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Messages - Oaktree

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256
DF Dwarf Mode Discussion / Re: windows, waterfalls and other pretty things
« on: December 12, 2012, 11:42:30 pm »
Alternative to windows behind fortifications (or a ditch) is putting it up a Z-level.

http://www.bay12forums.com/smf/index.php?topic=79133.msg2053575#msg2053575

I used to build these at the exits of my tunnels running out and then up to the surface as a way to detect ambushers and snatchers sneaking around.  (My replacement for that is non-grazing animals pastured on grates in the tunnel ceiling.)

257
DF Dwarf Mode Discussion / Re: Marksdwarfs and archery ranges
« on: December 10, 2012, 12:38:17 pm »
I'm not having any troubles with archery ranges underground, or with marksdwarf squads training in general.  I follow this checklist generally:

  • Sufficient crossbows to arm squad on hand
  • Sufficient quivers to arm squad on hand
  • Multiple archery ranges constructed1
  • Squad defined in military screen2
  • Marksdwarf squad assigned to a barracks -  used for non-archery training and drills
  • Marksdwarf squad assigned to multiple archery targets

1 - Constructed as separate 1x5 rooms. (I don't worry about recovering bolts, just make more!)  Construct the target at one end.  Remember to define it firing in the proper direction or it will not work correctly.  Define each target separately.

2 - Squad equipment specifically assigned the crossbow under "W".  Ammo assigned under "f" and verified to have a supply of the proper bolts on hand.  Scheduled for months with training (multiple training for two orders) and months with no standing order.  Squad can be left inactive in the alert section, but I usually activate them.

And periodically after being set up I verify that the squad is properly equipped (has crossbows and quivers) and has bolts (you would be surprised how quickly a few marksdwarves can shoot off a thousand bolts in practice.)

I have also noticed delays while things start up, but usually within a month one or the other squad starts visiting the range.  Another factor is a that Dabbling marksdwarves spend more time with combat drills initially it seems. 

258
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 10, 2012, 03:41:10 am »
Life in Shadeswords has been a bit cyclical for the past few years.

Every spring the mayor changes (there have been repeats, but none of the teens have held the post for consecutive terms yet.) 
The latest one keeps asking for figurines to be made.  Annoying.

The supply of brass blocks builds up a bit, and then is drained down in the construction of Castle Brass.  (Though at this point the copper roof is being worked on while the last outer walls are being erected.  Next step is interior furnishings, fortification carving, and installing the garrison and nobles in fine comfort.)

Goblin ambushers turn up a few times a year - no sieges yet.  At this point when an ambush squad is detected entering a tunnel one of the militia squads is chosen at random to go destroy it.  So the goblins are being axed, speared, sworded, or hammered by turns.  I should give the marksdwarves a turn as well.

A child went insane from a failed mood (I did not notice the kid hung up in a craftdwarves' workshop until it was too late.  Once the child wandered into his room I locked him and left him there to starve.  Listed as missing still since no one has discovered the body.)  Other moods have resulted in a few interesting items such as an adamantine buckler, but nothing truly wonderful.  The fortress does have three legendary armorsmiths now and a few weaponsmiths as well.  Useful for the on-going upgrade from iron to steel for the garrison.

Ravens and buzzards have been buzzing around the works.  Practice for the marksdwarves.  Plus one entrance now has a low entry and some cave crocodiles posted there.  They will be supplemented by grizzly bears assuming the pair the elves traded the fortress prove fertile.

259
It looks like there are four issues to be looked at for using mine carts as weaponry:

1. Loading - in this case dipping the car in a liquid-filled trench and getting it out.  It looks like rollers are needed for this most likely.  I experimented a bit with trying the ramp exploit to get loaded carts out and did not have consistent luck.  (Had it working for while with water in one location, but no luck with magma.)

2. Transit to firing position - this is using ramps and such to get the cart from where it was loaded to a position for firing.  Usually bringing cart up or down z-levels.  A complication in this is using switches or walls to allow for multi-directional firing.

3. Firing - Getting the cart into a position and velocity so that the cart contents are properly flung at the targets.  Additional factor here is the security of the firing position to keep the enemy out; usually using fortifications and open gaps.

4. Recovery - Getting the empty mine cart back to the loading location in order to repeat the cycle.

==

For recovery I have simply been putting a vertical shaft directly under the firing location. The cart slams into a wall - shoots the contents through a fortification located directly above the wall, and then drops down the shaft.  At the bottom of the shaft is a curved track ramp; this causes the car to roll off at which point it can be accelerated further as needed.

From multiple firing points the carts can probably be directed back into a common drop shaft down to the loading location.

Also, would an alternative way to handle firing be to move the car into position at relatively low speeds and then use the "barrel" to accelerate the cart for the last 6-7 tiles as it reaches the firing position?  Curved track ramps in serial order (aka "linear accelerators") can do this effectively and compactly. 

260
DF Dwarf Mode Discussion / Re: Siege: Happy campers
« on: December 09, 2012, 11:30:33 am »
They'll sit for quite a while sometimes.  Maybe a squad will attack every so often.

My solution was putting up archery bunkers on the border of the embark.  If the humans don't have a elite archer or crossbow leader I can then snipe them from relative safety until they break and retreat.

261
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 08, 2012, 11:04:12 am »
Ah, so you understand digital watches and computers at this point.   :D

After wheelbarrows come mine carts.  They are fun.  Brings a whole new level to storage and movement of materials.  And rapid movement of materials combined with sudden stops allows them to contribute to goblin mortality issues.  (Before you reach that point they already contribute to dwarven mortality issues.)


262
DF Dwarf Mode Discussion / Re: Most Awkward Fortress Death
« on: December 08, 2012, 03:54:19 am »
My first fort died to an ettin.   ::)

Came in and started chasing dwarves around.  Strangled a few, and that drew out more dwarves wanting the ever valuable *death socks*.  My criminally underequipped and undertrained militia fought it and wounded it so that it ran away and sulked on the edge of the embark for a while.  In the meantime I tried to get my wounded dwarves hauled inside and the other civilians back inside the walls.  After a while the ettin came back and started finishing off the wounded dwarves who had been left lying there for 2-3 weeks.

At this point I snapped, drafted my 35 remaining dwarves as recruits (no armor, some weapons) and attempted to get the ettin with a wave assault.  That resulted in more dwarf corpses littering the landscape and the beginnings of a tantrum spiral that finished off everything else.   :-\

When I did a reclaim I left a hatch unlocked by accident - and the ettin charged into the fortress perimeter proper.  And was caught in a cage trap.  (I didn't know at the time that semi-mega beasts were vulnerable to those.)  Said ettin proceeded to be a pain even after being captured due to various failed schemes to get rid of it.  Eventually it was turned loose into a trap corridor along with a bunch of imprisoned goblins where upon a serrated disc decapitated one of the heads and it bled out.

I've been lucky so far in that my cave-ins and aquifer floodings have been local in scope and not fortress destroying.

263
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 08, 2012, 03:33:27 am »
Shadeswords is busy.  Beneath the desert to the west of the fortress the orthoclase foundations for Castle Brass have been laid down.  The foundry is turning out brass block for construction to begin soon.  At which time the woodcutters and other workers will clear the surface for the miners to channel in to uncover the ready foundation so that construction of the main walls may begin. 

Enthusiasm in running high in the population as two of the last three moods have resulted in brass artifacts (a large brass serrated disc and a brass war hammer.)  The latter will be given to the appropriate militia unit while the former will get a place of honor in the fortification outworks where it can harvest the blood of the annoying buzzard flocks.

Goblin activity has been light recently.  There was a kobold incursion that resulted in two kobolds not being spotted until they were well within the fortress.  One even got into the main dining hall while sneaking towards the artifact vault.  At that point he was shot down by passing marksdwarves and then chomped in the head by one of the guard crocodiles in the dining room.  (The vault itself is guarded by two tame giant cave spiders.)  The other kobold was cornered by a spear squad near the Main Gate and skewered.

Militia training is proceeding well.  Some of the initial small units are receiving steel armor now, and have also started to reach "Lord" skill levels in their main weapons.  A "coinstar" room has been implemented for auxiliary training of armor use and has been very effective in that regard.

264
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: December 07, 2012, 05:58:40 pm »
Interesting device.  I just completed one that has two 2x1 retracting bridges in a 2x2 room.  Dumped 500 nickels in it and tested it on a squad.   :o

Impressive results in terms of Armor Use and physical stat improvements as well.  Combine this with using a Danger Room and a squad could be run up to Killer Dwarf in a very short period of time. 

A "civilian path" version would probably prove useful as well - keeps your reservists working up and with Armor User and stats increasing they will probably start moving faster as well.

265
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 06, 2012, 06:57:06 pm »
The mayoral merry-go-round continues in Shadeswords.  Solon Rulerfortress was turned out of office after only one term - and replaced by another 14 year-old female dwarf.  More promises of ponies for all citizens I bet.

The former expedition leader has been rewarded by being named baron.  His digs are still under construction, but orthoclase furniture that he is quite pleased with has been installed.  In the meantime he continues with his work as fortress manager and bookkeeper.

The militia squads and approach traps have been getting some work.  Four goblin ambush squads and a number of goblin snatchers have been obliterated.  The ambush squads are generating some odd pathing loops when sealed in, trying all the sealed exits in order rather than head for the fortress proper.  (Which seems sort of wise given the traps and marksdwarf squads waiting down that route.)  The local wildlife comes calling now and then as well - buzzards and now and then a few camels or ibex.  A welcome addition to the larder.


266
DF Dwarf Mode Discussion / Re: Will falling objects hurt flyers?
« on: December 06, 2012, 09:59:44 am »
Excellent.  Decimating the Clown Car with worn socks.

My dwarves salute you.

267
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 05, 2012, 01:14:20 pm »
Hmm, and Shadeswords has a new mayor.  A fourteen year-old female dwarf with the name Solon Iludgeshud (Solon Rulerfortress).  Destiny?

268
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 05, 2012, 12:26:33 pm »
Work was proceeding apace in Shadeswords when fortress life got interesting.  Calovi Oyifoamiya Eluthaci the Desert Titan has arrived, beware his fire!  (I guess he doesn't want dwarven outposts despoiling his sandy wastes.)  A monstrous one-eyed rabbit of all things.  But remembering what happened to the outpost of Caerbannog nothing of the lepus sort was going to be underestimated.

An attempt to trap the approaching beast between gates in the approach tunnels failed.  The militia gathered inside the Inner Gate since that was the best place to hit the monster with multiple squads from different sides.  Civilians were sent from the area and various doors locked down once it was clear that the beast was going to enter the fortress.  (Militia at this point is three axe dwarves of about Level 3, three spear dwarves of about Level 3, and two 5-dwarf squads with crossbows who are Level 1-2 with a Level 3 leader.  All in iron armor at this point with steel helms and steel melee weapons.)

The titan exits the approach tunnel and crosses the open area to the Inner Gate.  He then stops just inside the gate to destroy the glass portal there.  Not willing to wait for this to complete the dwarves attempt to rush him there since the immediate melee will minimize time for fireballs to be hurled.

The fortress militia commander is the first dwarf through the door.  As she opens it the marksdwarves shoot a volley of bolts as covering fire.  A bolt catches the titan in a front leg, chipping the bone.  The militia commander hacks the beast in a front paw, but only tears the fat open.  She dodges the titan's attack and hits it again in the lower body, but once again only tearing fat and muscle.

A second crossbow bolt hits the titan in the other front leg chipping the bone.  The titan falls over and slams into the ground. 
(I figured that an organic titan could be brought down easier than one made of a hard inorganic, but seeing some Level 3 combat dwarves do so well initially was surprising.)

A spear dwarf stabs one of the front paws chipping the bone while the militia commander hacks at the other paw and fractures the bone there while also tearing a ligament.  Some more stabs and hacks hit limbs and the rabbit's shell causing minor damage.

At this point the titan hurls a ball of fire into its own location, apparently to drive the dwarves back.

The coupe de grace comes as a marksdwarf head-shots the rabbit and the iron bolt chips the skull and tears the brain.  The titan then expires on the doorstep of the Inner Gate and Shadeswords lives another day.  (Anyone for stew?)   ;D

At this point early in its 3rd year the fortress is stable.  103 dwarves, with 28 of them children. (This was originally 35, but many are teens and are maturing into peasants and being put to work.)  The population is housed, the military has equipment and barracks, and the various industries are established and keeping up with demand.  Defenses against goblins and normal intruders are in place and considered sufficient.  Time now to train, upgrade equipment, and gather materials for a project.


269
DF Dwarf Mode Discussion / Re: Embark Area Size
« on: December 02, 2012, 02:33:14 am »
3x3 for the most part currently.  Can get parts of two, and sometimes three biomes in that size for a variety of surface and mineral features.

Seems to be a good size for my preferred fortress footprint of ~100 dwarves in terms of the edges not being too far away, but also not squeezing the fortress design either.  And my current designs are more vertical in format in any case.

270
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 01, 2012, 11:25:48 pm »
New world generated and a new fortress begun.

Shadeswords has been established on a rise in the desert on the edge of a serene plain descending to the east.  Seven dwarves have become sixty-two in just over a year's time.  There is little indication of their presence on the surface.  A few small roofed in single story buildings and some stone floored platforms.  Further searching will discover a few small and narrow tunnel entrances on the edges of the hill and one descending stair out in the plain.

Beneath the surface much more has been achieved.  Dwarves scurry about shifting stones, ingots of metal, and barrels of food and drink.  Living quarters are still spartan, but many industries are up and running.  The sounds of weapons clashing comes from the barracks.  Traders have come, but unwelcome visitors are expected.  And there are still many preparations to be made for their welcome.

So far things have been quiet.  Magma and two caverns found.  Plus a wide variety of metal ores to smelt and build with.  Steel so far is precious due to relatively small amounts of flux stone and a general shortage of wood for charcoal.  So iron is getting heavy usage so far, or which there is plenty.   

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