Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Leonidas

Pages: 1 2 [3] 4 5 ... 82
31
DF Dwarf Mode Discussion / Re: Unblocking Floodgates?
« on: September 01, 2020, 03:12:48 am »
You can get it out.

You can dig a drain next to the stuck item, then flush out the item.

Or better yet, you could put a drain at the narrow point to the north where you tapped into the natural water, drain the entire system, and re-work the design to avoid this problem in the future.

To drain large volumes of water, dig vertical U/D staircases below the drain point. That's z97 in your case. Let the water drop four or five levels, then dig a large conduit that gets rid of the water. However you design the drain, make it big enough to easily handle the water that you're draining.

How do you get rid of the water? On a small embark, the map-edge drain works well. Just carve fortifications into the tiles on the edge of the map, and water will flow off the map. If that's not convenient, then maybe you could dump the water into a cavern and let it find its way off the map down there. You could also dump the water into the magma sea, though that will lower your FPS.

On the layer below the water, z97 in your case, build a way for your miners to walk out safely once the water comes crashing down. Include multiple doors on that corridor to make sure that the water doesn't follow the miners and flood your fort. Build retractable bridges on the U/D stairs on z97. Those bridges will open and close the drain.

When it's all ready, have your miners dig down stairs on z98 from below. The water will come crashing down, showering the miner but not drowning him or washing him away. If your drain is big enough, then all the water will flow off screen without backing up.

Draining the whole system will take a while. But once it's empty you can replace those floodgates with bridges, which can handle debris. You can also fix the original design problem, which was that you didn't build a blocking bridge at the water source when you tapped it. Always block fluid at the source, and then again further along in the system.

Here's an example from my current fort, where I drained a cavern at the map edge. The water is on z51. Those down stairs were the last piece of the system.
Spoiler (click to show/hide)
Here is z52, with a miner escape tunnel and retractable bridges blocking the U/D stairs. The drain is currently closed.
Spoiler (click to show/hide)
z49, 48, and 47 gave the water plenty of drop to avoid backflow. Since this was on the edge of the map, I edge-drained them all, though it probably wasn't necessary:
Spoiler (click to show/hide)
On z46 I started a double-height room to give plenty of space for the water to spread out before draining off the edge of the screen. This probably wasn't necessary, but I like to overdesign when fluids are involved.
Spoiler (click to show/hide)
And z45 was where the water finally hit bottom and started draining. This was a few years ago, so trees have grown up in the meantime.
Spoiler (click to show/hide)

32
DF Adventure Mode Discussion / Re: Retired Adventurers in a Fortress
« on: August 31, 2020, 07:07:44 pm »
the military adventurers were able to join squads.
Can they command squads? If not, it sounds like they are still set as noncitizen residents.
Yes, they can command squads. I'm not quite sure what they can't do, besides have their labors changed in Therapist.

33
DF Adventure Mode Discussion / Retired Adventurers in a Fortress
« on: August 31, 2020, 05:42:59 pm »
Here's how I prepared my current fortress. I made a small fort and retired it. Then I retired eleven adventurers into the site. Three of them had wandered the world and killed lots of things. The other eight were handmade scholars who never went on any adventures, though some of the scholars did wander the world on their own so they had to be herded back to the site by being grouped with other adventurers.

Here's the problem. Three of the retired adventurers are not quite full citizens of the fortress. Their information screens (z) describe them as citizens of the civ and members of the local government. But their labors in Therapist are shaded out and unresponsive, as if they were children or long-term residents. Though I can adjust their labors in the game itself.

It's not a terrible problem in itself. The scholar was able to join the library, and the military adventurers were able to join squads. Mostly it bothers me that I don't understand why this happened to those three out of the eleven. Is this a random bug, or is it somehow related to the adventurers themselves? If it's a bug, is there a fix? If it's related to the adventurers, then what could they have done to gain this semi-citizen status?

34
DF Gameplay Questions / Re: FB Won't Shoot Web
« on: August 31, 2020, 02:13:26 pm »
To shoot through fortifications, you need to be adjacent to them (or to have the high skill as mentioned in the wiki).
Yes, of course! That makes sense. He won't take the shot because he doesn't have the skill to get through the second layer of fortification!

OK. Time to redesign.

35
DF Gameplay Questions / FB Won't Shoot Web
« on: August 31, 2020, 01:11:54 am »
I caught a webcasting FB, and I've set up a silk farm. For bait, I used a sealed-in werepanda, as the wiki suggested. It's not working. The FB won't throw the webs at her as a dwarf or a panda. What's the trick to making the FB shoot webs?

Here's my setup:
Spoiler (click to show/hide)
The 1x7 drawbridge is controlled by the adjacent lever, so it's definitely down. And the bait is running back and forth trying to get away, so I know that they can see each other.

36
DF Adventure Mode Discussion / Re: How do i get a mount?
« on: August 29, 2020, 12:02:34 am »
Have messed around with the order function a bit and it still leaves a lot to be desired.  Might be a limitation of the game though, since I noticed my adventurer's horse wanders around the area I have claimed and built a small cabin as a establishing base of operations.  The horse will wander around the site, even after being put into a paddock and being ordered to stay and then letting the building function do it's thing.  Thankfully it does stay around the site, but still would be nice to be able to hitch mounts and pack animals to something while murderspelunking.
The downside of tying up the horse would be leaving it unable to run away if attacked. The Elder Scrolls games had a similar problem, as I recall. In Oblivion your horse would wait outside the cave, and there was a chance that it would be killed by passing wildlife while you weren't on hand to protect it. In Skyrim I remember a horn that would just teleport the horse to your location, though that might have been a mod.

In real life, horses take a lot of fussing over. I don't think you would ever leave one tied up and unattended.

37
DF Suggestions / Re: Save-able adventurer templates
« on: August 27, 2020, 08:14:55 pm »
+1

38
DF Gameplay Questions / Re: Jail Break
« on: August 27, 2020, 08:12:34 pm »
I took your advice and have been training 2 squads in ambusher, I really don't want to spend like 3 years doing nothing but hauling stuff back to stockpiles after reclamation. I've played DF for two years and have never reclaimed a fort just because the clean up is so daunting. Only going to send in an adventurer as a last resort.
Grinding up Ambusher skill with raids has nothing to do with retirement or adventurers.

Within fortress mode, just send out raid mission after raid mission under the (c) menu, assuming you've got some soldiers who are well trained and equipped. There's no need for those missions to bring back every type of loot. You probably just want artifacts and prisoners. The results of these repetitive missions are very dull. Soon they should all read: "Squad X searched the site and found nothing." That means you got your XP. You might get a message that they were observed leaving the site, which probably means that they almost failed their Ambusher roll.

You send the missions against a small site so that the soldiers can handle combat if they fail their Ambusher roll. Once they have several thousand XP each in Ambusher, they can successfully raid any site. Then you can rescue prisoners, steal artifacts, and steal animals.

If you want to attack sites and reduce their populations, that's a totally different skill set and training plan. Ambusher doesn't help you kill people. It only helps you steal things. The vocabulary that Toady chose in the missions area is rather confusing, so try to ignore the literal meanings of the words.

39
Yeah, you're probably at war. You can check in an option off the missions screen. I think it's c, and then c again.

40
DF Gameplay Questions / Re: Jail Break
« on: August 26, 2020, 06:45:25 pm »
Everyone I sent previously in has been captured. I was sending them on sneak raids set to only release prisoners and not the specified rescue mission, does it make a difference? Is one than the other easier or anything?
The type of mission determines which skills are checked.

A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission. The defenders use the site leader's Observer skill. If the raiders fail their Ambush check, then they go into battle as if they were on a Pillage mission, probably with a disadvantage.

A Pillage or Raze mission checks the mission leader's Military Tactics skill against the site leader's military tactics skill. This establishes a multiplier that affects subsequent combat.

If you don't mind some tedium, it's easy to grind up Ambusher skill by sending single-squad missions to weak enemy sites. Each dwarf on a raid mission gets 500XP to Ambusher, regardless of the outcome. So find a little hamlet with a dozen elves in it and send your squads there in a constant mission loop. After a year or two, depending on your embark size, they'll all be little ninjas with legendary ambusher. Then you can safely send them on raid missions anywhere.

Some caveats:
  • If you grind for XP like this, make sure that each member of the squad is physically on the map before you send that squad back out. The game will let you send the squad out earlier, but I think that risks a bug in which squad members never return.
  • Send your soldiers out in a seasonal cycle. Stop all missions towards the end of the season so that they're all home for the seasonal autosave. Then wait a week or so at the beginning of the new season to see if you'll be hit with a siege.

41
DF Gameplay Questions / Re: Jail Break
« on: August 25, 2020, 05:55:01 pm »
You could use the adventurer to reduce the site's population, then go back to fortress mode and launch missions.

42
DF Adventure Mode Discussion / Re: How do i get a mount?
« on: August 25, 2020, 01:37:08 am »
I concluded that mounts were more trouble than they were worth. They would fight and get injured because they had no armor. Or they would get scared, toss the rider, run off, and never return.

Pack animals, OTOH, I found to be extremely useful.

In either situation is it possible to tie up/secure a mount or pack animal before going into a cave/dungeon/tower?

I haven't played much adventure like some other players on these forums. But FWIW, here's my untested theory: You can talk to the animal and tell it to stay put. If you then lead or mount the animal and it later breaks free, then it will return to the last spot where you told it to stay. If you (t)alk to the animal and tell it to follow you, then you wipe out that spot and your location become the animal's destination. But just as with companions, the animal sometimes will not follow you if the distance is too large. But if his instructions are to return to a fixed location, then I think that he will always go back there.

So yes, you can leave your animal behind before entering battle, and it will probably be there when you get back. But that may not be wise. In my limited experience, unmounted animals don't seem to draw aggression, and they are slow to enter combat. Mounted animals OTOH will immediately attack whatever you attack, which generally gets them maimed since they have no shield, no armor, and low fighting skills.

43
DF Gameplay Questions / Re: Zones just doesn't work for me
« on: August 19, 2020, 12:15:47 pm »
DF is full of little gotchas like that. It's just part of the learning curve.

44
DF Gameplay Questions / Re: Zones just doesn't work for me
« on: August 19, 2020, 12:06:00 pm »
When I turn off the gears with a lever, short after the windmill its destroyed... I been googling and wiking about it and i didnt find a definitive answer about this behavior. What can I do?. Sorry for asking that much...
It's in the wiki. Read the section on disconnected gears.

45
DF Adventure Mode Discussion / Re: How do i get a mount?
« on: August 18, 2020, 02:12:35 am »
I concluded that mounts were more trouble than they were worth. They would fight and get injured because they had no armor. Or they would get scared, toss the rider, run off, and never return.

Pack animals, OTOH, I found to be extremely useful.

Pages: 1 2 [3] 4 5 ... 82