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Messages - Panando

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361
DF Gameplay Questions / Re: 11 Vampires and 4 Were-Elephants
« on: June 15, 2014, 06:51:09 pm »
I do have marble in abundance. Does that mean goblinite is an option? Also, is there anything to do with Lead? It's just kind of sitting there, being all bar-like.

Goblinite copper can be combined with tin, for bronze. You can turn the goblinite iron into steel with the help of marble. Hence your options for making superior weapons and armour out of goblinite are very good.
Lead is not good for much, but it's probably a good material for weaponized minecarts.

362
DF Gameplay Questions / Re: Invasions/sieges?
« on: June 15, 2014, 06:45:44 pm »
I think the siege aspect of the game is inspired by Tolkien's world, where a fortress is sieged based on rumours of it's great wealth and prosperity.
But goblin ambushes can appear much more unpredictably, without a defence strategy an ambush can cause serious damage, but they are deterred very easily. A few traps in the entranceway will probably be enough to make them think twice about coming inside (but they'll slaughter unarmed dwarves they catch outside). In some fortresses gobs will ambush a lot, in others you can go for years and years without them coming.

363
DF Gameplay Questions / Re: Invasions/sieges?
« on: June 15, 2014, 06:20:22 pm »
Typically sieges are based on population and wealth. You generate that kind of wealth through high-level industry, masterwork quality armor and stuff. Even an inexperienced player may generate heaps of wealth if they embark on a volcano with heaps of gold or something and go nuts with the gold items.

Even under the best circumstances sieges can be unpredictable, it helps to embark next to a goblin fortress, or look for a world where your civ is at war with the elves. But if you really want sieges you should install a mod like Fortress Defense (which is also integrated into several popular modpacks), Fortress Defense is quite well balanced and nearly guarantees several sieges per year (but none for the first 3 or 4 seasons), other than adding additional races which siege you, it doesn't mod the gameplay.

364
DF Dwarf Mode Discussion / Re: Dwarf Stats; Or "What the...?"
« on: June 15, 2014, 05:44:06 pm »
Burrows are a broker's best friend. In particular, a burrow encompassing nothing more than the depot. When the caravan comes, add him to the depot burrow, when the trading is done, remove him from the burrow. They can still piss around a bit (like depots often have some booze from a previous caravan, right?) but there's not much which can be done in a trade depot other than, well, trade. The only thing which can go wrong is they go on break, a dwarf who is on break can't be motivated to do anything (unless put in the military), in that case all you can do is wait for on break to expire, or assign another broker.

365
DF Gameplay Questions / Re: Military Dwarfs and their orders.
« on: June 15, 2014, 05:38:38 pm »
I have a squad of 5, and they have a schedule which has two of them train and two of them remain on station.

Oh gods, that hurts my head just thinking about it.  I don't mess with that kind of thing at all.  If I want two groups of dwarves to do two different things, I'll just make two squads.  The squads can alternate months, training vs. patrolling.

Yeah, this. Although I don't even bother with seasonal orders. I just put a barracks at a point I want defended and have the squad train there since that way the dwarves defend and train simultaneously, it works great against snatchers and the squad will be well-trained and ready to deal with ambushes and sieges. They can also drink, eat and sleep as they wish (the bed is in the same place), which keeps the moral high. Military dwarves don't need any "off duty" time to be happy, they just need time without station/kill orders.

Also having babies stolen is no great loss. The other day an idiot-child went moody and claimed an outdoor craftdwarf workshop. A snatcher carried him away. I was overjoyed and delighted.

366
DF Gameplay Questions / Re: 11 Vampires and 4 Were-Elephants
« on: June 15, 2014, 05:23:43 pm »
If your embark has no metal, you can order it from the outpost liason. Order iron ores, copper ores, copper bars, iron bars, pig iron bars, steel bars, bronze bars, bismuth bronze bars and marble (other fluxstones too) and coal or charcoal. For every stone you get 4 bars, and if you maximize the order, you get 4 stones per ore. That means 16 bars per ore type. If your civilization is quite well off in the ores department you can get over a hundred bars per caravan, even if they aren't, you can always buy 4 steel bars, 4 bronze bars and 4 bismuth bronze bars, plus the anvils which can be melted down, plus steel armor and weapons, and since you have tin ore, you can also make a good deal of bronze using imported copper, this means you can always outfit at least one or two military dwarves per year.

Leather armor doesn't do much compared with ordinary clothing, it's a bit of an improvement, but unlike metal armor it doesn't make your dwarves totally immune to certain attack types. Leather and wooden shields are just as good for defense as metal shields but a dwarf needs to be conscious to use a shield, which hampers their utility in a semi-controlled mauling.

367
I mostly find it entertaining to execute innocent children (and I modded vamps so drinking blood gives them boosts).

368
Vampire is chained due to justice system with a bed next to the chain.
Annoying nobles or other dwarves get assigned to the bed next to the vampire.
When said annoyance becomes drained, the vampire is convicted of the murder and its sentence is thereby increased.

I caught a vamp in my latest game after a drained macedwarf was discovered (I used the burrow everyone in room and fill it with water method to identify the vamp, he was another macedwarf).

I chained him up in the entrance, and put a bed next to him.
Assigned the bed to a child..
And he drinks the assigned child :D. I'm so happy.

369
DF Gameplay Questions / Re: minecarts
« on: June 14, 2014, 09:34:50 pm »
I have to admit I'm in the same boat. I prefer 3x3 embarks and 2 cavern levels. When I have used minecarts they have been for limited purposes:
1) Quantum stockpiles (Although I consider them a bit of a dodgy exploit)
2) Bringing small quantities of magma to the surface for magma smelters and forges (but why not bring the dwarves to the magma?)
3) Drop-carts. In this configuration, you create a stop at the surface where a minecart is filled with junk, and then have it pushed down a vertical shaft 100z to the magma forges where it lands on a track stop and dumps it's contents. A dwarf then hauls it back to the first stop for re-filling. It's like a super-big bin and a safe, automated version of the dump-based drop-chute. Use wooden minecarts for this, featherwood if you can swing it.

I am also seriously considering using minecarts for repeaters, and similar logic applications. Perhaps as weapons as well.

But at the end of the day I can't find justification for building actual rails and using minecart routes for hauling junk.

370
DF Gameplay Questions / Re: Undead camels.
« on: June 14, 2014, 09:14:00 pm »
On zombie maps I make a bridge-wall zombie smasher.

Code: [Select]
##########################
       p!!!!!!!!!!!!
       #############
       #############
####   #############   ######
####   #############   ######
####   #############   ######
####                   ######
####                   ######
####                   ######
#############################

p = pressure plate
! = bridge raising north

You have a straight-through path with a pressure plate like to a bridge-wall (the bridge raises north or south, so the bridge is entirely "edge"). The bridge is set to low traffic [strictly speaking, this is optional since dwarves wont trigger the pressure plate if it's set to enemy, but I like on principle for dwarves to not enter death traps at all]
Dwarves (and caravans) go the long way around, but zombies, ignoring traffic designation, shamble onto the pressure plate, and due to the bridge raising delay, then get smashed by the bridge.

Normally my entry-way will have 2 or 3 such bends, each with a short-cut zombie-smasher. It's important to have some strategy for dealing with zombies which re-path while the bridge is raised, causing them to go the long (safe) way. (Another is to have the safe way also blocked off by a raising bridge linked to the same pressure plate, but this is not so good for filtering out immigrants from zombies)

To improve your chances of catching stray zombies which are chasing an immigrant (or idiot) along the entry way, include traps on the inside of corners, where they don't prevent caravans, but they catch any baddies which try to take a shortcut. The bridge walls wont ever jam and leave no mess, so are the preferred way of disposing of zombies, traps are strictly for those which somehow slip through. Cage traps are probably best because they leave no mess and you can pit the zombie into magma.

Immigrants, when they come, will normally set off the zombie camels or whatever, the zombies will chase an immigrant or animal, while the zombies are distracted, the immigrants which aren't being chased will escape into the entry way. Often an immigrant or immigrant's child or pet will end up being 'sacrificed' to the zombies since dwarves (and pets) are dumb like that, they are unable to simultaneously both run away from danger, and towards safety, so they end up being cornered.
You can improve the odds of a single dwarf being chased by zombies survival by having multiple safe underground tunnels into the fortress (i.e. in each corner of the map), each with a zombie smasher setup. You can force a dwarf to always go to the nearest safe-hole (provided they are not running from danger), by setting the entire surface to low or restricted traffic designation, this will make the pathfinder considers any path on the surface extremely undesirable, making it prefer the shortest surface path.

371
DF Dwarf Mode Discussion / Re: Waterfall irrigation
« on: June 13, 2014, 09:56:18 pm »
Drain the water into an aqueduct aquifer tile.
FTFY. Also, option 3 is pretty much the same as option 2.

There is technically another method, though it may be prone to errors - drain it into a reservoir containing a large drawbridge that periodically raises and lowers, atomsmashing the excess water before it can accumulate.


With a note for those who aren't aware (or haven't tried this), a draw bridge only atomsmashes water when it raises, and only the tiles in it's raised position (i.e. it's anchor edge) is smashed, the big long bridge slamming down, does nothing except allows the water to flow into the tiles which had been raised bridge.

This is different to how a bridge atomsmashes items, in which case it atom smashes with the boom when lowering, and with the edge when raising.

This can be compared with a door, when a door closes it effectively turns into a wall and atomsmashes all the water in the tile. When a bridge raises, the part which turns into a wall atomsmashes water.

Doors open and close extremely quickly, so if attached to a suitable repeater (i.e. a lever set to repeat) will smash water very quickly. Bridges open and close at a truly ponderous rate in comparison, so slow to be nearly useless, if you want to maximize water smashing rate with a bridge, make "bridge walls" (i.e. one tile "long", maximum width). Doors are much more efficient per-tile than bridges, and may be more efficient per mechanism too, depending on your repeater rate. For a slow repeater, bridge walls will give better value-per-mechanism.
The other thing is that doors can be jammed, bridges cannot, this really just means if you're going to use a door, remove all stones and other debris first.

I hardly ever have found occasion to use a water-smasher, but occasionally if only a small amount of water needs to be disposed of, in an inconvenient location (like enclosed in the magma sea) then a door linked to a lever can be a quick, cheap, tidy solution that performs admirably (I did once set up a waterfall on a repeater so it only let dribbles of water through, if you set up the inlet on a repeater like that, you could also easily install a water smasher in the outlet)

372
DF Dwarf Mode Discussion / Re: Dump System?
« on: June 12, 2014, 05:33:29 pm »
Personally I prefer to use the "drop the minecart" approach, the falling minecart lands on a track stop which has it dump onto the final stockpile. A dwarf then hauls the empty minecart back to the top. The advantage of this setup is you don't need to worry about locking doors, because dwarves never have any legitimate business being at the base of the drop chute.

373
DF Gameplay Questions / Re: Protecting from temperature above ground?
« on: June 12, 2014, 03:10:33 am »
Scorching normally just means that the murky pools evaporate super fast. It'd be pretty freaky to find one which actually harms dwarves. I don't know if it can even happen with the default worldgen parameters.

374
I think the real advantage of werebeasts is that they heal all injuries with the full moon, so unless your dwarves sustain lethal injuries (which is quite difficult with good body armour), they will basically remain fully operational until old age kills them off. You could also use these to make total cripples useful members of the fortress again. For this kind of thing a weaker werebeast might be more desirable, like a wererabbit or something.

375
DF Gameplay Questions / Re: Protecting from temperature above ground?
« on: June 11, 2014, 10:37:29 pm »
Hummm, it has to get pretty hot before dwarves actually melt. I've embarked in normal hot biomes and done 0pt no trees challenge and not had my dwarves spontaneously combust or melt into puddles. I'm not saying it's impossible to find a biome which will melt your dwarves like that (in fact I played on one - which was a custom parameter world which was so hot your dwarves' clothes would ignite, you had mere seconds to strip them naked and get them underground), but normal hot biomes wont cause any distress to dwarves.

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