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Messages - GreatWyrmGold

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50431
DF Dwarf Mode Discussion / Re: More marksdwarves, more problems.
« on: July 31, 2012, 09:57:13 pm »
So just started a new fort and I'm having problems getting my military off the ground.  Made a squad, 2 marksdwarves, gave them crossbows, leather armor and shields and set them to active/train with minimum of 1 dwarf training.  Firstly, they didn't turn into military dwarves for a long time, eventually got them to do so by issuing a kill order on some local wildlife.  No problem there.  However, when they ran out of bolts they immediately charged in with their featherwood crossbows until I cancelled the order.
Make silver crossbows, or give them a backup melee weapon. Sure, it seems strange, but what are you gonna do, try to stop dwarven stupidity?
Or use Station and Defend Burrow commands.

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Next problem is getting them to train on targets.  After they killed the animal, they still refused to reload.  They'd get "Go to archery practice" job, but wouldn't move at all.  They'd just stand there in one place until they got hungry or thirsty and moved on.  I made sure hunting was disabled on them, and it was.  Made sure they had ammo assigned, it was, then removed all ammo from hunters.  No effect.  Targets were facing the right way and active, and I had plenty of spare bolts.  Setting them to inactive got them to reload and occasionally train when I turned hauling labors off, but resulted in a lot of sitting around.  Unfortunately they seem to never reload when on any schedule other than inactive.  Not so much of a problem with these two because they're fairly skilled right now, but if I start conscripting peasants the activate/deactivate spam just to get them to reload is a recipe for a tantrum spiral.  Oh, and interesting note, sometimes when I give them a kill order on wildlife they'll start shooting at it from wherever they are when I give the order if they've got a clear line of sight.  Had a giant turtle man get shot in the brain from 100+ tiles away by my militia commader with a featherwood training bolt.  Not bad for a Competent...but still broken.   
Well, if they're not training but still kill stuff, what's the problem?

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Anyone know what's causing these problems?  I've had problems with marksdwarves in previous versions, but so far this version I've not had a single problem with them up until now.
No clue. I never use marksdwarves until I start getting goblin problems, so I'm pretty much just making stuff up when I can't make a mixture of what I've heard and what is common sense.

50432
Evil WEATHER only affects the surface. So, even the thin layer of soil between z-levels will be enough to protect you. Unless you build a hole in your roof, I'm not sure how deep it would go then. Well, rain would probably reach the bottom of the pit, but huskifying mists are anyone's guess.

50433
DF Dwarf Mode Discussion / Re: What happened to the vampires?
« on: July 31, 2012, 09:49:42 pm »
If it's such an issue...

1. Gen a new world with a good-length history.
2. Find a good spot and embark there.
3. Make a well.
4. Abandon.
5. Start an adventurer.
6. Have the adventurer find a vampire. Can't help you here, except to look in the capital.
7. Hit the vampire until it bleeds.
8. Put some vampire blood into a barrel or bag or something.
9. RUN!!! Everyone now wants to kill you, and their little dogs too! Sneaking helps.
10. Go to the abandoned fort.
11. Erm, when I said "and their little dogs too," you know I meant that their dogs would be killing you, and not that they would be killing their dogs, right?
12. Dump some blood into the water supply, and maybe some other places.
13. Give into starvation.
14. Reclaim.
15. Lock an appropriate dwarf in with the vampire-bloodied well.
16. Enjoy your new vampire! And, of course, the gear from your adventurer and the first expedition, but you've likely done that by now.

50434
DF Dwarf Mode Discussion / Re: Human Fort Query
« on: July 31, 2012, 09:43:58 pm »
Or, simpl switch the CREATURE:DWARF of the mountain entity and the CREATURE:HUMAN of the plains entity. Sure, there's the issue of humans having steel and mountainhomes and dwarves having longland grass and towns, but meh.

50435
DF Dwarf Mode Discussion / Re: Water buffalo in wall. And on fire.
« on: July 31, 2012, 09:42:07 pm »
Melee people CAN hit things above them, actually. Being in a wall might affect LOS, though...

50436
I think they'd be unable to pick up their stuff.

Trade, and deconstruct once they pack up their stuff. Or, let them be killed by goblins, and deconstruct once the goblins leave.

50437
DF Dwarf Mode Discussion / Re: Friendly (dragon) fire
« on: July 31, 2012, 09:39:50 pm »
Nope, because I don't know how they work.
...
Wow, and here I thought you knew more than Toady about how DF works.

50438
DF Gameplay Questions / Re: taming cave dragons?
« on: July 31, 2012, 09:36:41 pm »
You need to tame animals to butcher them, anyways. It doesn't matter if they're still members of The Bugs of Murdering or whatever the goblin civ is, they'll still be dragged off. When a dwarf is draggin' a dragon, the dragon won't be draggin' along any kind of hostility--the dragged dragon will just docilely be dragged.

50439
DF Gameplay Questions / Re: Can a baby be a Vampire?
« on: July 31, 2012, 09:34:34 pm »
sidenote:

babies are not given alcohol, so if it's 9 months old, it has gone 9 months without. ANY dwarf would be complaining by then, this doesn't make them a vampire. Have you checked if maybe the baby was from the dead dwarf?
I'm pretty sure that baby dwarves' alcohol needs are taken care of by feeding off of the mother.
...which indicates a level of alcohol present in the dwarven body that boggles the mind. I can imagine elves getting drunk after eating dwarf flesh...

Probably the child of the victim. When it is old enough to speak it will likely finger the culprit.
I can't decide which is funnier: A baby vampire, or a toddler growing up and remembering, "Yeah, when I was a baby, Mommy died. She was killed by...uh...that guy!"
Probably the former. Especially if vampire babies/children don't grow up. SCIENCE, anyone?

50440
DF Suggestions / Re: Noblemen in the Military
« on: July 31, 2012, 09:28:51 pm »

Nobles currently include generals and lieutenants and such, who would of course be in the military and probably arose from the ranks. That's putting aside how many nobles IRL were capable warriors and often fought in wars (even kings!); knights, samurai, and probably similar warrior-nobles in other feudal societies; and the fact that fantasy, which DF draws a lot from, is fraught with examples of high-ranking people who can beat up random peasants or anyone short of the heroes/villains with ease.

This is why I think it would be great to see Kings on the battle field with their own royal guard protecting them, either commanding the general or having him advise them on tactical decisions.

However, I was putting distinctions between the generals and lieutenants and barons because the military nobles are appointed, whilst the likes of monarchs are only appointed by armok.
Ah, missed that part and was focusing on how you said that nobles would all hate being part of militias (misread as militaries).
As to that bit: Again, varies by noble. Bookkeepers or brokers wouldn't mind more than other dwarves, and probably not ELs. Noble-nobles? Yeah, they'd likely not like being in a militia, and might perhaps not like being in combat at all (based on the individual's personality more than the position, most likely).

50441
DF Suggestions / Re: New profession - Herdsdwarf
« on: July 31, 2012, 09:26:01 pm »
Given the lack of treatment given to puppies, ducks, etc, who have walked in front of minecarts, I'm guessing they don't.

50442
DF Suggestions / Re: Noblemen in the Military
« on: July 31, 2012, 09:22:59 pm »
There is NO way a fortress of 10-40 dwarves could support an actual noble in the militia. Currently, as the name suggests, the "militia" best represents a group of armed and trained civilians who fight for their home and friends and stuff. Once forts can actually make armies, presumably real nobles would lead them.

That's not to suggest that a noble coudn't be among those trained civilians who fights for his home and his land because he has to. We can have aristocratic nobles without having an army, and those nobles can already be drafted into the militia. So yes, there is a way for a fortress of 10-40 dwarves to support an actual noble in the militia.

Perhaps in the case of the militia, we won't necessarily have knights and such. Maybe that'll act like it does currently, although the noble may be unhappy about being drafted into a commoner's militia. In the case of an army arriving though then perhaps we can get into the whole royal guard, pomp and all that.

Well, first off, while a noble might be in the military, he wouldn't expect a horse or anything more than a small fortress could be expected to make, or really anything more than a non-military noble plus a militiadwarf would get.
As to the second part: We need distinctions between part-time militias, full-time militias (cheesemakers and such that are training), and an actual military before we can worry about how nobles would feel about being part of a militia.
Other than that, pretty good points.

I think though we can be quite confident that a noble would feel a bit unhappy about being a part of any "militia" full stop, because even if we ignore the part-time full-time stuff we still have a clear distinction between the full "army" with generals and lieutenants and such and the "militia" which has a commander etc.

I'm sure the noble wouldn't expect much, but he'd certainly be a bit crabit about it. I would imagine he would at least demand a uniform befitting a man of his social status.
Nobles currently include generals and lieutenants and such, who would of course be in the military and probably arose from the ranks. That's putting aside how many nobles IRL were capable warriors and often fought in wars (even kings!); knights, samurai, and probably similar warrior-nobles in other feudal societies; and the fact that fantasy, which DF draws a lot from, is fraught with examples of high-ranking people who can beat up random peasants or anyone short of the heroes/villains with ease.

50443
DF Suggestions / Re: New profession - Herdsdwarf
« on: July 31, 2012, 09:20:26 pm »
Why create a new job? This should fall under the existing Animal Caretaking job, which has no use that I know of.

I believe they actually heal animals that are hurt. A bit like farriers or modern vets.

Actually, animal caretakers don't do squat that I've seen.
Still, dralthaherding or whatever would make sense to fall under animal caretaking or something.

50444
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: July 31, 2012, 09:19:20 pm »
Of course, either you'd need to be squandering your precious wood on bolts or you'd need war with the elves before finding magma. The former is stupidity on your part, the latter would require either not trying at all to find magma or being at war with elves already.

Still, I'd like to be able to gather up broken bolts and do SOMETHING with them. Or, at least, get them off the map.
Spoiler (click to show/hide)

50445
DF Suggestions / Re: New profession - Herdsdwarf
« on: July 31, 2012, 09:16:10 pm »
Llurist McWelshdwarf, Herdsdwarf and Catten McLivestock, Sheep have married!

They have decided to forgo any formal celebrations.


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