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Messages - Oaktree

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271
DF Dwarf Mode Discussion / Re: Fort Full of Heroes
« on: November 25, 2012, 10:11:07 am »
I basically go with two "uniforms" - civilian and military.  Put it on "replace clothing" and am careful about assigning dwarves to squads until after I have accumulated enough clothing, armor, and weapons for the squad to use.  And I have given up on messing with socks.

In an iron/steel poor fortress I might split the military uniform into a "alpha" set with full steel and a "beta" set with any metal armor.  Reserve formations use the "beta" uniform since it's not as good. 

Civilian - Metal Cap, cloth hood, tunic, cloak, mittens, trousers, low boots

Military - Helm, Mail Shirt, Breastplate, Gauntlets, Greaves, Metal low boots, Cloth hood, tunic, cloak, mittens, trousers.

Using high boots gives some overlap cover the legs with the gauntlets.

And I fully armor my marksdwarves.  Yes, it might slow them down, but they also might need to deploy outside the fortifications in a pinch and I don't want to worry about having to suddenly issue more equipment or finding a marksdwarf squad that is fully equipped.

Per the extra layering I have not seen a lot of cases where it helps that much compared to the extra weight.  Though some of the recent research in the "efficiency of bolts" thread indicates that for receiving bolt fire double chain mail might be better than chain mail and breastplate.

272
DF Dwarf Mode Discussion / Re: Fort Full of Heroes
« on: November 25, 2012, 12:43:08 am »
I usually turn on masonry, furnace op, weapon and armor smithing for my recruits along with some hauling tasks.  (And maybe mechanics if I am building a lot of traps).

They build walls and smelt stuff.  And hopefully have dabbling armor or weapon smith in case they get chosen for a mood.  Mainly from making bolts and shields since quality for those items is not really important.

273
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 25, 2012, 12:30:47 am »
Dwarven acupuncture experiment going on!   :o

Four marksdwarves got shot up by a elite goblin archer and were hauled off to the hospital. 

Unfortunately two were dumped into the same bed - which triggers some sort of non-treatment bug.

Various solutions were tried over the last six months:
- Deconstructing the bed (which got one dwarf moved and treatment continued on him)
- Undefining and then redefining the hospital zone (no effect)
- building a retracting bridge under the unconscious dwarf and "popping" him into a bed (no effect on treatment status)
- building a upright training spear under the dwarf (his steel armor deflected all the attacks)

Luckily the medical staff was at least willing to give him water and food, so he lived through all this.

Finally built a copper menacing spike under him and got him stabbed in the leg.  The new wound got him picked up, put in a bed, diagnosed, and treated while he sleeps rather than lying unconscious.  (Though lying there for six months pretty much healed up his arm wound anyways.)

And I was willing to experiment since otherwise he was going to lie there in a coma anyways.

In other news a military shuffling of squads just put 160 of the 215 population into full steel armor.  Most of the reservists are now trained enough to be assigned to militia or full-time units.   Including a pick squad in steel armor - time to see if their training is sufficient to survive open battle.

274
DF Dwarf Mode Discussion / Re: Project Underworld: What Next? (spoilers)
« on: November 24, 2012, 03:26:25 pm »
Heh.  Now that is an interesting possibility.

275
DF Dwarf Mode Discussion / Re: new words for dismemberment
« on: November 24, 2012, 02:46:59 pm »
Spilling guts is already covered by the lovely "disembowel".   8)

How about a nice term for that explode-y effect when a goblin or mount (especially crocs) gets its teeth knocked all over the place?

276
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 24, 2012, 02:36:03 pm »
Beginning of Year 19 for Waterspear.

The 23rd siege of the fortress was repelled recently.  Goblins.  And one elite archer goblin put four of my better marksdwarves into the hospital.  Three are out and walking, though one has nerve damage in a hand and will thus probably be invalided out to a cadre or training squad as a result.  Fourth is receiving minimal medical service (food and water) and still needs treatment for a fractured hand.  (Beginning to suspect I will need to drop socks on him or something to generate a further injury to get treatment properly started.)

The 22nd siege got more brutally handled.  Five human squads camped out and milled about.  One charged in an open approach, and then were sealed in and obliterated by marksdwarves and a few melee squads.  (The trap paths have been fairly thoroughly scouted by their "diplomats".)  A second squad followed the first soon afterwards and got hit in an open courtyard by four squads of highly experienced melee dwarves.

A third squad camped in a small cul-de-sac on the far side of the fortress that was out sight of crossbow fire from the fortifications.  Undaunted, the military carried out a set piece assault.  Four melee squads charged from a nearby gate while marksdwarves went from a door to the top of a nearby wall to open fire on the humans and their mounts.  The humans were trapped and wiped out with no dwarven injuries.

The triumphant melee troops then traversed the fortress grounds to attack the remaining two human cavalry squads who were in disarray after their camps came under fire from marksdwarves in the western archery bunkers.  The pursuit and slaughter here ended the siege with sixty human casualties (75% of their force) in exchange for no reported dwarven injuries.

277
DF Dwarf Mode Discussion / Project Underworld: What Next? (spoilers)
« on: November 24, 2012, 01:52:54 pm »
Project: Underworld has been a long-running project by Waterspear to stake claim to the Underworld by opening up Hell, destroying the initial flood of demons, and then walling off the edges of Hell and the glowing pits to make the area secure for dwarves to walk around in.

Not breaking new ground since Aussieguy and others have pioneered processes for doing just this sort of activity.  However, the attempt at Waterspear was stretched out over a fairly lengthy period of time and was over-engineered in a number of ways.  To wit:
  • The preparations for the Clown Car involved both a "checkerboard" and a long hall of lever-operated steel spike traps.   The hall killed 98 of the 102 demons that emerged, and seriously wounded the remaining four - who are still sitting under the as yet unactivated checkerboard in a sealed in area.
  • The dwarves built down to the surface of Hell and established a bunker and archery post.  After a few fights with demons the bunker remained sealed and a "trap" was constructed in an attempt to seal in a demon.  This trap caught a forgotten beast, but a later trap did catch another demon.
  • With three demon groups sealed in the Hell biome did not spawn more demons.  With the only threat being a new FB wandering in the dwarves could then wall edges and floor pits with relative safety.  The main limitation was constructing blocks and hauling them into place*.

With the project nearing completion it looks like Hell will be conquered with a very low number of casualties; two.  A sword dwarf who was melted by a demon's tossed fireball, and a child who was pushed into a eerie glowing pit by a demon's web attack.  These early encounters indicated that unless more demons were trapped and sealed off the project would be massively bloody with possibly irrecoverable losses.  (And there were enough fire-based and web-using demons in the mix that constant fights and heavy losses were to be expected.  Luckily, the two known types with a boiling extract or poison gas were already trapped!)

So, the poll is to see opinion on what to do now that this section of Hell has been claimed for Dwarfdom.

*- On the logistics of walling in Hell.  The fortress had five Magma Kilns since about Year 2.  These have been generating earthenware bricks for construction projects  on the surface or below since being constructed.  An initial estimate of 3500 bricks were built and stockpiled at the bottom of a shaft near the lone adamantine spire on the 3x3 embark.  Since the spire's passage through the Magma Sea was not straight each brick had to be individually hauled from the bottom of the drop shaft to the bunker at Hell's bottom, and then redistributed to stockpiles for building the walls, stairs for scaffolding, and flooring the glowing pits.  The size of the last were severely underestimated and even more bricks have since been made, moved, and used.  (The time waiting for a third demon type to get trapped was not entirely wasted - this was used by the haulers to move the initial allocation of bricks from the bottom of the shaft to the bunker stockpile.)
[/list]

278
DF Dwarf Mode Discussion / Re: Fort Full of Heroes
« on: November 24, 2012, 01:06:58 pm »
Not hard to do with time and equipment.

Like commented earlier you can armor your initial experienced dwarves and use them for primary defense while you wait for migrants and other draftees to train up and be added to the squads.  Or be lucky and have experienced combat fighters migrate in.  Have a cadre of trained personnel keep the fort running, and the rest can split time between fortress work (hauling and projects) and military training.

As your equipment stocks grow you can earmark more squads for active duty and they then get experience patrolling and fighting.  Soon enough you have the capability to start hunting down enemy siege squads and put the hurt on them directly.

My current fort's military is pretty experienced:
115 Dwarves in full steel armor (serving in a squad that trains 11 months of 12, of 8 of 12)
20 Axe (18 of Level 12+)
 9 Mace (4 of Level 12+)
 7 Hammer (7 of Level 20)
 3 Spear (3 of Level 20)
10 Sword (7 of Level 12+)
 8 Pick (15+ level in Mining, cross-trained in Axe to Level 7-8 mainly to get dodge, Armor User, and Shield Use trained)
58 Crossbow (34 Level 12+ and a lot at Level 10-11; and many of these troops are cross-trained or cross-training in Hammer)

39 Dwarves in light armor (cap, shield, leather armor, weapon)
This is melee reservists in training with axe, sword, spear, or hammer.  Currently twelve of them are "lord" level and need to be promoted to a squad with full armor.

55 Dwarves in light armor (cap, leather, shield, weapon - usually xbow)
This is cadre tasked with fortress industry, food growing, etc.  Wide range of combat skills from practically none to Level 8-12 in Xbow or a melee weapon).  Just about every child that has made it to adulthood in the fortress is currently working in this sector doing scut work.

The fortress is in its 18th year and has seen off 23 sieges at this point.  Plus the occasional hand-to-hand with a few forgotten beasts and demons.  In addition the fort got experienced dwarves early on due to two previous forts being run for a decade or so with the same dwarf civilization.

279
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 21, 2012, 03:32:12 pm »
Project Underworld is over half-completed in Waterspear.   :o

Running short of bricks due to underestimating the number required to floor over chasms.  The brickyard is back into full production while the limited supply on hand is being used to give priority to completing walls.

The fortress also just had its first dwarf die of old age as a master cook keeled over suddenly while running an errand in the lower galleries.  A slab carved to examine cause of death indicated that she had "died peacefully".

Recent crafted artifacts include an adamantine crossbow, an obsidian sceptre, and a bone war hammer.

280
DF Dwarf Mode Discussion / Re: Deal with keas
« on: November 21, 2012, 03:25:21 pm »
There is a way - by exploiting something about wildlife biomes.

At any time a biome will only have up to three species of wildlife wandering around on it.

So, build yourself a biome containment center and use some cage traps.

Build a room with a door.  Optionally, you can add additional rooms with doors branching further off of it in a chain.

Now:
a. Catch kea with cage traps
b. Build traps containing kea in room
c. Build lever outside of room
d. Link lever to built traps
e. Close and lock door
f. Pull lever
Kea fly around free in room as representatives of biome, but locked away for stealing your stuff.

If you add the additional chains of rooms the kea will wander down that way.  Once they are all out of the initial room lock them into the additional rooms, unlock the main door and recover your cages and mechanisms.  You can also then repeat the process with another set of cages to lock away more wildlife if necessary.

I did this with a desert fort to keep the vultures and buzzards under control.

A variant of this is also being used in my current fort as a key part of Project Underworld.

(Edit) And another option is to catch and contain three other species that are not kea.  Since they are taking up the wildlife slots for the biome and are loose on the embark a flock of kea will not be spawned.

281
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 19, 2012, 07:12:48 am »
Lost my fort.

The defense system worked... slightly. Only some of the goblins died, others were wounded, and a couple were actually still functional [Until they got pelted with bolts]

So, I dig it deeper so there was a bigger fall. Urist Mc MayorMiner decided to cause multiple cave-ins and maim ALL my other miners.

Then another Goblin Ambush happens literally right afterwards, and we run out of wood to make barrels, and have no barrels for booze. Right after the Ambush is gone, a SEIGE [My first] shows up before I can restart my booze flow, one where the Cave-Crocodile-Rider decided to sit in a murky pool and all the gobbos just sit there partying... even when the pool freezes over, with the Goblin in it. We die of dehydration because I can't get the booze flowing fast enough which leads to deaths and a T-Spiral.

You do know that you can make booze holding pots out of stone or clay?  (The latter might require glazing as well depending on the type of clay.)

282
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 18, 2012, 10:42:29 pm »
A quiet few years in Waterspear.  Goblin sieges come and then go in reduced numbers.  Every so often they (or a ambush party) kill a human diplomat, and then the humans send a siege to get shot up.  The half dozen marksdwarf squads have fun from the fortifications, and then the melee squads sally forth and mop up.  In return, most of my combat casualties are from these same squads as the occasional elite goblin with a crossbow or bow takes a toll.

The kill leader in the fortress was just given an artifact adamantine battleaxe to work with.  We will see how it does.

Project Underworld is proceeding well.  Some initial issues slowing work concerning biome residents.  This has been settled and now the masons and haulers are working with very little interference.

Three Forgotten beasts in various places.  Two trapped by mushroom trees, and the third has been trapped as it spends eternity trying to destroy an artifact grate.

283
DF Dwarf Mode Discussion / Re: Fortress-wide conscription
« on: November 13, 2012, 02:51:16 pm »
That sounds like a true military fortress.

Here's my sketch for my next one. Miners and woodcutters uniformed, with extreme micromanagement of the military. No hunters, miners and woodcutters in their own uniformed squad.
Woman as markdwarves to stop the whole baby as shields thing, training on archery ranges that double as archery towers so I could have an instant response from all training dwarves.

All males keep their civilian jobs, but rotate several months in the year training in various barracks outside to guard for ambushers/snatchers etc. I think 10 squad training with 2 different positions assigned to train at different months would make sure all recruits get some training time.

The only problem I could think of is that if they eventually get to Lord levels of skill, would they not go back to their civilian jobs?

That would eventually happen.  That's one reason I keep inactive "Cadre" squads that hold my industrial specialists.  The squads lets me put them in uniforms (light armor) and do some training with crossbows for self-defense, but they mainly stay in the fortress and do their specialized tasks. 

My reservists train one season a month, wear light armor, and do a lot of masonry, hauling, etc. work.  Their training schedules are staggered so that I generally have enough haulers and such to keep the fort running.  If they get advanced in a weapon skill they might be promoted to a militia squad for more intense training.

My militia trains half the time and wears full steel armor all the time.  Squads staggered in training/patrols so that various barracks always have a squad on-hand.

Dwarves reaching "lord" status go into full-time military units (Army).  They get one month off-duty per year and otherwise spend their time training and sparring.  They get the brunt of patrol work and dealing with sieges and thieves since they can be moved to a location at any time and most of a squad will show up.  (And since their stats and Armor Use skill is developed they tend to get there quickly - I have axe dwarves that can outrun kobolds while wearing a full set of steel armor.)

(The one month off-duty is how I get the full-time squads to switch out worn clothes and pick up better quality weapons if they are not too attached to their current ones.)

Edit: Oh, and I noticed that I had a Lord level Marksdwarf in an inactive squad that Dwarf Therapist (and watching him) still showed him doing civilian tasks.  I assume that if I activated his squad he would then stop working.

284
DF Dwarf Mode Discussion / Re: Necromancer Traders?
« on: November 13, 2012, 01:02:02 pm »
Have your traders enter the map via a "tunnel".  Raised bridges to block the five tiles coming in from an edge.  Then ramp downward and a tunnel running to your Trade Depot location.  Wall in around the ramp and then roof the whole thing.

Wagons enter and exit that way.  Pack animals and guards enter that way, but will leave via other exits.

Thieves and siege attackers might "find" the entrance now and then, so have niches with guard animals and other standard defenses constructed for defending the tunnel as necessary.  (Though remember that wagons cannot cross traps and so forth.)

285
DF Dwarf Mode Discussion / Re: Fortress-wide conscription
« on: November 13, 2012, 12:52:09 pm »
I don't mean just all males or females.

I've missed something, why is this clarification necessary?

Using a danger room and avoiding putting females in danger room trained squads to avoid getting babies spiked.

I don't use danger rooms and thus do not split squads between males and females.  IF anything my current fortress is a matriarchy - queen, duchess, female mayor, and some of the leading military figures are female as well.

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