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Messages - celem

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796
DF Gameplay Questions / Re: Pit
« on: May 31, 2011, 12:29:16 am »
For that, build the cage with the giant (use "x" to expand the list of cages into specific cages), then build a lever somewhere safe, and link the lever to the cage. When the lever is pulled the cage will deconstruct and release the giant.

This is solid advice.  Some critters can escape when being dumped from a cage, stealthy types in particular and the strength of the creature in question may be a factor and a Giant is strong.  Building a cage with b->j and opening it via lever is always safe.  I dig my pit, mount the cage and hook it up, then wall up the entrance used by the mechanic before pulling the lever. 

Yes the giant will scare civvies, make your pit off to one side, if you make a room above the pit that has a 1-tile wide floor round the edges, stick an armour stand in one corner and assign your marksdwarves to the resulting barracks.


Auto-training, theyll even reload better than marksdwarves on a 'station' or 'patrol'

797
Theres no feature for adding waterskin/backpack as all militia dwarves will claim 1 of each regardless of uniform, they also upgrade these pieces like normal armor...so you can start with leather waterskins and finish with gold flasks

Also, I'd agree that the whole 'minimum to train' thing is confusing.  If only it was consistant I wouldnt mind, but as you said, squads of 2 will train when told they need 10.  In practice all my full-time militia squads get left on 10 while part-timers get the lower scores to provide more idlers.  The only real disadvantage with this type of setup is that if your squad contains say 6 dwarves, they probably wont begin the actual lesson till all 6 are in. 

With your 3 dwarf squads the ideal should be 2 minimum so that one can always be sleeping/eating/drinking.  In practice go with whatever appears to work the most important thing is getting XP on dorfs.

798
Its all the RNG I think that we see at work here.  My rookie with no def skills and copper armour takes 3 pages of bolts off an elite xbow goblin before bleeding out.  Xbow gob turns triumphantly and sticks a bolt instantly through the brain of a nearby candy axelord.  Some shots from bows/xbows are just massively fatal through just about any armour.  Brain and throat are weak-spots as with all weapons.  But if you dont hit the sensitive bits and you dont manage to chip bone...a crossbow bolt basically does nothing and its not unusual to have an invader crawl off map completely red and carrying half your bolts

799
DF Dwarf Mode Discussion / Re: Auto-reloading Marksdwarves
« on: May 31, 2011, 12:09:27 am »
Its a little different situation.  By using an armour stand and having them shoot through Forts you wont have the same ammo problems the OP is trying to avoid.  The real problem is their refusal to reload when they run out after being stationed somewhere with 'm' ('k' as we know causes melee in marksdwarves).

When they are firing but are still on their standard training and havent been moved from their barracks...I've not found significant hassle getting them to reload (my ammo pile is only 10~15 tiles from the pillbox)

Good research OP :)

800
DF Dwarf Mode Discussion / Re: Military Training EXP Analysis
« on: May 30, 2011, 12:51:50 pm »
This is how I run longterm games in high turnover situations like a FD game.  Candy armour goes to teachers not killers :)

801
DF Gameplay Questions / Re: Pit
« on: May 30, 2011, 12:30:28 pm »
archery range wont work alone.  marksdwarves must also have a regular barracks assigned or they wont use the range.  The way it works is they will train in the barracks you give em just like a melee squad learning hammer, wrestling/unarmed combat and defensive stuffs.  Whenever they aint doing that they will hang at the range and shoot.  It all works rather well but they do need both the range and the barracks to use the range.

802
The messages when issuing a kill order is weird.  It shows offduty dwarves coming onduty to respond to the station/kill order.  If you have the alert set correctly for the squads they should be permenant military unless released to eat/drink/sleep because enough dwarves are training already (as set by your schedule).

Double check you do have the active/training alert toggled for the squads and not 'inactive'

While on the inactive they hang around the barracks when idle but never take military titles (recruit, axedwarf etc), when on the correct fulltime training one they should title up and this is also the alert you want for sparring/demonstrations.

Since youve seen a couple of demos and the odd bit of sparring it seems this is set up right but cant hurt to check.

Also dont expect masses of sparring from recruits, it really starts to pick up around competant/skilled in their weapon.  Likewise demonstrations are basicaly useless unless the teacher actually has some skill in his subject (and preferably teacher/student/concentration skills all round), this is another thing that picks up later on as you start to get skilled squad leaders

803
DF Dwarf Mode Discussion / Re: No iron
« on: May 30, 2011, 06:53:24 am »
If its steel you really want  (and who is honestly happy with iron edged weapons) then the least 'cheaty' way to help yourself out is to give gobbos steel in the raws.  Or spawn a new race with access to it.  Then its just another goblinite product but at least you still gotta earn it.

804
DF Gameplay Questions / Re: Friendly Goblins
« on: May 30, 2011, 03:54:53 am »
I dont believe its possible to ever create a world where goblins do not war with dwarves.

With that said you can create 'friendly' goblins during Re-claims.  When you return to a fort that you have lost, any previously hostile monsters will become passive as you reclaim/embark.

805
This is probably the 'goblin blood bug'.  Disable truetype fonts and you wont suffer.  It seems to occur when theres a bloodstain with a really long name...probably a missing texture

alternatively keep the truetypes and run DFclean regularly

806
DF Gameplay Questions / Re: How do I make my military not suck?
« on: May 29, 2011, 03:04:42 am »
You can also give your dwarves more than one item per body part. For example, you can have Leather Armor, A steel chain shirt, and a steel beastplate, providing cover for the chest, upper arms, upper legs, and neck. This layering is really useful for keeping your soldiers alive, but it usually slows them down quite a bit, decreasing the chance of dodging an attack, or getting a quick strike here or there.

You are right, you can layer and should do.  However leather armour and breastplate are both shaped so you cant wear both.  You can do leather armor and mail or mail and BP.  you could also do double mail and BP.

A quick scan through the raws makes this easier to understand.  You are limited to one [SHAPED] piece per body part.

807
DF Gameplay Questions / Re: How do I make my military not suck?
« on: May 28, 2011, 12:22:24 pm »
To restrain civilian dwarves during ambushes etc. http://df.magmawiki.com/index.php/Burrow

Goblins have good weapons even if the metals can be lame sometimes.  You need metal armor to fight goblins in melee.  Leather wont do it.  If its early in the game and your guys arnt very trained then you need to massively outnumber them or use marksdwarves.  marksdwarves are your friend

808
DF Gameplay Questions / Re: Elf Traders throw a "hissy fit"?
« on: May 28, 2011, 04:43:06 am »
Theyre in the forest home right now complaining about how you stripped, robbed and humiliated them the dumping of clothes/goods adds their story credence :).  Expect a reaction....probably more giant eagles and less pig tail for a few years to teach you a lesson

809
DF Gameplay Questions / Re: Hot water
« on: May 28, 2011, 04:40:57 am »
That screenshot would seem to indicate that magma flows beneath the water....weird

810
I do helmet and mail shirt since my marksdorf uniform doesnt include a BP.  Prevents insta-kills whereas addy other pieces prevent limb loss

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