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Messages - Mushroo

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196
I'm trying to fathom how you people manage to get yourselves comepletely situated underground for several IG years without breaching the caverns, like, Beds, how do you do the Beds thing when you no have wood? Or gets charcoal for smelting that goblinite that you... aren't getting because you're locked inside anyway?  ???

Even if your embark has absolutely zero trees, you can still deconstruct your embark wagon to get 3 logs. 1 bed designated as a dormitory is fine for the first year until the caravan comes brining more wood.

I never bother with goblinite, personally, because the steel weapons/armor I can buy from the caravan are much nicer.

197
Here's a tip: too many beginners fall into the trap of digging: fortress entrance, fortress, stairs down to caverns. What this does is split your defenses so you have to defend against both surface and cavern hostiles.

Instead, put the stairs down to the cavern outside your main gates. Then you only have to defend 1 place, and it doesn't really matter whether the threat is a GCS or a goblin ambush: either way your troops/traps are in the optimum place to protect your fort.

Also keep in mind the game isn't a race to get to the bottom. It's perfectly OK to hang out near the surface for the first few years, and wait until your soldiers are legendary armor-clad before you dig down to the caverns. If your Hunters are legendary and have strong war animals then they will make short work of almost everything down there, with a bit of military assistance from time to time. (I like to have one squad per cavern on permanent guard duty.)

198
Your problem was breaching the cavern before you were ready. If you hadn't invited the GCS into your fort it wouldn't have killed your dwarfs, it's that simple. A single carefully-placed hatch cover could have saved your fort.

199
You can purchase metal bars from the caravans if you don't have any on your map. Also metal stuff (cages and anvils are the best) to melt down into bars.

200
DF Gameplay Questions / Re: farmer problems
« on: December 02, 2012, 09:39:35 pm »
Put your still workshops and your dining hall right next to the plump helmet farm and food stockpile. Then the hauling labor will be as short as possible to gather up the spawn. In fact, seeds don't spoil so you don't have to stockpile them at all; dwarves will pick up a plump helmet, carry it to the table next to the plump helmet field, eat it while they watch the plump helmets grow, spit out the spawn, and then a grower will run over and grab the seed right off the floor and plant it!

Also I recommend to have fewer, higher-skilled farmers (instead of more farmers but less experience per farmer), turn off the (o)rders, dwarves all (h)arvest option (so more experience) and use potash fertilizer. Each of these three steps will increase the number of plump helmet plants you grow per seed. So instead of brewing stacks of plump helmet (1) into barrels of dwarven wine (5), you will be brewing stacks of plump helmet (5) into barrels of dwarven wine (25) and your entire operation will be more efficient.

201
DF Dwarf Mode Discussion / Re: Military...how?
« on: November 30, 2012, 09:08:46 am »
Quote
Military in DF is super easy but people get into trouble when they try to make it more complicated than it actually is.

Here's my foolproof strategy:

When the first migrant wave arrives, choose the 2 best soldiers and put them in a squad of 2, training constantly non-stop, with wooden shields and training weapons.

Same for each new migrant wave.

When the caravan arrives, buy some metal armor and weapons for your 6 soldiers (3 squads of 2). Switch the squads to "metal armor" uniform. If you have metal on-site and can forge your own, even better, but not strictly necessary.

If you stick to the plan you will have 6 soldiers per year of your fort, and they will be Legendary in their weapon skill in no time at all. The trick then is to put their training barracks at places where they will be useful, like your main entrance, your cavern entrances, the trade depot, etc.

For marksdwarves, I train them as hunters, so they will become Legendary while simultaneously providing the fortress with huge amounts of food, which I cook into lavish meals to trade for all the weapons/armor/ammo/bars/anvils I need.

I was under the impression that making 100% of your squad train 24/7 with no relief or rotation really pissed them off. I've had dwarfs' happiness tank because of "patrol duty" even if they're only ever set to train, and that was in a squad where 8 of 10 were training. I know if their skill gets high enough they upgrade to their 2nd tier unit and this ceases to become a problem, but I can rarely get most to that point (especially melee) before they run out of happiness and need some off-duty time. What am I doing wrong?

I've never had a problem with military happiness; in fact they are often Ecstatic (took joy in slaughter, etc.) while my civilian dwarfs are miserable. :)

Training them 24/7 has 2 main benefits: first, they train faster (obviously), second, they do not mingle with civilians, which means they do not form friendships creating bad thoughts if one of them gets killed.

Needless to say you want a door/drawbridge between your barracks and main fortress, so you can isolate a berserk legendary swordsdwarf from the general population if necessary.

202
Life Advice / Re: Caffeine Addiction
« on: November 29, 2012, 12:11:14 pm »
Nobody has ever died from caffeine withdrawal, unlike some other drugs.

People quit heroin, cigarettes, alcohol, gambling, etc. every day. You can quit caffeine if you put your mind to it. :)

203
Life Advice / Re: Caffeine Addiction
« on: November 29, 2012, 06:40:19 am »
cold turkey is my advice.

204
DF Dwarf Mode Discussion / Re: Military...how?
« on: November 27, 2012, 01:49:16 pm »
i used to do that with marksdwarves, but you lose roughly half to goblin ambushes if you're lazy with them, as they don't run from gobbos but fire away instead, or just simply die from being hit in the head by a ranged gobbo.

What are your civilians doing outside in a month when goblins come? (late in each season) Use military alerts to move them inside.

205
DF Dwarf Mode Discussion / Re: Military...how?
« on: November 27, 2012, 12:13:37 pm »
Military in DF is super easy but people get into trouble when they try to make it more complicated than it actually is.

Here's my foolproof strategy:

When the first migrant wave arrives, choose the 2 best soldiers and put them in a squad of 2, training constantly non-stop, with wooden shields and training weapons.

Same for each new migrant wave.

When the caravan arrives, buy some metal armor and weapons for your 6 soldiers (3 squads of 2). Switch the squads to "metal armor" uniform. If you have metal on-site and can forge your own, even better, but not strictly necessary.

If you stick to the plan you will have 6 soldiers per year of your fort, and they will be Legendary in their weapon skill in no time at all. The trick then is to put their training barracks at places where they will be useful, like your main entrance, your cavern entrances, the trade depot, etc.

For marksdwarves, I train them as hunters, so they will become Legendary while simultaneously providing the fortress with huge amounts of food, which I cook into lavish meals to trade for all the weapons/armor/ammo/bars/anvils I need.

206
DF Gameplay Questions / Re: Stable basic fortress, now what?
« on: November 26, 2012, 06:01:28 pm »
Try to automate production of your fort's essentials so that most of your dwarfs can spend their time idling and drinking.

207
+1, and if you lose the occasional squad, it's only 2 dwarfs. And since those 2 spend every waking moment together, they have no friends to get sad about it.

208
40 dwarf army? 120 dwarf army???? you guys are nuts.

I do 1 dwarf per migrant wave, that's 3 soldiers per year. After 5 years that's 15 soldiers who are legendary or well on their way. More than enough to defeat any foe as part of a well-conceived defense system!

40 soldiers???

209
Busy weekend. Didn't have time to play DF. Does anyone know how to mod plump helmets so their only source is butchered plump helmet men? :)

210
Wreslters are not "useless" in my opinion--they are great as part of a mixed squad; they can hold down the enemy while squadmate with a weapon smashes in their skull! (legendary miners are great for this purpose and easily trained by mining a few layers of soil.)

There's a whole bunch of excellent guides and how-to's on effective military training in DF. It is completely possible to build a strong military without using exploits like danger rooms.

In your case I think the issue is that you didn't start with skilled weapon users. In my opinion you should either embark with 1 or 2 weapon-fighters, or wait for some to show up through immigration. Training weapon-fighters from unskilled without a teacher is a very long process. But put a migrant competent axedwarf in a 2-dwarf squad with a legendary axedwarf you trained yourself in 2 years and the progress will be very fast. You can totally have a kick-ass legendary army with home-forged masterwork armor/weapons within 5 years if you read the guides and use tested & proven methods!

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