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Messages - Oaktree

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571
DF Dwarf Mode Discussion / Re: On Building a Military Efficiently
« on: November 08, 2011, 06:59:39 pm »
Making a special alert for sieges and giving a schedule order to your marksdwarf squad to defend a special burrow that only includes tiles next to the fortifications over your front gate helps immensely in getting marksdwarves to be effective.

When told to defend a burrow they will not leave it except to get ammo(or eat drink and sleep).  That allows your entire marksdwarf squad to fire at the enemy, instead of the one or two that happen to be close to the fortifications regular station orders do.


Also, make sure if you use dodging traps, any fallen goblins that somehow manage to survive have a way to get out of the pit (preferably still outside your fortress).  Squad leaders are often the first to fall into those, and sometimes if the rest of the squad can't reach their leader they stall and stand in place instead of moving forward.   

While that sounds good it isn't.  They will often stall outside of the range of your archers, which requires you to send a squad out to deal with them...in the middle of your dodging pit bridge...if the goblin squad happens to be archers it is even worse, as they will still open fire upon your squad, again, while they are on the dodging bridge.

And that is why I have a cover for my magma pit.  Cover the pit before you send your squad out to beat on the goblins who are camping.

Though I also have a bridge that raises to block the tunnel on the far side of the dodging bridge.  So it raises to trap the goblins in, or raises to allow me to mass melee dwarves with supporting marksdwarves just inside it to allow a short range rush on the goblins waiting on the far side.

572
DF Dwarf Mode Discussion / Re: Plant Science.
« on: November 06, 2011, 04:08:02 pm »
Silly question, but is there a chance the different tree species are subject to some sort of population limit in the same way that wildlife has pop limits in the various biomes? e.g. only so many adult goblin-caps can be out there at any time (but saplings are allowed), and after a goblin-cap is harvested that frees "space" for another sapling goblin-cap to mature.

I bring this up from anecdote of having pastures with non-maturing saplings about.  And then seeing a bunch mature at once right after I log out another area of the map.  (Though this simply could be timing since I tended to log at the same times each year.)

573
DF Dwarf Mode Discussion / Re: Desert Survival Challenge!
« on: November 06, 2011, 01:18:57 am »
My current fort and one previous that that have been desert/wasteland for 75-100% of the map.  I am not doing any "challenge" embark though and carry in tools and such (plus additional wood with the one.)  In both cases there are mixed biomes with one having (and the other not having) an aquifer - so I have water available once I dig a bit.

So far I like deserts.  Less wood has you thinking more about how you use it and what you can substitute for it in some constructions.  It also makes livestock handling different since grazing space is limited unless you take it underground.  Plus the wildlife mix is interesting - I'm seeing things like giant jaguars and camel herds.  And if you think rhesus monkeys can be annoying, wait for the buzzards and vultures to decide that it is time to raid your food stocks.

574
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 06, 2011, 01:10:02 am »
Murderconstructs celebrated its first birthday.

Wildlife raids are becoming a nuisance.  The badger conga line has a few giant badgers mixed in and now has to be steered clear of unless my limited militia (two axe dwarves with limited armor) is on hand.  Vultures and rhesus monkey raids have occurred as well and are filling up cage traps. 

Magma was located and the first magma smelters and glass workshops are active.  Supplies to them are being dumped down a 100 Z-level "drop shaft" since the magnetite, tetrahedrite, chalk, sand, and charcoal are all being found or made near the surface.  I hope to upgrade things in general shortly - weapons and armor for the militia, and also start churning out some materials for weapon traps to dissuade the wildlife and the goblins that will eventually turn up.

A third migrant wave arrived - 20 dwarves.   This took the adult population to 33 dwarves.  The new arrivals were not that useful of a skill set, but the fortress did need bodies to help with hauling work and spread out the workload.  And this will allow the two axedwarves to train more, as well as allow the formation of a few more squads to start training up.

Tons of tons of loose rock sitting around as the miners have been spending time on access tunnels, more workshop and storage space, and also digging out a cistern, large dining room, and hospital space in the marble layers found between the first two caverns.  Since the fort has a large vertical footprint things are somewhat spread out with small residence blocks for 16-20 dwarves being put in here and there between level 100 where the marble is and the level 140 surface.

The fortress also needs to start working out a trade industry.  No gold or precious metals so far like recent forts, so something more basic like cloth goods is more likely.  Though if the magnetite keeps flowing in the fortress can probably export iron or steel goods if necessary.

575
DF Dwarf Mode Discussion / Re: What do you do with idlers?
« on: November 06, 2011, 12:54:20 am »
My idler/low skill dwarves are generally given engraver and set to smoothing sections of the fort to make it look nice and/or prep it for the high-skill engravers to work on later.  If I have a project going building walls, etc. a lot get given mason to work on that, or mechanic to link up things, etc.

I also have just about every dwarf assigned to a militia squad so that instead of idling they go do combat drills.  Most of the squads are made just for that, they do not have active training schedules.  That way all the civies end up eventually with a few levels of weapon training, some dodge, and hopefully some shield skill.  This makes them better able to defend themselves (or run away) if ambushed, and also easier to incorporate into the military units as replacements.  And since they are not partying and sitting around they don't develop as many friendships.

576
DF Dwarf Mode Discussion / Re: The Siege of Gorerape
« on: November 05, 2011, 11:16:47 am »
By all means continue.  I was writing up battles and fort developments for a friend who doesn't play DF.

577
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 04, 2011, 10:53:19 pm »
Murderconstructs enters its first winter with a mix of news.

Aquifer found to the east - so a secure cistern should be fairly easy to set up, plus water available for traps or other projects.  (The main fort is on a biome to the west that does not have an aquifer, so there was no issue getting down to stone.)

First two waves of migrants came in, adding six dwarves to the founding seven.  Including a high master armorer and another trained miner.

Some initial fortifications are up to protect the initial position of the Trade Depot.  Walls, a roof, and a second level to hold a barracks is being worked on.  Lower levels have a smattering of workshops and more elaborate areas are being worked on such as a larger dining room in a marble layer and some levels of individual rooms to replace the current dormitory.

Dwarf caravan arrived, traded, and left.  I realized that this dwarf kingdom (and probably the goblins as well IIRC) have *no iron*, tin, or some other metals.  So trading will be for bronze and steel equipment.

Exploration tunnel downward hit SMR without encountering the third cavern level or magma.  Implication though is that magma will be ~140 Z levels down when located.  This favors a "deep fortress" with at least part of the population concentrated well underground and the migrants and caravans coming down to visit (or being ignored) while the dwarves take over the caverns.  So more tunnels being dug to find the extent of the caverns and whether there are vertical routes that pass all three to potentially be used for access shafts.

On the flip-side all the metal ore discovered so far is shallow.  Tetrahedrite and galena for the most part.  That is, until a tetrahedrite vein suddenly transformed into a large deposit of magnetite.  :D  With a deposit of chalk right beside it.  Limitation right now is very little charcoal and the fact that 2/3 of the map is a treeless wasteland.  Thus the need to find magma in order to get our armorer some steel to work with.  And then work out something to get the materials in one place with some efficiency.

578
DF Dwarf Mode Discussion / Re: Farming question
« on: November 04, 2011, 05:22:21 pm »
You guys rock.  I had somehow told my dwarfs to ignore food.  Of all the (logical) suggestions, it was the one I had yet to check--and the one I needed to.

Great help!  May your beard grow long, your temper short and your ax be ever covered with blood!

Hopefully not his own blood!   :o

579
DF Dwarf Mode Discussion / Re: How to get rid of magma?
« on: November 04, 2011, 05:19:55 pm »
I drain mine out via a magma-proof floodgate that leads to a grate over a "sump".  Grate holds the good stuff for picking up.  And the same access tunnel is also where I have a pump installed for pumping magma from the sump back into the pit.  The sump itself is connected to the main magma reservoir of my fortress via floodgate and fortifications in case I ever need to refresh the supply (and for the initial filling).

Oh, and depending on the surface you want to floor/pave the sump.  Otherwise you might get a tree growing there that blocks the drain.  Imagine being the dwarven woodcutter "volunteered" to go and clear that out...  :-[

580
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 03, 2011, 10:21:39 pm »
Abandoned an old fort and have started a new one with the same dwarf kingdom.

The outpost of Usanaban (Murderconstructs) is a few months in without major issues so far.  (Beyond a cat murdering my lone turkey hen when it tried to bite the cat.)

3x3 Embark into a three biome area. 

A sloping elevation change from southwest to northeast.  Southwest is higher ground with a temperate area with grass, shrubs, and the only trees on the map.  The higher ground changes to a rocky wasteland of granite pebbles and loam as it descends, and them into a mix of granite pebbles and sandy loam as it bottoms out towards the desert off-map to the east. 

Some murky pools amidst the grass for some initial water.  Though the survey indicates that the biomes to the east have aquifers in them.

The expedition is already underground with a dormitory, meeting room, and storage in the soil, sand, and initial stone layer.  The masons are building a small keep for the trade depot on the surface.  The miners are working on a downward exploration shaft and also expanding rooms in the stone layers for more workshops and getting some industry going.   The farmer is gathering plants and also has two small plots of underground plants (plump helmets) going; and a still is under construction.

The miners have found two cavern systems, tetrahedrite, galena, and also two layers containing marble.  Given the depth mined down so far thought is being given to making the current construction preliminary and locating the main residence halls, workshops, etc. deep for this fortress.  Finding a secure water source will be important in making this decision.  (I don't trust caverns as a long-term water source - they get contaminated by FBs too easily.) 

581
DF Dwarf Mode Discussion / Re: dev log- historical figure migrants
« on: October 28, 2011, 09:57:48 pm »
Imagine getting a Tholtig migrant...

The one that is, or is not, a vampire?

582
DF Dwarf Mode Discussion / Re: I love the elves for their animal trades
« on: October 28, 2011, 09:56:47 pm »
My RAWs are modded to allow Giant Desert Scorpions to breed.   :o

I also ran some tests pitting a few scorpions against annoyance wildlife (badgers).  Got one of my scorpions beat up a bit, but that venom is nasty if they get a sting in.  My guess is that like war dogs they're a distraction against enemies in small numbers but a swarm would be a much larger inconvenience to them.  A "scorpion bomb" in the outer keep while marksdwarves rained bolts from the walls would probably wreck a goblin siege in quick order.  Then again, a nicely placed archery bunker might do that without the scorpions - but would obviously be less fun.

583
DF Dwarf Mode Discussion / Re: I love the elves for their animal trades
« on: October 28, 2011, 09:45:56 pm »
My one fort got a breeding pair of giant scorpions from the elves.  8)

My current fort is collecting cats (jaguar, leopard, lion, tiger, cheetah) in both normal and giant forms.  Only breeding pair is giant cheetah and we currently have five adults and five cubs about the fort.

584
DF Dwarf Mode Discussion / Re: Awesome defenses screenshot time!
« on: October 27, 2011, 06:17:13 pm »

1.   Ramp up to Trade Depot and door to access trade good storage
2.   Security Drawbridge – this will seal off access totally
3.   Grinder Drawbridge – this will force traffic to use the grinder paths
4.   Tunnel to surface exit – includes an outer drawbridge and some weapon traps to deter wildlife
5.   Sniper port – connects to fortress for marksdwarf access
6.   Cage traps – will catch those that get past the grinders or thieves that evade detection earlier
7.   Outer grinder Hatch – pressure pad beside it will cause it to open and keep enemies in the grinder.  Protected from destroyers by Troll-Gard™ spike traps (10)
8.   Inner grinder Hatch – pressure pad beside it will open it and keep enemies from advancing further
9.   Pair of weapon traps that enemies keep running through.  Note also the pair of traps triggered coming into and out of the grinder side tunnels.  These are a mix of silver hammers, serrated metal discs, and other weapons.

Basically a standard set of grinders backed by cage traps and a few other refinements.

585
DF Dwarf Mode Discussion / Re: Close Calls
« on: October 27, 2011, 05:57:30 pm »
I've had a few.

1. A siege arrived.  And then I notice eight trolls pathing not towards my access tunnels, but the hill behind the fortress where I had some secondary walls and tunnels put in to protect my pastures from being used for goblin archery practice.  Turns out that in putting up a few more walls I opened up access across the top of a wall into the tunnels that led into the fort.  (Luckily there was a locked door somewhere on the path since the goblins headed to the tunnels and their eventual slaughter.)

So eight troll go in, pound down a door, and start towards the main part of the fortress.  I have a minimal militia with so-so training, and its mainly marksdwarves.  And they're busy elsewhere.  So I order my sole squad of melee dwarves to armor up and head off the attack.  Two hammer dwarves comply, and they meet the trolls in the tunnel.  Where one dwarf proceeds to destroy the lot of them with some cover help from his partner.  Seven kills and an immediate nickname.

2.  Testing a magma pump stack out.  Levers pulled to open floodgates, power up the pumps, etc.  I start tracking magma coming up the shaft - and then see it going off through a gap I didn't fill after letting a miner out who cut himself off making channels for power transmission.  I manage to get a fireproof door in place and the pumps shut down before the flow reaches the main stairwell and starts flowing down into sensitive areas.  However, an alcohol storage area and associated breakroom were set on fire and the place was off-limits for a while.

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