workers.  Its a recordable and teachable secret through mundane means, but theres no way to utilise this in fort mode?

Also did the succubus target them or did they get caught in her trying to aoe buff herself?

229
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: August 06, 2014, 12:45:16 pm »
Aww, I was war-training them and teaching them bite.. :p

I guess can_learn interferes with the second, will they still wartrain without can_learn?

230
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: August 06, 2014, 12:23:58 pm »
Decided to give the gnomes a whirl while I wait for invasions in the new releases.  Lotta fun guys, nice work.

Some thoughts/observations/tips for others:

Pop:
At first I frowned at the idea of dismissing members of my civ at the nature shrine and ignored it.  However it's pretty useful later on.  You end up with a lot of children since they stay children so long, and while kids will have a couple of jobs they will do you cant alter them and they wont haul in a reasonable manner.  I had issues with a lot of idle kids whose skills were not useful, dismiss those.  Those who have a decent skill can be kept and allowed to train.

Related to this, watch out for child immigrants with outdoor non-workshop labours.  Fishers, herbalists and woodcutters.  You can only keep them indoors with a burrow, which is a good plan as they will get snatched a lot.  Burrow the kids inside the walls.

Wildlife:
Seriously, bring a decent druid on embark or cry.  It takes quite a bit of skill to persuade decent animals across, and the ones you really want can be very hard.  Likewise you need a high skill druid to wartrain the high end creatures.  Animal Trainer levels obscenely slowly, sure everyone in the fort has novice, but migrants with it I havent seen yet and you want it early and big.

Actually getting favor shouldnt be hard, just dont ever ever butcher anything yourself or keep stuff caged.  Keeping animals seems to constantly pad your score over time, with some exotics seemingly worth big amounts of credit.  I never had issues even with occassional combat deaths.

Using wildlife in combat as your defense totally works, but you need the right animals, big ones.  Dogs and wolves are about as small as a melee war animal should go with certain exotic exceptions.  Bears, big cats and large hooved/horned stuff like yak and up are best.  Even so you will have to armor your pets or they will get annihilated.  The animal armoring system worked really nicely, though needed some micromanagement of pastures and nicknaming animals so I could see what I was doing.  Training the animals helps hugely too, many will have bite primary attacks so my starting 7 included a pair of druid5/bite5 gnomes as beastmasters.  Trained grizzlys are tearing armored goblins in half with shakes.

Breaking pet bonds needs some serious skill for a high value pet, it was 2 years in before my starting druids had enough skill to pull off stuff like spiritwebbers.  I didnt play much with the formation/follow stuff but I imagine it's likewise needing of good skill for many creatures.  Clockwork/mechanical takes really high skill to wartrain too.

Clockwork:
I didnt tinker much with tinkering *hehe*, made some clockwork critters which worked quite well.  A handful of copper beetles scattered around the entrance as spotters were useful earlygame.  I also made a number of mechanical dogs which proved quite combat effective.  Note that mechanical animals need a really good druid to 'war/hunt train' at the advanced trainer but improve considerably with it.  I did make the cool clockwork pants for my smelter and forger so that they worked while they slept, that was great.  I didnt find the flowchart until late on, if you dont know the recipes its a little irritating, i used the manager to order end-products and then reverse-engineered the recipes from cancellation spam but it wasnt pretty.

Playstyle:
Good unique feeling to the race, I started by trying to play them pure vegetarian water-drinking.  You need a lot of wells for a big fort however and with harder farming enabled you will have a big job feeding the masses.  I added fish into their diet and things stabilized out.  I did no hunting and butchered nothing deliberately (an accident or 2 with weapon traps and animal-on-animal scuffles).  I didnt muck around with much of the machinery this time through the few bits I played with needed plenty power so definitely embark on flowing water for power, fish and drinking.  They are highly amusing in melee combat, I didn't make squads but the few times a gnome was on the receiving end of an attack they pretty much blew to pieces. 

Played 4 years up until attacks began to intensify past the point at which my purely animal defenses could handle.  They struggle once the hostiles start armoring in a serious fashion.  I'll do another more mixed play-through now that I have a handle on the animal system, which is epic.  Damn fine job.  I embarked on tropical moist brdleaf and mountain, both untamed wilds with wolves and grizzlies.  Wolves made good bodyguards while grizzlies are brawlers.  I swiftly picked up from the local area snow leopards which was awesome (proficient druid worked), then later giant snow leopards which was even cooler (It took a professional druid to attract a giant snow leopard with mixed success), and finally giant sloth bears which was also fairly brutal. 

Armored and trained the wild catches and used them as frontline defense until they bred and their offspring got tamed, then released the parents and replaced them with the next generation.  Remember that even gnomes cannot take every wild creature and make it (Tame), you still need to breed certain (Trained) creatures and tame the offspring to establish fully tame populations. 

Letting your druids spar for a bit unarmed will buff their fighter/dodge/strike/kick etc which they can then pass on.  But bite is what you really want to teach your animals and that climbs very slowly, hence embarking with biter druids.

?: Where is the whole 'Replace a limb with a mechanical one' thing done?  Couldnt seem to find a workshop for that, reactions didnt appear in the Artificer's.  Also gnomes will wear adjustable gauntlets, is that intentional?  seems to be the only animal gear they can wear but suited me fine, I produced loads before realising 95% of my animals needed none but wanted 4 boots.

Also, got plenty of leather from dwarven/human caravans, but bone is really tough for gnomes to source, makes you quite dependant on vermin for the leather II upgrade so bring a vermin-hunter.

231
DF Dwarf Mode Discussion / Re: 7x7 why?
« on: August 06, 2014, 08:43:38 am »
Cave-ins were working that way? Wow, that's definitely a feature I'd love to see come back! :) Though I understand that in this form it would create complications with current underground cavern implementation...

Im pretty sure Toady wants it back in some fashion or another.  It went with the switch to 3d if I remember rightly, and caverns is likely one of the reasons it was shelved.

My embarks vary between what people are describing here, and the old 2d-style where almost everything is on the same z-level.  If I've got a mountain range at my back, which I often do, then I lay out horizontaly and just run deep shafts for mines, cavern access and bringing up liquids, industry goes horizontaly and you get great oversight.
Otherwise a central stair with whatever 2x shift+arrow in each direction from it's centre is XD
I dont ever have the same stair run all the way from the surface though.  I tend not to have any given stair longer than 5-6 z-levels, breaking it to continue 1 tile across.  This is to minimise people falling down the stairs from the courtyard and splashing on the forge-deck right by the sea, which used to happen to me a bit.

232
DF Dwarf Mode Discussion / Re: Ballista daisy-chain - would this work?
« on: August 06, 2014, 08:07:40 am »
Īt wont fall 1 z and stockpile without creating a job.  Not unless this was changed since I tried this some years back with marksdwarves.  Might even be in the pillbox thread in my sig.  Infact the ammo will fall and survive but forbids like any fired ammunition.  There is a setting to fix that.  Anyway, even when unforbidden a hauler will come and get it so the pile wont go quantum.  even with a 1 tile pile and 1 fallen bolt, someone came and get it, then put it down at his feet and walked off happy in job well-done.

That said, channeling to collect misses works fine and is highly advisible.

Edit: Due to age and the time that has passed since I tried this...   I cant be sure I tried it with the fired ammo set not to forbid, by all means try it out and let us know.

233
DF Gameplay Questions / Re: Logs killing woodcutters
« on: August 06, 2014, 08:01:50 am »
That is very true.  Trees can be designated at any trunk section, so you can order your dwarves to perform full-on tree surgery if they can actually reach the canopy.  A given tree can only be designated on one of its trunk sections though, if you d-t a higher log then the ground-level one drops its designate.  Cut everything from the ground^^

Also beware of mass-cutting with empty woodpiles.  While my lumberjack has yet to be struck, swarms of haulers around him as he works is a poor idea.

234
DF Gameplay Questions / Re: Citizens occasionally being caged?
« on: August 06, 2014, 07:59:59 am »
Has to be loss of consciousness.  If theres no webs out there then as pointed out, only falling asleep or getting a stun effect on the trap tile will cause it to eat them up.

Them getting stuck up trees is a different and pretty universal bug, affects all the animals and other civs too.  The new multi-z trees give a second level to your map, any rise or fall in the ground and the lower treetops may become accessible from your walls or higher sections of ground, or they may climb up directly.  Their pathfinding panics a bit at this point.  Wild animals without discipline you can often scare down.  Build towers to rescue dwarves, dont cut the trees down, tempting as it might be.

235
DF Gameplay Questions / Re: A question on livestock
« on: August 06, 2014, 07:45:31 am »
The problem with queuing everything at once is they will cancel prematurely even if not starting a 'tug-o-war'.  Your shearer cuts 2 alpacas, then when he looks for the third its being milked...cancels, at least using manager he will milk it when its free.  Its a little less bothersome with the correct pairing.  milk/cheese and shear/spin.  dont cross those over on 1 shop.

You also sometimes seem to get odd cancellations from these jobs on repeat.  I used to set a farmer's workshop to shear repeat, spin repeat.  Dwarf brings a critter over, shears it, then cancels spin because he is handling large animal (hes taking the animal back), or because it was his first completed shear and someone already tasked the hair to go to refuse.  Or a dwarf comes by in the middle of the job and steals the animal to repasture, you might notice some 'job item lost' spam.  When the shear/milk job ends there are 3 valid jobs for dwarves.  One is the next workshop job, one is hauling away the product and one is repasturing the animal, strangely the repasture animal task seems to appear as soon as you start to milk/shear not finish, leading to animal stealing from poor low-skill workers. If your pasture covers the shops as well then you can kill one of these jobs as nobody will haul the beast other than the worker moving it into position..

All told its not as smooth as it ought be, but its not too much of a micromanagement nightmare with infrequent job batches.  A good layout for your pasture and workshops will be important, if any critter sets foot (hoof) outside his pasture he gets immediately tasked by an animal hauler and becomes unavailable to the shearers/milkers so i use an underground room with the pasture going right to the walls and a pet-sealed door.

236
DF Gameplay Questions / Re: Underground Ambushes
« on: August 05, 2014, 09:57:54 pm »
How long have you been away and what fort are you reclaiming?  What version did you start it in?

Did you breach the caverns before abandoning and subsequently wall it up?  Might be the cavern is considered 'seen'.  theres a dfhack for tha but not for v40_xx i think.   The 'ambush' notification pops up when anything discovers one, not just your civ, it just ought not when the tile is blacked.  MY guess some flag not reset on reclaim.

237
DF Gameplay Questions / Re: A question on livestock
« on: August 05, 2014, 09:53:23 pm »
You will get a certain amount of cancel spam from handling a dangerous critter pretty much no matter what.  Manager batches best bet.  Also dont shear and milk at the same time or you can get workshops fighting over an animal

238
Awesome.

Unfortunately you probably cant run her through justice.  She is queen and cannot be accused.  Which is probably how she survived so long under suspicion in worldgen, she cannot be convicted as she is protected by her office.

Too awesome to kill or just lockup, do something epic, drafting her to the military is probably also not possible due to title, but you could concievably pit her and dump ever larger wild animals on her to train a brawler vampire and civ members will claim leather as clothing, so flooding high quality leather will get her to take some allowing you to *armor* her.  Should pick by value so if you got high quality silks available you will need master leather and may need to decorate to get it claimed by civilians.

239
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 05, 2014, 06:49:22 am »
The birth on embark is a new 40_06 bug that toady acknowledged just recently in the release thread.  Breeding does not currently require marriage, which needs fixing for vanilla dwarves but has some awesome modding potential to save dfhack-iness or for vanilla civs with population issues and differant ethics like gobs/kobs.

240
DF Gameplay Questions / Re: The World is The Same as Ever
« on: August 05, 2014, 06:46:42 am »
You mainly get notes on your own civ's sites since that's what he hears about.  If they are not at war then not much is happening.  Not sure if rumour can spread via trade, ought to, just dont know if it's done.

Check your civ with the 'c' button and examine the positions, make sure they are all dwarves and that it's well populated and/or check it in the export to see that it's healthy

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