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Messages - Oaktree

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241
Minecart Quantum Dumps do not play well with items being stored in barrels and bins.

For food and booze storage you might be better off just using standard space-hogging stockpiles.

242
Fast enough and loaded heavily enough and you can make stuff explode.
http://www.bay12forums.com/smf/index.php?topic=120502.0

As for rolling back and forth mashing with a cart there are designs out there that do that based simply on the known exploit of how curved track ramps currently work.  Does not even need rollers.

Mine carts came out and I think using them for transporting ore is probably 3rd or 4th on their main use.  Quantum dump, weaponized (cart cannons, frogger, etc.) and such seem to be the more common uses.  And they are a potential replacement for pump stacks for moving water and magma upward.

243
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 20, 2012, 12:24:59 am »
No goblin sieges in Shadeswords for over a year.  Patrols are dispatching goblin thieves and even a few ambush squads - which are good experience for some of the squads that have not been fighting the sieges head on.

Mainly working on minor improvements in the defenses, collecting materials for steel making, and seeing what artifacts the various moody dwarves are producing.   Some just don't get it.  The cook got a mood and made a *tin* cap; with spikes of tin.   :o

Others do more interesting stuff.  A weaponsmith made a gold spiked ball, menacing with gems and cat bone.  That's been put in the artifact weapon trap zone to greet future intruders.  (Now consisting of a brass war hammer, a gold short sword, an electrum battle axe, and the recently created gold spiked ball.  There's a brass serrated disc as well, but that was put up near the entrance gate to Castle Brass.)

And another shipment of armor went out with the dwarven caravan.  If you're wondering where those standard and (-) quality iron breastplates and greaves are coming from that the traders have, we're exporting them...

The duke (also broker and manager) tried to ship out some sceptres that were lying around.  They had already been packed away by the traders when the mayor found out, so some random metalsmith got sentenced to 80 days in the jail.  He's been given a jar of prepared food, a full jug of wine, and locked in so that the wandering kids don't bother him.

244
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 19, 2012, 06:15:17 pm »
The CMD of Shadeswords got a fey mood and grabbed the last adamantine wafer in the fortress.  He must also have a bit of a sense of humor.

He made an adamantine spear - named "Beachsandals".  Guess he noticed all the sand we have lying about here on our desert hill.  The new weapon has been assigned to the squad leader of the full-time spear squad.

While awaiting further visitors the masons and miners were put to work building a bunker in the northeast quadrant to overlook the pond and the edge where the hill leads down into the serene plain.  Nice split-level archery bunker went up fairly quickly and is already ready to be garrisoned when needed.  The pond is fairly full for a change with the winter rains.  Some pond turtles sighted, and the lungfish aren't wandering around as much.

The fort has also started unloading the lower quality iron armor onto the dwarven caravan.  The armorers are producing good quality steel for the reservists at this point, so the older iron armor is being phased out of the military completely.  The cadre units will continue using leather armor for the lighter weight since they are essentially last-ditch defense squads at this point. 

Time also to work out how to have fun with the war grizzly bears that have been accumulated.

245
DF Dwarf Mode Discussion / Re: Setting maximum population
« on: December 19, 2012, 01:02:39 pm »
I've been using a pop cap number of 75 or 80, and have the max baby/child setting at 10. 

Fortress populations have been topping out in the 95-105 range, sometimes with 30-35 children though.  However, a lot of the immigrant child have been 9+ in age and reach adulthood fairly quickly.  Nine years in and the fortress pop is 95 adults and six children with no babies currently about. 

And I think this will also affect child immigrants in future forts of this same world-gen.  They might show up as children, but will already be aged past the adult point and will turn into adults upon their first birthday at the fortress.

246
DF Dwarf Mode Discussion / Re: Urist Labordelight, Honored Guest
« on: December 19, 2012, 12:56:34 pm »
Give him a crutch to get around on, and then make him an inspirational figure by assigning him to be the fortress Champion or something.

247
DF Dwarf Mode Discussion / Re: Disturbing your Laying Hens?
« on: December 19, 2012, 12:55:11 pm »
I just put a series of enclosed nest boxes next to my kitchen and have a 1x1 pasture area in the "cell" I assign a hen/egg-layer to.  They sit there *all* the time.  If I want to hatch a clutch I just lock the door and wait.

248
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 19, 2012, 12:50:45 pm »
Shadeswords is in its 9th year.  The mayoral merry-go-round might finally be settling down, and the mayor likes sceptres and picks.  Annoying, but can be handled.  The duke continues his fascination with statues, so the fortress and Castle Brass as getting well decorated.

An artifact battle axe was produced... out of electrum.  It has been given its own weapon trap out in the approach tunnels next to the trap with the artifact gold short sword.  Both weapons now have kills, and have been useful in bruising and wounding multiple goblins during sieges.

The latest siege broke into two battles.  Traps and marksdwarves taking out two squads of goblin cavalry, some trolls, and a unit of giant cave spiders in the tunnels.  And the Castle Brass garrison sortied out to take on a few straggler trolls and a goblin cavalry squad that was advancing rather slowly.  Three dozen goblins taken out and the spear dwarves did wonderful work.  Picking up giant spider bits takes a while when a mine cart gun shot hits them since it appears to break them into ten or so pieces.

Will be curious to see if loss of their civilization leader in the past year will convert the goblins from cavalry back into infantry formations.

249
DF Dwarf Mode Discussion / Re: Pasture selector / issue?
« on: December 17, 2012, 11:13:16 pm »
I usually tab the display to get the animal list using more of the display and then it will show even the truetype list fully including the indications of whether the animal is caged, pastured, etc.

I also sometimes purposefully release the animal I want to re-pasture from its current cage or pasture first.  It makes them a little bit easier to spot in the list then.

250
A boulder drop would work as a quick defense.  For a repeating small area defense I'd say to use a mine cart since it can be automated without needing haulers to go fetch the boulders with the attendant need for shutting it off, other safety measures, or fortress casualties.

251
DF Dwarf Mode Discussion / Goblin Armor
« on: December 15, 2012, 10:53:10 am »
Curious what your goblinite is composed of.  A majority of the goblin civilizations encountered so far use the breastplate/cap combination that is so very vulnerable to axe dwarves.  But the mail shirt/helm combination has been seen as well; which is a bit more resistant to axe attacks, but allows the hammer dwarves to shine a bit more.

252
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 14, 2012, 08:23:55 pm »
Epic siege at Shadeswords.   :D

First of all, the artifact gold short sword was installed as a weapon trap at a junction of approach tunnels.  I figured it was an ideal weapon for pounding on goblins, thieves, mounts, etc. that could inflict injuries without getting a kill that would jam the trap.

The goblins arrived in late spring right after the elven traders made it into a tunnel running to the Trade Depot.  Four squads of cavalry (no flying mounts) and three squads of support monsters (cave crocodiles, giant cave spiders, more giant cave spiders.)  To top things off one of the goblin squads was commanded by the goblin's law-giver and sole living civilization leader.

Three goblin melee squads streamed into an access tunnel from the north while the spiders and crocodiles came in from the east.  A goblin crossbow squad loitered along towards an entrance and had little impact on the action.

The fortress garrison prepared for the defense by sending four squads of marksdwarves (5-6 dwarves each) to the fortifications of the fortress' "Kill Box".  (The access tunnels junction and then enter a large open chamber from the north.  This chamber is ditched to force attackers to run a zig-zag path to reach the fortress entrance at the south end.  The south side had fortifications for the marksdwarves.  On the west side is a fortification that a mine cart "cannon" can shoot loads of iron and silver weaponry.  Plus the mandatory array of weapon and cage traps spotted along the route.)  Dwarven melee squads are summoned a little later to rally by the gate and be ready to sortie if needed.

The two streams of attackers merge and start into the open area to be greeted by a storm of crossbow bolts from the waiting marksdwarves.  Goblin cavalry mounts are also being taken out by traps as well.  The numbers of the lead goblin squad thin out as they finish crossing the width of the chamber and start back on the "zag" side.  Their leader gets wounded and they start to retreat.  This causes the goblins to clump up a bit, slow down, and make a better target. 

A shot from the mine cart gun cripples the lead elements of the second squad and also pushes a number of wounded goblins and mounts into a ditch.  The second goblin squad starts to retreat as well.  The tunnel exits are sealed at this point to keep the goblins in.  This also locks out most of the goblin crossbow squad.

The support monsters are taking the lead now - sixteen giant cave spiders and eight cave crocodiles.  Traps and bolts are taking a toll, but they are advancing further and further along the path.  A shot from the mine cart gun kills a few, but they keep coming.

At this point a marksdwarf wanders out the gate and starts advancing down the zig-zag path towards the goblins.  He stops to fires a few bolts, but appears to run out and intends to enter melee combat with his copper crossbow.  He draws the attention of the remaining few giant cave spiders as they start tossing webs across the chamber and make transit a bit sticky. 

The marksdwarves are running low on bolts, so they are given orders to withdraw from the fortifications and reload their quivers.  Melee squads are deployed out the gate to take on the weakened goblin force head-on.  (At this point the spiders are dead, as well as the few crossbow goblins that got in.)  The line of melee dwarves meets the line of goblins and mounts right when the marksdwarf meets the goblins as well.  On the way an axe lord gets entangled in a giant spider web and triggers a weapon trap; leading to multiple injuries and the axe lord being disabled and unable to stand as he gets pummeled by iron spiked balls.

The marksdwarf in melee does fairly well.  He causes a elite axe goblin to dodge into a ditch, and then single-handedly kills a giant toad with consecutive hits to both rear legs and then a fatal crushing skull blow.  The regular melee dwarves then pass him and proceed to start carving up the goblins with sword, spear, and axe.  The goblins have scattered back into the closed access tunnels and the fight rapidly becomes squads of dwarves fighting in the various tunnels with the remaining goblin stragglers.

The goblin law-giver is found in a side tunnel suffering from a crossbow bolt wound and finished off.

The civilian population of the fortress is set to hauling bodies and pieces of bodies to the dump before they rot.  After that they have heaps of armor, weaponry, and clothing to haul off.  The wounded axe lord is carted off to the hospital for a multi-month stay that will include five splints being applied before he can leave.

Fifty goblins and mounts were killed, so a nice harvest of goblinite was had.  The weapon trap with the gold short sword did quite well in it's mission to inflict multiple wounding attacks without getting jammed by a kill.  Lots of bruises, but also a number of broken bones and torn ligaments inflicted as well.




253
DF Dwarf Mode Discussion / Re: Basic Mist Generator Questions.
« on: December 13, 2012, 09:19:28 pm »
Quick question about mist -- does it cover dwarves in water and wash off contaminants? If so, it'd be a great hospital feature.

Yes I think it does.  Mine is generating cleaning jobs and the occasional "dangerous terrain" spam message from a dwarf trying to clean on a spot directly under the pumps.

254
DF Dwarf Mode Discussion / Re: Kobold problems
« on: December 13, 2012, 09:11:04 pm »
I used dogs in pastures or on chains in the tunnels for quite a while.  And while they were pretty consistent, I also got fairly sick of seeing them getting knifed by the kobolds or snatchers.  Animal watchtowers or animals behind glass and ditch or fortification did not work consistently enough.

At this point I am pasturing non-grazers on grates in the ceiling above the tunnel.  A three-wide tunnel has three birds set up across the tunnel at some point near the entrance.  This has been pretty efficient at detecting kobolds, snatchers, and goblin ambush squads (not sure about necromancers).  Might simply be the volume of detection checks as the stealthers try to pass.   The birds tend to scramble around when disturbed and a dwarf needs to go set them back in the right pasture spots - so there is a weak detection point after the first one.  So I tend to send a patrol out afterwards to verify a follow-up sneaker has not made it in on that path.

255
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 12, 2012, 11:55:56 pm »
The goblin army has discovered Shadeswords.  And probably already wants to forget it.  The initial one squad infantry siege entered and was obliterated.  A siege with three cavalry squads (cave croc and giant olm mounts, no flyers, yeh!) turned up and the two squads that actually entered a tunnel to attack were sealed in and shot to pieces by a combination of marksdwarves, traps, and mine carts spewing metal objects (serrated disks, spears, and spiked balls).  Got some nice combat reports with marksdwarves getting one-shot head or heart hits on goblins at 14-16 tile range as the goblins were crossing the far end of the fortress' "Kill Box".

The fort's Captain of the Guard is currently styling about with three artifacts:  Artifact steel leggings, an adamantine shield, and a recently constructed iron crossbow.  He was racking up kills with the crossbow in the most recent siege.  An artifact gold short sword was constructed, but has not been given to a dwarf to carry yet.  I expect that though bludgeoning a goblin with it might work, it won't be anywhere as effective in penetrating armor as a steel one.

Surface work has slowed with the completion of the new recruit exercise yard.  This was a walled off section of hill that has some bunkers and open space for drill practice for squads in order to avoid cave adaption.  The youngsters (about 20) are about to get drafted and trained.  The hauling force will be much smaller, but the fortress industrial cadre should be able to handle things.  And the current garrison units will now be split between the current barracks and the new barracks located in Castle Brass proper.

The cat population is being allowed to erode away.  Vermin control is now being taken care of by a flock of tame peregrine falcons.  And the war grizzly bears have had two sets of cubs so far, so that population is starting to increase.  I might start posting them soon along with a few more cave crocodiles in order to annoy the kobolds.

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