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Messages - Urist McBeard

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I have no experience with mods, but it could be you embarked on an island with a dead civilization? Enemy civs can't reach to attack, or it could be that you haven't produced enough wealth, and dead civs won't send caravans or migrants. Although I've never personally encountered a civ that's been totally killed off, even if the mountain home is gone there's still usually some dwarf migrants wandering around somewhere. No migrants would explain the lack of moods though, you need a certain population for moods. Yeah, no trade, no appraiser skill. Also, no trade, no migrants to be attracted by tales of your wealth.

Did you get your first two migrant waves? I thought those always happened, even with dead civs.

2
DF Dwarf Mode Discussion / Re: Butchering a Skeleton
« on: March 27, 2012, 10:56:30 pm »
Tame creatures have to be processed via the "slaughter" command.  They cannot be butchered like wild kills.  This is a known source of vexation.

Indeed! Also, sigged.

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DF Dwarf Mode Discussion / Re: Buzzards!!! *Shakes fist at sky*
« on: March 26, 2012, 10:02:29 pm »

Spoiler (click to show/hide)

So I should stand tall and grow mighty so that my fall can be all the (bitter?)sweeter? That sounds really cool, actually.
Spoiler (click to show/hide)

Embark with a herbalist + farmer, with 5 points in both skills.  Immediately, order the map to be harvested of all plants.  By the time anyone is hungry, you've already got something foraged and can produce some abover-ground farms.  Water for their first drink, booze by the time spring ends.  Works perfect.

Water for their first drink

Water

ISHYGDDT

4
DF Dwarf Mode Discussion / Re: Buzzards!!! *Shakes fist at sky*
« on: March 26, 2012, 09:37:37 pm »
I don't even embark with food.  Softy...

Yeah, I'm not quite good enough to keep a fort going on ☼Dwarven Child Roast☼ tenderized by wild turkeys, sadly, but you don't have to rub it in.

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DF Dwarf Mode Discussion / Re: Buzzards!!! *Shakes fist at sky*
« on: March 26, 2012, 09:24:26 pm »
Oh, and the buggers steal. If you don't build an air defense system then they'll swoop down into your surface fortresses and run away with items. They also like to run off with masterwork bolts still stuck in them.

Forget the masterwork bolts, stacks of food! Not just one or too, but stacks of 5 cave lobsters these beasts took off with! I lost nearly all the food I brought on embark thanks to the aerial scourge.

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DF Dwarf Mode Discussion / Re: Military
« on: March 24, 2012, 04:29:35 pm »
Optimally, Toady will allow us to designate the kind of training a group does or favors, and we can have our sparring and demonstration squads not getting interrupted by the other. While we're at it I'd like to see learning styles implemented as well, more active dwarves learning better by doing and sparring, and the patient focused dwarves doing better from demonstrations.

Cool ideas... what if it were like the Job Manager screen,, you could easily queue up training orders like "dodging demonstration 12" or "sparring 30". :)

That sounds pretty cool...

Mayor McIdiot has mandated 100 individual training sessions.

On second thought...

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DF Dwarf Mode Discussion / Re: Military
« on: March 24, 2012, 03:59:06 pm »

From a game-design perspective, there are only two possibilities:

A) All forms of military training are equally effective.
B) Some forms of military training are more efficient than others.

Dwarf Fortress falls into category B. It is well established on the wiki and these forums that the worst form of training is a big mob of unskilled peasants with no teacher, and the best is a training room. It is your choice whether or not to use this knowledge to your advantage. :)

ps I am sure I have seen more than 2 dwarfs per squad sparring, on occasion. :)

I wouldn't say one form of training is necessarily better than the other (well, except the training room exploit), just that they have different strengths. Sparring is great if you want to train a few guys relatively quickly in necessary skills (no biting, little kick/strike/wrestle), and demonstrations are great if you want to train up a lot of guys at once, but it can take a long time to train a good teacher.

Optimally, Toady will allow us to designate the kind of training a group does or favors, and we can have our sparring and demonstration squads not getting interrupted by the other. While we're at it I'd like to see learning styles implemented as well, more active dwarves learning better by doing and sparring, and the patient focused dwarves doing better from demonstrations.

ps Yup, I've seen multiple sparring sessions too.

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It's important to note that in the current version military skill increases are tied to the student and teacher skills. If you have your guys start out without those it will take forever to get them decently qualified for combat.

This.
I always embark with at least 2 teachers, a dodger and shield user, sometimes I'll add more with kicking or striking since weapon skills seem to increase well enough.
Beating down wildlife and sparring can train them pretty well too, but it's easier to train lots of recruits with experienced teachers giving demonstrations. Also, I don't like to micro my military so that I have 10 squads of 2-3 guys, I prefer having 2-3 squads of 10 guys with teachers leading them. Can't wait till Toady implements the Champion.

Fort design wise, I like to have a wall around the entrance to keep stray animals from wandering in, and I can cut wood in relative safety. Just past the entrance is a retracting bridge linked to pressure plates on the far side, so I only have to fight a handful of guys from each ambush/siege. Then barracks/training rooms, then depot. Past that is the rest of the fort. Only thing to watch out for with the bridge'o'death is that you place your barracks a ways down the tunnel from it so your dwarves don't follow runners onto it, since there is a delay with the bridge dropping. It really sucks to lose legendary steel-clad dwarves to your own defenses. As a bonus, you can link the bridge to a lever so you can show it off to the elves!

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DF Dwarf Mode Discussion / Re: Vampire nickname fixed. Now what?
« on: March 03, 2012, 04:54:09 am »
I've been keeping an eye on all migrants, checking z menu stuff, and I've found most of my dwarfs are atheists. The ones that aren't worship mostly benign gods that haven't done anything except receive worship, when I noticed in my first big wave I got 20 migrants, most of them extended family from my first migrants and again, mostly atheist, except one family.
The husband worships a gambling god that has received worship from humans, goblins and dwarves, and has cursed a couple of dwarves with vampirism. At first I was somewhat disappointed/relieved thinking I would only be dealing with goblins and zombies, but now I am excited and paranoid.
One of my migrants had 1 kill. A dwarf. Could have been self-defense, right?
A few had a couple hundred kills, mostly wildlife, with maybe 1 or 2 goblins. Must be successful hunters.
But there are 2 dwarfs that have me really worried. A couple of old-timers, 100+, with great social skills, no kills, and no relationships. No family, no gods, nothing. Is that normal?
I love this new dynamic. Bracing for !FUN!

10
Author unknown, nuts, I would like to get permission from the author of every story we choose.

It was posted on 4chan, years ago, by a random guy who most likely doesn't care and would most likely love to see his story drawn. I know I would. It's just a story of what happened in a guy's fort afterall, highly doubt it has a copyright or anything :P

>Demons getting hit by standard traps
>Frog Demons blocked by water
costanza.jpg.png.bmp

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DF Dwarf Mode Discussion / Re: You may have a vampire...
« on: March 03, 2012, 12:13:37 am »
If you just brushed off 50 hammer strikes and went back to work, you might be a vampire.

12
DF Dwarf Mode Discussion / Re: TOTALLY just lucked out with a Vile Mist
« on: February 26, 2012, 02:36:04 pm »
We hear a story of Urist McLucky and the first thing you guys do is mention "delayed effects" and accuse him of being a vampire.

I'm happy for you OP. All the mists I get bring the huskocalypse. Make sure to send your miner to clean off the crud and celebrate in the dining hall for a few seasons.

13
Will all these ash husks still be around when I embark again?

They'll probably be lying in ambush.

Fixed

Got it. Reclaim attempt 2 will be all axedwarves.

14
I just embarked on my first evil biome and I'm having lots of !FUN!.
Dug out the basics, found lots of iron and tetrahedrite, get excited knowing that there's flux somewhere on the map, got a farm going, drained some ponds for a well, suddenly beakdogs! Butchered my militia, as only my commander thought to use the axe he had been chopping wood with, then ran down and killed everyone else. My mayor outran the beakdogs until they got bored, went to the masons shop to start making coffins, then became melancholy, wandered outside and became enveloped in noxious ash.
Reclaim 1: Embark with woodburner and weapon and armor smith, the rest military teachers, still greedily thinking of all that lovely iron.
Ash cloud is still there, try to run my dwarves to a meeting area that's NOT directly in the path of the ash, see 2 guys sprinting towards the cloud, realize that the old meeting area is still active too late.
2 Ash Husks start beating the crap out of each other  :D, then everyone else  :(, then everyone was an ash husk. :'(

Will all these ash husks still be around when I embark again? I'm thinking of sending a well equipped military next time, there should be plenty of food and supplies scattered around from my failed attempts.

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DF Dwarf Mode Discussion / Re: "Something" is killing my Demons!!!
« on: February 12, 2012, 03:51:45 pm »
They may be syndroming each other

This was my first thought, check the stocks menu for their corpses, zoom to item, ???, profit!

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