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Messages - Seraphim342

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271
DF Dwarf Mode Discussion / Re: Dwarf children: what jobs do they do?
« on: August 01, 2012, 05:06:44 pm »
Nice, thinking of doing that in my new fort.  Got a couple blue peahens just for that purpose. 

272
One thing about gathering refuse from outside, it can cause swarms of dwarves to go running to random corners of the map to pick up little trinkets left here and there, then get killed by ambushers.  Worth checking around ad mass-forbidding any areas where caravans got slaughtered, etc.  as I once had 10 dwarves get jumped when they went to go pick up bits of human and goblin left outside. 

273
DF Dwarf Mode Discussion / Re: Execution!
« on: August 01, 2012, 04:50:57 pm »
One efficient way of doing it is with an atom smasher.  If you only dump useful items from them, a lot of other killing methods will leave a lot of junk laying on the floor that can hurt your framerate.  So I just mass pit them into a 3x3 room with a retracting bridge and make them disappear. 

Removing just their weapons and using them as training dummies for your military is a good way, too.  I've also stripped them of everything and set my war animals on them, one of my tame Giant Cave Spiders has a name about as long as my arm now because of all the goblin kills. 

274
DF Dwarf Mode Discussion / Re: Engraving
« on: August 01, 2012, 04:48:11 pm »
Designating large areas to smooth before you start engraving is a good way to train up your engravers.  Also, engraving less important areas.  I usually do things like bedrooms and dining rooms last unless I get lucky with a legendary migrant.  If you engrave your high-traffic areas with low-skilled dwarves, the engravings won't be worth nearly as much and won't generate as many happy thoughts.  So, it could be worth engraving the floors in areas you don't look at much if you don't like the look of it. 

275
DF Dwarf Mode Discussion / Re: Dwarf children: what jobs do they do?
« on: August 01, 2012, 04:36:01 pm »
Also good to sacrifice on a deconstructions that requires one because they're generally useless. 

Anyone have the link for the dwarven daycare thread btw?

276
DF Dwarf Mode Discussion / Re: If dwarfs keep canceling construction...
« on: August 01, 2012, 04:02:24 pm »
A problem I've had recently is that a dwarf will cancel a wall or other construction due to a creature being present, and drop the rock he was using to make it in place.  Then when I unsuspend, he goes back, stands in the space, picks up the rock, and cancels because now HE'S standing in the space.  Fixed by removing the construction designation and placing it again. 

277
DF Dwarf Mode Discussion / Re: More marksdwarves, more problems.
« on: July 31, 2012, 10:15:41 pm »
Using featherwood deliberately because my first marksdwarf squad's going to become the fortress guard when I get to that point.  Beatings won't injure my dwarves, but the guard will still be able to deal with any goblins they run into.  My frontline marksdwarf squads will use silver crossbows.  Also, I can't use deend burrow commands because if I set them to anything but inactive they refuse to reload. 

The problem with them being able to kill stuff but not train is that it takes much more micro-management than I'm used to or feel like tolerating.  I haven't even had a kobold show up yet so I don't have any live targets but wild animals, but even with a bunch of armored gobbos as training dummies I can see this being a real pain in the ass when it shouldn't be, especially when I get multiple squads of marksdwarves.  Furthermore, I plan on eventually getting all my non-military dwarves trained at least a little in marksdwarf and carrying crossbows all the time to give them a better chance if they get jumped or my defenses get breached.  Having to make them all reload manually each time would be a nightmare.  Plus, broken stuff needs to be fixed not just coped with in my book, no matter how minor. 

278
DF Dwarf Mode Discussion / More marksdwarves, more problems.
« on: July 31, 2012, 09:49:03 pm »
So just started a new fort and I'm having problems getting my military off the ground.  Made a squad, 2 marksdwarves, gave them crossbows, leather armor and shields and set them to active/train with minimum of 1 dwarf training.  Firstly, they didn't turn into military dwarves for a long time, eventually got them to do so by issuing a kill order on some local wildlife.  No problem there.  However, when they ran out of bolts they immediately charged in with their featherwood crossbows until I cancelled the order. 

Next problem is getting them to train on targets.  After they killed the animal, they still refused to reload.  They'd get "Go to archery practice" job, but wouldn't move at all.  They'd just stand there in one place until they got hungry or thirsty and moved on.  I made sure hunting was disabled on them, and it was.  Made sure they had ammo assigned, it was, then removed all ammo from hunters.  No effect.  Targets were facing the right way and active, and I had plenty of spare bolts.  Setting them to inactive got them to reload and occasionally train when I turned hauling labors off, but resulted in a lot of sitting around.  Unfortunately they seem to never reload when on any schedule other than inactive.  Not so much of a problem with these two because they're fairly skilled right now, but if I start conscripting peasants the activate/deactivate spam just to get them to reload is a recipe for a tantrum spiral.  Oh, and interesting note, sometimes when I give them a kill order on wildlife they'll start shooting at it from wherever they are when I give the order if they've got a clear line of sight.  Had a giant turtle man get shot in the brain from 100+ tiles away by my militia commader with a featherwood training bolt.  Not bad for a Competent...but still broken.   

Anyone know what's causing these problems?  I've had problems with marksdwarves in previous versions, but so far this version I've not had a single problem with them up until now.

279
DF Dwarf Mode Discussion / Re: Cloth shoes are serious business
« on: July 31, 2012, 09:31:29 pm »
I noticed that when I made my most recent prisoner euthanasia system.  Was just a pit with a 15z drop onto some upright spikes.  Miraculously, some of the gobbos survived and any subsequent gobbos to land on top of them were completely unharmed.  They stayed fine until I dumped socks on them... >.<

280
DF Dwarf Mode Discussion / Re: Friendly (dragon) fire
« on: July 31, 2012, 09:28:48 pm »
The only time I ever had a tame dragon, I kept him in a little pillbox setup in my siege entrance channel, something like this:

WWWWWWWWWWWWWWW
WFB_____________________^
DFB______________________^
WFB_____________________^
W__WWWWWWWWWWWWW
   \/
 Fort
W= Wall, F= Fort, D= Dragon, B=Bridge

Had the channel lined with cage traps past the dragon's range to catch the first few waves of gobbos for training dummies, then once they started getting past that I'd drop the bridge in front of the fortifications holding the dragon as soon as they'd get in range and make some kentucky fried goblin.  Marksdwarf bunker above was just gravy.

281
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 31, 2012, 09:55:49 am »
I forgot that elves usually don't siege unless you offer them wood repeatedly.  Didn't feel I was ready for an elf siege for 2 animals... as far as damming the river goes, every time I've tried that in the past it's resulted in massive amounts of fun. 

282
Wanted to add a strawberry farm to my plump helmet production, so I channeled out half the roof of my farm room... cave-in killed my legendary+5 farmer and legendary cook.  Then a giant came in down one of the ramps that was left over, bypassing my walls, traps, and moat.  Everyone died. 

283
DF Dwarf Mode Discussion / Re: Crossbow Ammunition Testing.
« on: July 31, 2012, 09:43:44 am »
AFAIK bone bolts are still bugged, only stacking up to 5.  They're noticeably more effective than wood, even had them pierce gobbo armor easily, but the dwarf carrying them will only get 5 shots off.  Could be problematic with hunters as well, I've had hunters using bone shoot an animal 5 times and have it limp away while they go to reload or worse engage in melee.  Hunting animals help with this, though.  Bone bolts will most likely cripple the animal, while a hunting dog/tiger/GIANT TIGER runs in to finish it off. 

Side note:  Hunting Dragons = very bad idea. 

284
DF Dwarf Mode Discussion / Re: Crossbow Ammunition Testing.
« on: July 31, 2012, 12:48:22 am »
Just did a test with 5 vs 5 legendary +5 marksdwarves in full candy, one side using addy bolts and the other silver.  Silver won 5 times in a row with no injuries worse than a torn ear.  Steel did better vs. silver but still lost, managed to take out 1 or 2 of the silver dwarves each time.  Platinum destroyed everything else. 

285
DF Dwarf Mode Discussion / Re: Cloth shoes are serious business
« on: July 30, 2012, 09:26:14 pm »
Got two questions:

Does the object in question matter?  IE, would a boulder do more damage than a sock?  Or would an edged weapon do slashing damage?  Etc.

Does the distance it drops matter?  Would something be more effective falling from 10 z levels than just 1?

I had an identical situation to the OP (posted in the Biggest Facepalms thread), triggered the DAS in the down position with 1,000+ trash items on it and caused the dwarf pulling the lever to cease to be, as well as killing and injuring several war lions many blocks away.  The items launched (at least the weapons) acted like they would if they'd bee swung at the unlucky target by a creature or weapon trap.  Dunno if the way they behave when launched (DAS fail/win or Dwarven Auto Shotgun which needs a different acronym), or if just falling works separately.  I'll do some science in the morning.  In the meantime, it seems like bolts/arrows would be an excellent choice for this if that's the case.  Can be made in large stacks quickly with minimal resources and do piercing damage that can insta-kill through armor with a little luck.  Also come in large quantities from goblin claus.  Just have to do some more science to see if a stack will be launched/dropped as a stack or as individual bolts.  From my one experience with the DAS mishap it seems like they shoot off individually because I ended up with a couple dozen broken arrows all over the ground after I cleaned it all up and only had a couple stacks in the pile.  Would be nice, just drop a stack of silver bolts on each section of the bridge then each square beneath gets pelted by 25 bolts at once.  If not, then need to find a way to split the stacks into individual bolts.  Would also be really useful for auto shotguns.  Only problem I can see is that a portion would break, unlike socks or boulders, but would still be good for delivering a massive volume of fire at low cost. 

Sorry for the stream-of-consciousness word vomit.  Can't wait to test this though... would love to see a couple thousand bolts shooting out at once and making a whole goblin siege look like Leonidas at the end of 300.  The thousand Mountainhomes of the Dwarven Empire arise beneath you!  Our bolts will blot out the sun!

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