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Messages - SixOfSpades

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1051
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 08, 2013, 11:20:37 pm »
I just generated a dwarven civilization that worships Melbil ("Tome") Mindfullessons the Scholarly Brain of Prophets . . . as well as Sodel Oxsnuggles the Soapy Bunny.

1052
DF Dwarf Mode Discussion / Re: Starting Preferences?
« on: January 07, 2013, 08:36:57 pm »
Personally, I worry far more about the starting 7's traits and preferences than I do about their skills & equipment. Skills can all be trained through use, and once you get going you'll have more luxuries than you know what to do with, so most of my care is devoted to planning for what my starting 7 will be doing in 20 years, rather than in the next 6 months. So, this is how I roll . . .

Set up a "geological survey team" of Proficient Miners, 7 picks, and who cares about the rest. Embark. Look around, write the names & rough quantity of what stones/ores are available on the surface, then take a few "core samples" about a dozen levels down, scattered over the map. Write down those minerals too. Savescum.

Dwarf 1: The most important dwarf, "he" will be the expedition leader, mayor, military commander, and eventually duke. He must have a good name (my dwarves will not follow a Squirtedpainted or a Swallowedboot, they need a Towerstones, or a Skullhammer, or an Empiretrumpets). He must have preferences for materials likely to be readily available on-site (see: core samples) and/or reasonably useful to make. He must be at least a fairly good-looking (e.g., if he's female, he can't have clean-shaven hair) and have at least a fairly leader-like set of traits (intelligence, willpower, having good people skills, and self-control are the main ones). He is the only dwarf with a significant amount of starting skills: 1 rank in each of the 10 main social skills, nearly ensuring that he will never lose a mayoral election.
Dwarf 2: "She" will be the sheriff, captain of the guard, and eventually duchess consort. She must be the opposite gender of Dwarf 1, no more than 10 years away from Dwarf 1 in age, and have tastes and preferences that seem to mesh with Dwarf 1's. She should be at least reasonably attractive to Dwarf 1's aesthetic sensibilities (e.g., if she's male, she can't be short and scrawny with a very short beard). After they marry, the duke and duchess will do essentially nothing--which is good, in this case. The duke will socialize all day & thus make his grip on the mayoral office ever tighter, and ideally, the captain of the guard should never have any duties at all.
Dwarf 3: Chief medical dwarf. Unless I'm embarking in an evil or savage biome, all medical skills are going to be wasted--and even then, all they save is time.
Dwarf 4: Broker. 1 rank of Appraiser is all you need.
Dwarf 5: Bookkeeper. No skills.
Dwarf 6: Manager. No skills.
Dwarf 7: Architect. I like knowing that my structures were planned by one Legendary Building Designer, rather than 5 Adept ones.

After that, I throw all my embark points into livestock & supplies. Work-wise, I'll decide what roles each dwarf is going to play, and just enable those labors when I arrive. Dwarves 1 & 2 are definitely NOT assigned any "specialist" labors, like weaponsmithing or gem setting, although they may get "skilled" labors like masonry. (A fort should never have more than 1 weaponsmith or gemsetter, but you may want dozens of masons.) I might make all of the starting 7 miners, take them to Legendary status, and then put them into 2 military squads. It's kind of cheating to have a Miner Military, but if it's limited to just my starting 7, I think I'm justified in giving my officers extra protection.

Items: Mating pair of cats, and also some starting sheep OR turkeys OR dogs. Sheep are if I want wool, turkeys are if I'm concerned with overpopulation, and dogs are if it's an evil biome & I don't want to leave anything exposed to the weather. I make sure to bring about 25% more animals than I'll need for breeding stock, because some will be weak & scrawny and I'll need leather for bags. 3 to 5 units of magma-safe stone (influenced by Dwarf 1's preferences) and enough metal ores for however many picks/axes I want (usually 3 picks & 2 axes, unless I need to dig in right away), because I hate wooden axes. 10 plump helmet spawn, 5 of each other type of useful seeds. I may want to take some extra wood/stone/fuel. The rest of it goes to food: 2 parts booze to 1 part solid food.

1053
DF Dwarf Mode Discussion / Re: Poor Dwarven Losers Challenge
« on: January 05, 2013, 01:21:50 am »
Suggested new rule: Each of the starting 7 must be not only still alive, but a fully-functioning member of society, by the time the monarch arrives.

Suggested nasty twist: Edit the embark save so that each of the 7 has High Mastery in some utterly useless (and preferably moodable) skill.

1054
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: January 05, 2013, 01:16:40 am »
AIUI Wagon's are currently considered creatures to allow them to travel with trade caravans. (i.e. not creature = not move)

I think this is it - I've heard of people who have played as wagons. Not too sure how well that went for them, since wagons aren't exactly able to grasp stuff, but I'm fairly sure it's been done.
DO IT DO IT DO IT

1055
DF Dwarf Mode Discussion / Re: Site in search of a mega-project
« on: January 01, 2013, 07:50:56 pm »
If I were going for a "Towercrush," I'd build a huge glass tower with water/magma pipes running up the center, like you said, and with a long, winding staircase wrapped around it. The catch: There are TWO staircases--the outer one connects the top of the tower with the base (and everything else), while the inner one connects the top of the tower to where you expect to find the circus. In case of emergency, drawbridges can be raised so that the ONLY open path to the circus is the inner staircase . . . which is collapsible. When the clowns have almost reached the top, Pull The Lever, and rejoice as the tower crushes them. And because it's made of glass, everyone outside can watch.

1056
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: January 01, 2013, 04:25:01 am »
Zombified yak hair cancels Attack dwarves: Only a flippin' piece of hair.

Urist McStarving: "Well, guys, since our entire food stockpile got burned to ashes, I see that we have two choices: Either we eat some of these goblins that we just killed, or we wait for each other to starve and eat whoever dies first. I don't know about you, but I say we eat the goblins."

1057
DF Dwarf Mode Discussion / Re: Some questions about holding off sieges.
« on: January 01, 2013, 04:16:38 am »
And regarding dogs - I use them primarily for quick leather, meat and bones production
Indeed. Quite often, the best way to weaponize a war dog is to turn it into leather armor and bone bolts.


take 10 of your dwarves who have had some kills, preferably notable, and look@ their skills.  give them a weapon according to this.  let them train for years.  i had one of my speardwarves recently kill an entire ambush solo, and he got bruised once in the leg.
Variation #1: Create a Miner army. Mining is classed as a combat skill, is nearly effortless to train (you almost can't not have any Legendary Miners by the end of your 2nd year), and the way picks are coded in the raws, they're pretty much the equivalent of lightsabers. Take high-level Miners, turn off their Mining labor, put them in a squad, assign them armor, shields, & picks. Wait for goblins. Laugh hilariously.
Variation #2: Wait for a High Master Armorsmith & Weaponsmith. Weapons & armor get very nice bonuses if they're masterwork, hits that would normally sever nerves & tendons now only cause bruises (on you) or sever limbs (on them).
Variation #3: Do both. My duke is not impressive: "he is rarely sick, but he is flimsy." But he's a Legendary Miner, equipped with masterwork steel everything. I was afraid there might be some goblins out beyond the gates, and my duke was the only military I had, so I poked him out to take a look. Five ambush parties. He took them ALL on, even two groups at once. He got fifteen kills, the rest fled the map before he could catch up. He suffered three bruises, all of which healed before he even got back inside. This much overkill inspired me to make my duke my only dwarf allowed to fight with a pick.


I have no idea how to take "prisoners". I understand I have to use cages. Is it possible to use useless dwarves and slaughter them for my amusement?.... Actually, i'm going to go do that right now. What other things can I take prisoner and how? I have an army of 20 dwarves, but 5 are currently useless marksmendwarves because I have no quivers.
1) Make the only access to your fort a long, narrow tunnel filled with cage traps. Just about any creature* that steps on a loaded cage trap will be swallowed up by it to be "safely" disposed of later. Read the wiki on cage traps & their use.
* Your dwarves & their animals, and traders & their animals, are immune to traps, as well as kobolds and some extremely nasty things.
2) Do NOT directly attack any dwarf, unless you want your entire population to quickly self-destruct. If you want a dwarf to die, then I got 1000 ways to kill 'em, but telling your military to attack 'em ain't one. Look up "loyalty cascade" on the wiki.
3) Marksdwarves equipped with crossbows but not quivers/ammo will beat their enemies with the butts of their crossbows and gain Hammerdwarf experience.

1058
DF Dwarf Mode Discussion / Re: Some questions about holding off sieges.
« on: December 31, 2012, 06:59:49 am »
As far as I know, all building destroyers (not just GCS) have a range of 2 tiles, meaning they can reach over a 1-tile-wide moat and batter down a door on the other side of it. I can't imagine a troll sticking his arm through an arrow slit & breaking the floodgate on the other side--but that doesn't mean it can't happen, so you might want to protect your floodgate with an empty tile between it & the fortification.

Also--you say you have 2 war dogs. I remember being there once myself. Trained up some dogs, the only entrance to the fort is through a small room, A snatcher! Hide the children! "Great," I thought, "a goblin thief trapped in an enclosed area with 10 fully trained war dogs. This ought to be good." Couple of minutes later, the thief walks out, leaving 10 dead war dogs behind. Her left hand was cut open. That was it.

1059
First post after lurking the forums forever, but here it is
Spoiler (click to show/hide)
Made me laugh for reasons that I don't even know.
Even-Stable the Equivalent Equality, made by Eslo Match-Even? This Eslo must have worked for the Redundant Department of Redundancy. That's just...wow.
That's weird . . . I'm not finding "Eslo" in my language_DWARF. What does it translate to in yours? I'm hoping it means "balance."

1060
I have 50 dwarves, around 5 million ☼ produced, and both imports & exports are about 1.7 million ☼. My former expedition leader is now the duke of what's technically a village. I get ambushes all the time, but never a siege.

1061
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: December 24, 2012, 11:54:04 pm »
Ral Itebsibrek, broker: " . . . and because the liason said you wanted toys, here's a wooden boat we stole from the elves."
Bomrek Dastotzon, trader: "Decorated with larch, nice--wait, did you say you stole it from the elves?"
Ral Itebsibrek: "Yep. Even came right out and told 'em that I was doing it, too. Man, were they pissed."
Bomrek Dastotzon: "Heh, heh, good for you. We'll pay extra for that one."

1062
DF Dwarf Mode Discussion / Re: No Iron; Creative Solutions?
« on: December 02, 2012, 10:54:53 pm »
Ask the goblin liason to send regular shipments of iron, copper, bronze, and silver. As you have plenty of flux stone (marble) and fuel/carbon, the production of steel will not be an issue for you.

1063
DF Dwarf Mode Discussion / Re: Can't become a Barony.
« on: December 01, 2012, 08:20:59 pm »
Do you have to give offerings to become a Barony?
You do not. My current fort became a Barony by Year 3 or so, and a Duchy a couple of years after that, and we've never offered a thing to anyone--although we do give every trading caravan a 100% profit margin. My population cap is set at 50, so my guy is the Duke over a village.

1064
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: December 01, 2012, 12:13:54 am »
Kogan Koganulab, Miner: "Well, you see, boss, it's dangerous mining where you want us to go . . . you never know when you might open up a cavern, and then who knows WHAT might be on the other side, waiting to grab you.  So I'm thinking that we miners should all wear armor when we're digging."
Rith Dastotral, Woodcutter: "The hunters and we all feel the same way. I mean, if Sarvesh the jeweler gets to wear steel gauntlets while cutting gems, why can't we wear helmets when we're out foraging beyond the castle walls?"

Uvash Sibrekfath, Cook: "Sorry, we're all out of that ☼peacock meat roast☼ that we advertised . . . there was such a rush, we didn't expect that many customers. All we've got left for you now is some raw plump helmets."
Ezum Ingizilral, Mechanic: "Ahh, big deal. Food is food."

Id Bembulavuz, Engraver: "Just thought I'd double-check everything with you, boss, before I started carving that mural that's going all the way around the throne room. After all, I only get the one chance to do this right, and I'd hate to engrave the wrong thing in the wrong place."

Nish Erithbekar, Animal Trainer: "A goblin ambush? Ha. My highly trained war dogs will make short work of them."

1065
DF Dwarf Mode Discussion / Re: Using artifact in artifact.
« on: November 27, 2012, 11:17:16 pm »
Is it possible to decorate artifacts? If so, your jeweler might be on an "Encrust Finished Goods with blue garnet/R" bender, and the glove happened to be nearby. That would also generate the TSK flag.

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