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Messages - dexxy

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211
DF Gameplay Questions / Re: Need some help
« on: June 08, 2012, 10:36:32 pm »
What's your problem, dude? He's offering very useful advice on how to proceed now without an axe, instead of starting all over.
No, he's not.

Why not? Don't wooden axes work any more?

212
DF Gameplay Questions / Re: Not all marksdwarves are training
« on: June 08, 2012, 09:26:12 pm »
The easiest way to build them is to put a finger of floor out from a tower or the walls. Then put a target on the end of the finger. You don't need walls, and the target is surrounded by empty space. Bolts fly off the sides or the end and drop to the ground. And who knows, maybe the marksdwarfs will spot a goblin while they are up there and shoot it instead?

213
DF Gameplay Questions / Re: Top 10 Myths about DF Gameplay?
« on: June 07, 2012, 05:08:20 pm »
Danger rooms aren't part of the game.

214
It was a weird fight. The duke didn't have any weapons, because apparently he didn't want to be in the army. The first arena had some weapon traps in it. The duke's tactics of running away actually worked, the weapon traps minced up the trolls and goblins. One kobold thief must have opened the doors, so the duke got out.

The miners started work quickly to dig out another arena, which wouldn't have weapon traps. Eventually the work was done. The duke was in the new arena, with some troll cages. Somebody pulled the levers and the trolls came out of their cages. The duke ran away.

The trolls went straight for the door and started trying to smash it down. Lucky the new arena had 5 doors in a row. Eventually the duke got thirsty and decided to attack the trolls. They bashed him real bad. Now to find out why his corpse didn't get buried.


215
The Duke Demands a Trifle Pewter Bed in his Dining Room.

Oh yeah? Can he beat a troll in a fight? Bare handed? Two trolls? Two trolls and 8 goblins?


216
DF Gameplay Questions / Re: Best Armour Combo
« on: June 04, 2012, 07:33:54 pm »
In 34.11 I set a squad to wear armor "over clothing". Looked at a hammer dwarf, he was wearing 5 leather shirts. So I changed it to "replace clothing". Hopefully steel boots will count as "wearing shoes".

217
Do any of the soldiers have the hunting, woodcutting, or mining jobs enabled?

No they don't. I assigned each squad 3 sets of ammunition, metal bolts for combat, and bone and wooden bolts for combat and training. Each squad gets assigned about 300 of each type of bolt. Maybe they are just going to get new bolts so they dump their old ones?

218
Suppose I station a squad of soldiers somewhere. After sending them off duty, they turn back into civilians and walk back whereever they want to  go. The weird bit is that they drop their bolts first, so there are piles of bolts left where they were standing. Has anybody else seen this happening? Any ideas how to stop it?

219
DF Gameplay Questions / Re: Mah military peeps gain no experience
« on: June 01, 2012, 01:18:13 am »
You can probably train them quicker by getting them to attack things. Try making some cage traps, then put the cages in an arena with levers connected to them. Send in the troops, pull the levers, they get experience.

220
DF Gameplay Questions / Re: Mystery food industry shutdown
« on: May 29, 2012, 10:27:45 pm »
Personally I brew only plump helmets and use eggs for the source of food.

You only let them eat eggs? The smell must be awful!


221
In a previous version, I built a catapult which fired straight through the entrance tunnel to the fortress. The wiki says catapults don't hurt friendly creatures, so this idea seemed to make sense.

I set the catapult to fire at will, so the guy could get some practice. But suddenly, I got a combat report that a kitten was hit and killed by a spinning rock. Oh well I thought, must have just been an unlucky kitten. But then a dwarf was hit and killed by a spinning rock in the entrance tunnel. So I turned off the catapult.

Are catapults safe to fire near friendly creatures, or will the flying rocks kill the friendlies? It seems like the wiki might be wrong, and catapults are dangerous for everybody.

222
DF Gameplay Questions / Re: Clothing Industry woes
« on: May 29, 2012, 09:32:15 pm »
I've found that trading the stuff that goblins bring is enough to get whatever i want from a caravan. The human caravan just arrived. I selected all the stuff that I wanted, even really expensive stuff like 25 iron bolts for 1000 bucks. All up they had about 34000 bucks worth of stuff I sort of wanted. I gave them about 56000 bucks worth of goblin stuff, such as cave spider silk socks and copper shields, which gave them a profit of 22000. I gave them extra stuff just to try to empty out a couple more bins. I've also got plenty of dwarf clothes that I could sell them, but it seems to make sense to trade away the goblin junk first.

I read somewhere that dwarfs will try to wear one of each type of clothing, where "type" means shirts, robes, dresses, etc. So if you make 50 shirts and 50 dresses, you will probably end up with 50 dwarfs wearing a shirt and a dress, and too bad if there are other dwarfs who don't get anything to wear.

To fix this problem, you can specialise in several types of clothing, one type for each slot. So rather than making 50 shirts and 50 dresses, choose one of them, and make 100 of that type, eg make 100 shirts. Since dwarfs need a minimum of 3 types of clothes, you could make say 100 shirts, 100 trousers, and 100 socks. Hopefully that would be enough to clothe 100 dwarfs.



223
My dwarfs made plenty of bone bolts and wood bolts. They often shoot bone bolts at invaders, and the bone bolts cause injuries such as broken bones and bleeding wounds on the invaders. So you can arm your dwarfs with wooden crossbows and bone or wooden bolts. Once the enemies have some broken bones and they are bleeding, there is a chance that they will go unconscious and become a much easier target.

Also it is fun to watch a goblin invader get shot with a goblin bone bolt.

224
DF Gameplay Questions / Re: Advice on defense needed
« on: May 29, 2012, 07:23:12 pm »
If you look at the metal page on the wiki: http://dwarffortresswiki.org/index.php/Metal

You can see that copper is almost as dense as silver. (8.93 -vs- 10.49). You can make copper crossbows, which would maybe work okay as weak hammers. Of course you could also make copper hammers, which would be a lot better for bashing goblins than a copper crossbow.

225
DF Gameplay Questions / Re: Advice on defense needed
« on: May 29, 2012, 05:31:48 pm »
What about silver crossbows? Marksdwarves tend to use their crossbows as blunt weapons and if I remember correctly they use hammer skill when using the crossbow as a blunt weapon. So shouldn't a silver crossbow work well?

No you can't make a crossbow out of silver. Silver can only be used for melee weapons. You can confirm this by using the manager screen, "j-m-q" then type in "crossbow". You'll see there is no silver crossbow.

A hint for people trading for steel bars: you can also ask the liaison to bring you magnetite, hematite, limonite, and flux stones such as marble, limestone, etc, and other metal bars such as iron bars and pig iron bars. You can even ask for coke if you want.

Then the traders will bring you iron ore, iron bars, pig iron bars, flux, and coke. You can make a lot more steel that way.
 

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