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Messages - Oaktree

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226
DF Dwarf Mode Discussion / Re: Caravans
« on: January 06, 2013, 12:40:15 pm »
Now let them in, close the entrance and wait for them to get insane. Then, wait for an elven caravan or gobbo siege and open the gates. Profit.

One time only profit since the next caravan will be much smaller since the traders vary size with profitability.  And also you'd get a lot of stuff that is probably "junk" as far as your fortress is concerned.

After the first few caravans the issue for me is generally not having items for trade to the caravan, it is the caravans having enough items I want from them compared to the piles of worn clothing, goblin gear, food, and other items I have that can be traded.  Almost a reason to settle in a place where I need the caravans for iron and bronze to melt down for weapons and armor - makes the trade system and patrols to protect their entry more important.

227
One place steel will probably be better than adamantine in terms of axes and spears are the alternate attack styles that a blunt attacks; pommel strikes with swords, blade flat with axes, and shaft strikes with spears.  In those cases the higher weight of the steel weapon will be superior.

228
I had a sprawling fort with workshops scattered about, pastures all over a 4x4 embark, and the traps in my tunnels at the *far end* of the tunnels.  Poorly understood military organization, burrows, and various commands that make fort management easier.  Lost 15-20 dwarves to an ettin and handled a minor tantrum spiral as a result.

Read the forum and wiki a lot for ideas for improvements and essentially used the fort as a testbed for some of them; animal ambush detection, archery bunkers, "grinders", etc.

The next fort was started with a much better idea of how to organize things, structure the fort for expansion and exploitation of resources, and how to keep it defended.

229
Might want to use dwarves or some race that you can armor better than goblins.  Goblins tend to skip using greaves, gauntlets, and boots.  Therefore a lot of the hits they take in "normal" combat can often hit spots with no metal armor.  Leading to even iron- or copper- armed axe dwarves being effective since they can chop limbs off through cloth and leather.  (Though I did once get a goblin civ that used chain shirts rather than breastplates and noted that the tendency for limb removal shifted towards lower limbs with fewer upper limb amputations.  I figured that was due to the copper or iron mail giving the goblins better coverage.)

230
I know that dropping items on things is different than melee strikes or bolt strikes, but can metal vs metal comparisons be done by dropping metal weapons on a target and testing for deflection/penetration that way as well?

231
DF Dwarf Mode Discussion / Re: Some questions about holding off sieges.
« on: January 01, 2013, 12:55:43 am »
Probably the easiest way to get caged animals or goblins into an "arena" for militia training is to pit them from a higher level.  Doesn't require hooking up the cages to levers, and your haulers can move most prisoners without issue.  It's generally a good idea to put a hatch on your pit location so that pit denizens do not scare passing civilians or haulers bringing more prisoners to be dropped in.

232
DF Dwarf Mode Discussion / Re: Trading with trade caravans
« on: December 31, 2012, 07:00:09 pm »
"Q" and put cursor on the Trade Depot building.  (Assuming you have built a Trade Depot building.)

If traders have arrived on the embark map and are enroute to the Depot you should have an option "g" to move items to the Depot.  Using this list select items to be moved to the Depot and potentially traded.  They will be marked "PENDING".

If you go back into the list after a bit you'll see items that have been hauled to the Depot already marked "TRADING" and ready to be traded as well as items that have not arrived yet still marked "PENDING".

You also need to get a trader to the Depot to trade.  Use the "r" option to summon your broker (if you have assigned one).  You can also set an option to allow anyone to do the trading.

Once the merchants have unloaded and you have a trader at the Depot the "t" option should be available to initiate trading.

233
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 31, 2012, 12:39:48 pm »
Not much happening in Shadeswords.  Playing with extended "fun" defenses.  Drop pits and ditches to the south and southwest for channeling attacks.  A circular mine cart track three levels down for potentially dropping invaders into.  Thinking about tapping the aquifer for a moat to the northeast to flood part of the "serene" plain. 

Digging a pit opened into one of the caverns and the mason trying to fix the hole got attacked by a giant olm.  When a few axe dwarves arrived to help out they found the mason pounding on the olm with his iron shield and copper crossbow (out of bolts).  (Most of the reserve military is tasked with masonry, mechanics, and hauling when off duty - but they retain uniform, armor, and weapons.)

The grizzly bear rooms at a few entrances proved fairly effective in dealing with kobold and goblin infiltrators.  However, two rooms of bears got killed when goblin ambush teams turned up instead.  Need many more bears, or more patrols around in case they need help dealing with intruders.

The garrison is now fully outfitted in steel armor - all the way down to the reservist units.  About 12 squads of full-time military at this point with four marksdwarf squads and the rest melee troops.  Enough to have garrisons and patrol squads for both Castle Brass and the Kill Box entrance to the main fortress.

The iron armor that has been retired out is being traded to the dwarven caravan.  Working now to reduce a backlog of extra livestock (limited pasture here in the desert) and the attendant excess of hooves, bones, and skulls).  A few more artifact soft-metal edged weapons are in weapon traps in the approach tunnels.  Including a nice gold menacing spike.

The goblin army put in an appearance for the first time in over two years.   Five squads of cavalry and three units of support monsters (184 invaders at once).  One squad loitered outside and then retreated.  Most of the other four came down to the Kill Box to visit while the Castle Brass garrison sortied to deal with some stragglers and chase the fifth squad.  Carnage below ground as traps and a series of shots from the mine cart shotgun broke the assault.  The marksdwarves finished off the rest before the melee squads could get involved. 

The haulers have spent the past two months doing nothing but hauling goblinite and recovered bolts, dumping corpses, and reloading the mine carts.  Fortress kitchens are also restocked with meat; cave croc, elk bird, and some giant olm.

234
DF Dwarf Mode Discussion / Re: Beekeeping: how do I keep bee?
« on: December 30, 2012, 06:25:00 pm »
Do you have jugs on hand for the royal jelly?  Then you'll need more jugs when you process the honeycomb into honey (liquid) and wax.

235
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 29, 2012, 05:09:56 am »
Still unimpressed by human sieges.   :(

Two cavalry squads came and simply camped out.  So the garrison gathered and then sortied out to attack one of their squad camps.  Hit the camp with a well-timed mix of marks- and melee- dwarves where the initial bolt salvo hit them right before the melee dwarves made contact.  The humans broke quite easily and started running, but by that time the mass of dwarves had lapped around their flank and very few made it. 

The dwarves then tramped over to hit the other camp - and the humans fled as the first crossbow bolts hit them!  And they ran fast enough that only a few were caught by the advancing melee troops.  (Axe lord is frustrated, not enough things to kill.)   >:(

At least there is now a nice supply of camel and horse meat products in the fort. 

236
DF Dwarf Mode Discussion / Re: Military squad names
« on: December 25, 2012, 10:20:42 pm »
I use the random names, and then edit a notation on the front such as "MX" for (Militia Xbow) or RA (Reservist Axe).  That makes them sort nicely in Dwarf Therapist by squad, and also easy to see in the squad list what the squad's status and primary weapon is.

In the current fort I have an aptly named crossbow squad: The Zenith of Bolting.

237
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 25, 2012, 01:35:17 am »
String of consecutive goblin sieges at Shadeswords ended at four.  Goblin snatchers and an ambush team turned up, and got killed in the tunnels with a single escapee.  This included a spear dwarf squad going out through another tunnel and cutting off an escaping goblin on the surface.

Summer was the *humans* turning up to siege the fortress since a second diplomat of theirs has been killed.  He talked to the Duke, made a stupid remark, and then walked out right into a goblin siege.   Idiot.  So the humans sent a squad to siege the fort instead of a caravan.  Their camp was set up for a day or so before it was overrun by twenty well-armed and well-trained dwarves.  Fourteen humans killed, and the camel that the leader was mounted on was decapitated after it attacked a sword dwarf.

Autumn was a visit by a few kobold thieves.  They discovered the new theft deterrent system.  There are alternate paths in a few of the approach tunnels (with the others being kept shut most of the time.  Instead of walking under peacocks and being detected - after which they simply run away, they now get to walk into a room full of war trained grizzly bears.  One kobold was mauled immediately by six bears.  The other ran for it and was chased across most of the map by one bear.  He stabbed the bear three times and managed to kick its teeth out before the bear enraged and ripped the kobold limb from limb.  (The bear has now been retired from guard duty and given some living space elsewhere in the fortress.)

Artifact creation has been sort of interesting.  A black bronze mail shirt and a zinc spear.  The mail shirt is attractive, but not to the protection standard of the steel being issued.  Not sure how good a zinc spear would be, but expect that even with an artifact bonus the metal is just not as good as well-made steel weapons.

238
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 22, 2012, 07:40:06 pm »
Last half of the year in Shadeswords similar to the first - seasonal goblin visits. 

Autumn siege was smaller, but turned in part into a running melee on the surface as the castle garrison chased stragglers from a few goblin squads that were not in tunnels.  This included goblin archers, so the melee units advanced in small rushes so as not to engage a large number of archers at once.  This went pretty well, though one axe lord was carted off to the hospital with a fractured shoulder.  (Good prognosis - no infection or nerve damage.)  The goblins in the tunnels fared as poorly.  Their main attack was blunted by having a mine cart full of pointy iron shot in their faces.   Marksdwarves and a charge by a squad of axe dwarves cleaned up the survivors.

Winter siege was four squads of cavalry with some giant rats in support.  The initial archer attack was shot up by the marksdwarves.  The follow-up assault by three other squads was sealed in, shot full of bolts, and then the stragglers hunted down in the tunnels and slaughtered.  Sixty goblins killed in that one, and three magma furnaces are working full-time to melt down goblin armor and single bolts.

An off-duty axe lord got a mood and made an artifact iron crossbow.  Since the captain of the guard already has one the leader of the #2 marksdwarf squad was issued this weapon.

Be interesting to see if the goblins make it five seasons in a row with launching a siege attempt.

239
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 22, 2012, 02:13:02 am »
Busy year so far in Shadeswords.  Another change in the owner of the mayor's office as well.  (Back to making figurines.)

Goblins visited in the spring.  Four goblin cavalry squads invited into the approach tunnels and Kill Box.  They decided to become permanent residents of the corpse dump.  (All sixty-four of them - first time I've managed to completely wipe out all the goblins in a larger siege in a while.  Only got half the support creatures though - one weapon trap on the surface took out seven giant cave spiders before jamming.   We also got some meat slaughtering mount corpses before they started to rot.)

Another goblin visit in the summer.  Smaller siege, and it turned messy when they and some giant cave swallows they brought opted to chase peregrine falcons around rather than enter the tunnels and die efficiently.  The swallows chased down and killed four falcons, then discovered that the neat tunnel leading below contained spear dwarves and marksdwarves.  The goblin cavalry forces (three squads) got off lightly - only 50% casualties.  Some killed in a tunnel, while a squad that was wandering around the surface got too close to a bunker.  It got shot up from there, and then hit from two directions at once by a well-timed rush of melee squads.

Got a nice steel weapon artifact.  But no one in the fort is trained to use maces.   :(

Cleaning up now by collecting goblinite and spent bolts for melting down.  Some lingering miasma in the tunnels from goblin bits about still.

240
DF Dwarf Mode Discussion / Re: Above ground forts?
« on: December 20, 2012, 05:05:01 pm »
Minecarts can be part of the defense.  Wooden carts, wooden tracks, and run over intruders with carts loaded with logs or clay.  Or use carts to dump loads of items upon them from on high.

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