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Messages - Drazinononda

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256
DF Dwarf Mode Discussion / Re: Any limit on invaders?
« on: May 17, 2013, 12:38:59 pm »
Using the liquids command in DFHack, you should be able to create an obsidian floor (or several, just in case) mid-air. Enter the loo'k' screen and then use gui/liquids in DFHack for maximum ease.

257
DF Adventure Mode Discussion / Re: How to beat the shield master
« on: May 16, 2013, 10:58:59 pm »
Or train up your wrestling and yank the shield out of his hand. Shift-A -> Enter to wrestle, grab the shield with an open hand (which unfortunately means you have to put away your weapon/shield) then Shift-I and choose the shield, "gain possession." If you succeed, you snatch the shield out of his hand, at which point you should remove your shield or weapon from your pack and go to town on him.

258
7 Peasants.

Honestly, the only reason I ever bother to Prepare Carefully is if I want to bring geese or certain materials, and that's where all my points go. There aren't really any skills that are important to have right off the bat, and the ones that are vitally important (mining, growing, etc.) are going to be trained over time anyway. Why waste my time assigning points at the beginning?

259
DF Adventure Mode Discussion / Re: Bit of a tricky room
« on: May 16, 2013, 04:35:09 pm »
Companions or no, I'd say blitz the archers. If they're on the far end of the room, sneak as far as you can and only bother with the melee troops long enough to disable their legs and weapon hands [1]. Once the archers are out of the way you can make a fighting retreat, but until then you run the risk of getting a bone chipped by a missile and meeting your doom while unconscious.

[1] Remember that you can aim attacks with Shift+A. Generally when faced with a large enemy force I try to break or sever one leg/foot per enemy (since that cuts their speed by half or more) and the weapon hand, if it is convenient. Those two strikes are enough to make most enemies a non-issue so that you can deal with them on your own time.

260
DF Adventure Mode Discussion / Re: half-decent adventurerering
« on: May 16, 2013, 02:13:47 am »
i sort of see where i'm going wrong now, but i still have questions:

does this mean i should get the 'knapper' skill to get sharp rocks to throw? should i take on quests alone because my friends cannot sneak?

ill have a go at some of these, but knowing me, they may not work  :-\

Companions are great for taking on vampires, night creatures, lone named wild animals, and other singular targets. Mob the cheetah/vampire/naked peasant and take him/her/it down. They are also good for sewer/dungeon fighting, where line of sight is more restricted so a) your companions aren't running all over everywhere and b) you need a little protection from suddenly stumbling upon thirty bandits by yourself.

They can be great against camps, if you have a lot of them, but until you can muster a decent army (or can handle open combat against a camp on your own, which is very late-game) I'd recommend going solo against camps. Generally what happens is that your companions rush in, scatter some enemies, get killed, and generally don't do much to help you clear the place out. You can sit and throw rocks from sneak all day and eventually headshot everyone, as long as you make sure to keep your distance.

261
DF Adventure Mode Discussion / Re: half-decent adventurerering
« on: May 15, 2013, 05:53:29 pm »
Protip: When you get the bandit chief as your third quest, ask for an easier quest and go do that instead.

The number one killer of adventurers is trying to do too much too fast. E.g. training wrestling against camels when the character is still only at the "mongoose-wrestler" level of skill. Or trying to take on a bandit camp in melee when you should still be throwing rocks from the shadows instead.

262
DF Dwarf Mode Discussion / Re: Stealing Weapons From Prisoners?
« on: May 15, 2013, 12:12:13 am »
It's not just about killing him. The punishment must fit the crime.

What I meant was, why not set the ballista to fire instead of just "prepare to fire." Having a large weapon aimed at you but never actually going off doesn't seem like a fitting punishment for cold-blooded murder, to me. He'd just get used to it after a while.

263
Ral has been quite content lately. He has been attacked recently. He has suffered major injuries recently. He has talked with his son recently.

264
DF Dwarf Mode Discussion / Re: Being Efficient
« on: May 15, 2013, 12:08:45 am »
There are always 30+ idlers, except when a large amount of dumping is required.

Sounds like a military waiting to happen. Have you ever had an Elite Wrestler? Now's your chance.

Honestly though, more idlers means a more efficient fortress, in general. You have [n] dwarves doing the work of [n+30] dwarves. If your fort was less efficient, you'd have more people hauling and dumping things, and thus fewer idlers.

Another thing I need to figure out is how to get a steady supply of booze. I can never manage to have the barrel/pot generation and booze production equal the demand, especially when the pots and barrels are constantly being filled with fish, meat, and plants.

First thing I'd say is stop producing so much. Reassign some of your butchers/fishers/farmers to stonecrafting or woodcrafting until you have enough pots*, then assign them one or two at a time to the military until your supplies balance out.

Second thing I'd say is figure out the 'workflow' plugin of DFHack and use it profusely. I think I say that in every production-related thread, but seriously: the plugin allows you to tell your dwarves "when the supply of [insert object/supply here] drops below a certain level, begin producing it until it reaches the maximum I give you." Which means you can set a workflow order on your Brew Drink job to keep the number of available drinks reasonable for the number of dwarves you have; e.g. if you have 100 dwarves and want drinks available for a third to half of them at a time, you can set workflow to keep between 35-50 stacks of beverage available. When the drink stack count drops to 34 available stacks, the plugin starts up your Brew Drinks until you have 50 again. That way you only ever have a maximum of 50 barrels/pots tied up with drinks, (plus the negligible number in use at the time the available ones reach your limit) leaving the rest for your other foods. Likewise you can put a workflow order on your Make Barrel or Make Rock Pot jobs and your dwarves can keep 10-15 pots (or whatever number you like) available, without flooding your fort with empty containers.

265
DF Dwarf Mode Discussion / Re: Cave Fungi
« on: May 14, 2013, 02:59:59 pm »
Quote
The impertinent vegetation has defaced a Olin Zasathser!

I didn't even know that was possible... that's neat! I would have thought the engraving would just be sitting under the vegetation.

266
DF Dwarf Mode Discussion / Re: Stealing Weapons From Prisoners?
« on: May 14, 2013, 02:57:32 pm »
If the fort ever gets the required dwarfpower, i'll put the ballista on 'prepare to fire' permanently.

An honor guard, eternally at the ready in case the Overseer ever decides to execute the prisoner with a "fire at will" order. I like the thought, but why not just shoot him?

267
This is a glorious discovery that will make harvesting caravan guards so much easier!

Also please don't call siegers mobs. They come with their own personal histories and just about everything outside of adventure and arena mode is unplayable directly.
They deserve a bit more dignity than that :P

"Mobs" is short for "mobiles," i.e. in-game units that move. In DF this includes sentients, animals, vermin, wagons, megabeasts...

268
This may be the most personally useful thing I've ever seen on the wiki. I've wanted to do a migrant-free fort for a while, but didn't want to go through the trouble of setting up a migrant-lock and also still wanted to get caravans. Definitely putting this to use now.

On a different note: I sometimes amaze myself with my noobishness. I've been playing for at least three years now... I should be able to figure stuff like this out for myself :'(

269
DF Dwarf Mode Discussion / Re: Listing dwarves by location
« on: May 12, 2013, 01:17:26 am »
With DFHack, no. Pretty sure there's no way to do it with Dwarf Therapist, but since the last time I even used that was about two years ago, don't take my word for it.

270
I was trying to train up my wrestling against a Wild Boar and got kicked in the head.

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