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Messages - StubbornAlcoholic

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76
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2013, 05:16:50 pm »
Having 8 Trolls, a load of Troglodytes and a bunch of Goblin soldiers prisoner, I decided to free up my cages by throwing most of them into the spike pit.

Paying that issue no more mind, I went about my business, until I suddenly realised half my soldiers were inexplicably hospitalised and there were crazy reports of violence popping up in the dining hall.

Sure enough, the Human Merchants were fighting with the Goblin soldiers, who had somehow got free and were running amok. I hastily sent the rest of the military in to kill them and meanwhile the Trolls went missing completely (?!).

Apparently they were thrown into the pit, but their corpses never showed up and I never heard from them again.

Fast forward about half an hour, and half the fort is drenched in Miasma. I keep running into rotting Troglodyte corpses in all kinds of bizarre places (wedged into a stairwell in an aquifer, in the dining hall, at the trade outpost, outside, near the exit to the caverns, in the mines...) and now mutilated Goblins have started showing up all over my entrance hall.

The weirdest thing is that their weapons seem to be scattered in totally unrelated corridors the other side of the map like little Christmas presents. I'm naming this new game either Spot The Corpse or Source The Miasma.

77
DF Gameplay Questions / Re: Taming Enemy Mount Creatures
« on: February 24, 2013, 04:59:38 pm »
The stupid human merchants killed all the females when I tried to restrain them :(

I'm going to await the next siege, hopefully they'll have Rats again. I'll see if I can build a breeding room in the meantime (cage traps around a central restrained female rat, as suggested). Not certain that it'd work (I can see the female getting stuck in the cages, or still killing the offspring), but it sounds like the best available plan :P

I've never successfully bred animals other than dogs. I tried to breed Giant Keas in a previous fortress after taming them, but sadly they refused to lay eggs (or rather they did but my Dwarves kept eating them, and when I forbade them from eating them the birds stopped producing them :\)

78
DF Gameplay Questions / Taming Enemy Mount Creatures
« on: February 24, 2013, 08:44:55 am »
I had a big Goblin siege recently, about 60 or so guys all riding Giant Rats. Lots of the rats ended up caged and while they're listed as "Captured Prisoner"/"Invader" all the time, they also show up in the normal Animal screen.

So I set my trainers on them and sure enough they've been "tamed", or at least Trained to varying degrees. Merchants still attack them (which is rather annoying, they killed 3 of them as I transferred them to chain restraints).

I'd like to breed them as a source of meat and possibly even defensive protection, is this actually possible or are Goblin mounts inherently hostile? The Wiki states that creatures that have killed Dwarves in the past are always vicious even after taming, but these rats never injured a Dwarf before capture, so theoretically I should be able to domesticate them?

79
DF Dwarf Mode Discussion / Your most badass Dwarves?
« on: February 23, 2013, 03:44:29 pm »
We've all had dopey, suicidal, manic-depressive lunatics.

But what about those rare Dwarves that are intelligent, hard-to-kill, utterly determined and/or even just plain badass?

I have a few on this embark. Had my first hardcore Goblin siege. Traps killed 20 Goblins and their rat steeds, as well as both leading Pikemasters. However, the other 60 Giant Rats and their riders (all Hammermen) just sat in wait, hoping to starve me out.

Hoping to break the stalemate, I sent out my military. 9 Dwarves, 3 of whom were Spearmasters, the others were "Professionals" with varied weapons. All knock-off Copper gear.

Good troops, but with that shoddy gear and against those numbers? I felt foolish as my soldiers marched out to meet the enemy...and then spent the next 10 minutes watching with grim satisfaction as my heroes laid a huge smackdown on them all with no Dwarven casualties!

The highlights included my Militia Captain ("Dastot Mebzuthilrom") charging at a Giant Rat, decapitating it, slitting it's rider's throat with his sword and then impaling a second Rat straight through the head as it attacked. Additionally, my Marksdwarves ran out of ammo...and spent the rest of the battle beating Giant Rats to death with their crossbows. Immense :P

80
386. Dwarf artwork is never rooted in happy subjects, yet is uniformly hilarious.

Spoiler (click to show/hide)

81
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 23, 2013, 01:24:01 pm »
Gorgeclashed is currently enjoying something of a Golden Age. The booze stocks are bursting with 1500 drinks, meat stocks are fair with 300 and rising (rabid Hunters seem to be leaping upon every single creature that emerges onto the plains).

I've been playing around with more advanced liquid traps for the first time and the net result has been a lot of unfortunate Goblin volunteers drowning in the name of science/sadistic amusement. Actual usage has been disappointing though. I had a large Goblin ambush arrive (killed the Human Caravan, oops), but then they mostly got caged before they could make it inside my river trap.

Then, just as I was feverishly eyeing my "unleash watery Hell for great justice" lever, the survivors stopped and just stared into my fort for ages. So I sent the squaddies in and they were promptly evicted. The caged goblins were thrown into a truly decadent spike pit.

The Hospital is up and running fully and I actually have soap for the first time ever! Was highly satisfied to get a Mechanic with knackered feet "walking" again (well, with crutches, but y'know). Also discovered a big hunk of Gold and bought out the whole Dwarven caravan with Gold Crafts :D

I am currently working on getting some magma-safe materials so I can pump magma up to the surface for giggles. I want more excitement, so I'm also digging deeper, exploring the caverns and trying to bump up my Fort Value so I can have some tasty sieges :P

82
DF Gameplay Questions / Re: Drainage (And Giant Spiders!)
« on: February 23, 2013, 12:35:20 pm »
Attacks against an incapacitated enemy always land on the head. Webbing incapacitates, so spiders tend to one shot dwarfs in the head. A good solution to this is to give them the best helmets you can find. And never try to solo a spider.

Lots of fun was had indeed :D

I'm trying to make more use of marksdwarves in my current army. If I wanted to actually explore the caverns, what's the best way to go about it? Right now I'm just sort of sealing it up with cage traps and leaving them be.

-

Original drainage issue was sorted by draining to the aquifer layer. As no fort is complete without morally abhorrent Dwarven Justice, I expanded my river trap into a Thief drowning cell.

This worked perfectly, with the unfortunate side effect of the water release gate washing the corpses and all their loot into the aquifer, never to be seen again :(

Was pretty cool to watch everything get washed away though, I didn't realise water physics on objects were actually simulated to that degree! I've learned my lesson and installed metal grates over the water exit for more Judicially Redistributed Goblinite :D

83
DF Gameplay Questions / Giant Spiders, Trolls and Deathtraps
« on: February 22, 2013, 07:20:37 pm »
I managed to kill it in the end, pure luck to be honest. I sent down a squad of marksdwarves but due to the awkward layout of the cavern they had to approach the webs anyway and all got stuck...

However, one somehow managed to smash it's skull in, using his crossbow as a bludgeoning weapon! The damn thing killed enough of my soldiers to get it's own name assigned to it ("Tatmenad") before I managed to take it down :P

On the other hand, I now have 71 Giant Cave Spider silk threads, so there was some gain from the proceedings. Crazy fight, I've never seen one creature prove that dangerous. Giants and Minotaurs are pansies by comparison!

---

That Troll I caged earlier and mentioned...if I release it into the pit under my entrance bridge, will it maul anything that falls in? As far as I know Goblins have something of a natural synergy with Trolls, so I just wondered if they'd make friends with a wild one or if it'd regard them as tasty morsels? :P

Either way I'm not sure it's 100% useful as a trap, but it sounds Dwarf-y and thus I should probably do it :D

84
DF Gameplay Questions / Re: Drainage
« on: February 22, 2013, 04:25:17 pm »
Aquifers will drain infinite amounts of water very quickly.  Just channel out one aquifer tile from above.

you can let the water drain into the aquifer layer. It doesn't just make water, it absorbs it too

Oh, thanks guys. I knew building on an Aquifer would come in handy eventually :D Seems it's also a great source of water for my hospital.

Totally unrelated news, but I may as well ask here, I'm currently having a hellish problem with a Giant Cave Spider. I had a military of 7 pretty proficient Dwarves (they killed Goblin ambushes quite easily) and so far every single one of them seems utterly unable to take the thing down, even all rushing it at once.

I'm not quite sure what happened. Basically I forgot to lock the door to the caverns and my hunter went in there and stupidly started shooting at the Spider. He hurt it's legs, but then it webbed him and bit him in the neck a load of times, I'm presuming he's dying now even though he's still alive.

The soldiers then arrived and proceeded to walk into the webs and got stuck fast before they could do anything. So they seem to just be sitting still now, like some kind of ghastly tinned food.

I do have a Marksdwarf but he's either webbed too or is messing about someplace else. Any ideas for how to kill this sodding thing? I wanted to trap it (I caught a Troll from the caverns earlier), but looks like I'll be more than happy just to finish it off now.

85
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 22, 2013, 08:19:39 am »
I've had two visits from a crazed Werepanther that, surprisingly, seems to be acting as some sort of Guardian Angel for the fort :D

The first time it turned up, then anti-climatically converted back to Human form immediately and ran off.

The second time it arrived and started attacking something in a frenzy. I hastily deployed my soldiers, only to realise it was mauling a Goblin Thief to death. After biting his head open it once again transformed into a Human and fled.

86
DF Gameplay Questions / Drainage (And Giant Spiders!)
« on: February 22, 2013, 07:36:03 am »
Filling my entrance hallway with copper traps and watching them shred the 2-bit Goblin Snatchers got one dimensional, so I did the next logical thing. That was to build a sealed second entrance to my base and then redirect the local river straight into it with floodgates!

To test this fancy new anti-siege device, I flicked the lever of the gates on and off quickly..and thanks to the pressure the gates took far longer than expected to close, much to my amusement :D

Anyway, this kind of flooded the crap out of the cubicle more than I initially expected, because I didn't adequately plan drainage. Since I'm playing on an Aquifer map, I'm sort of stuffed because I can't dig a chasm straight down to relieve the water milling about on the surface. So I'm digging an artificial cavern (a simple giant room) at present just to relieve some of the water strain. The cavern lies under the cubicle, which has metal grates in the floor.

So I have a few questions for the experienced doom-trap-enthusiasts out there:

1. Will floor grates into a cavern actually prove sufficient to drain the deathtrap from the leaky excesses of a whole river?
2. Will water spilling into a chamber at 6/7 or 7/7 level yet draining through grates at the same time still be sufficient in force and volume for killing Goblins?
3. How can I really get a good drainage solution that will make this trap re-usable?

87
DF Gameplay Questions / Re: Maximising Productivity
« on: February 20, 2013, 04:13:34 pm »
you need people who can get to them, have the farming labor and have a farmplot with that crop enabled.

Indeed, this is what's unusual. I had a simple "emergency farm" with only Plump Helmets all year round, I have 3 Farmers with the labour ticked and a custom Plant stockpile for Helmets next to the Still. But regardless only right after everyone died did I actually see Helmets being carried to the stockpiles!

I'm starting over with that fort, I think I will tidy my stockpiles up a bit. I find I tend to dig out warehouses all over the place at the beginning and everything gets tossed in a big heap before I get my workshops set up :\

(Lol, this thread really highlights my numerous resource failures... :D)

88
DF Gameplay Questions / Re: Maximising Productivity
« on: February 20, 2013, 04:04:56 pm »
Looks like I'll be reclaiming this fort actually, got mass graves for all the thirst victims now! I think I may have found the problem though. For some silly reason Plump Helmet Spawn was Forbidden on the stocks menu, I must have hit F by accident.

Presumably that would stop the farmers replanting them? Either way, I had several fields producing different crops to give the (nonexistent) booze some variety, so I still can't figure out why I have such a huge shortage.

I've set the surviving farmers to all plant the fields and got a few more peasants to get brewing. I've had 2 stills the whole time, and just planted a huge field, so if I don't have plant stocks or beer after this I'm going to be totally perplexed :\

(And yeah, on the stocks screen I have something like 350 seeds but no plants aside from ones I'm gathering from outside. Really really odd.)

89
DF Gameplay Questions / Re: Maximising Productivity
« on: February 20, 2013, 03:09:06 pm »
The mass of redundant farmers is probably causing that. My guess is they all have a low Farming skill, which results in small stacks of plants (see my sig for details).

Brewing is a slow process, and if the plant stacks are small, you will only make a small amount of booze for each job. No wonder it gets drunk so fast.

I had a quick look in Dwarf Therapist. Only just realised you can actually alter occupations directly with that program, which means the game just became so much easier to micromanage! :D

Basically 90% of these bloody Farmers are crap as you suspected. So I got them doing menial stone labour and left a couple of Competent ones to tend the fields.

Unfortunately, I'm now getting dehydration deaths all over the place because all the booze/booze plants I bought off the Elves have run out. I don't understand why, but my logs are filled with "Can't brew..." logs as if I'm not producing crops, which makes no sense since the fields I have are constantly planted when I check them.

I even set the Kitchen to ignore plants in favour of meat and other products, but I still never have any Helmets or Wheat in stock. Never had this problem with a fort before, but it's rather depressing! I can only assume Dwarves are randomly eating the plants raw, but even then I can't see why they'd do that with ample food supplies. Logic would also dictate they wouldn't eat enough to totally shut down my brew production either...

*Ahem* Anyway, enough derailing with my "farm rage"! Dalkar, I like the suggestion, especially since walls need building on the surface in my world too!

I think I might take the Spartan approach soon - I.E. just walling up my entrance whenever more useless swine turn up and leaving them to the elements!

90
DF Gameplay Questions / Maximising Productivity
« on: February 20, 2013, 01:48:45 pm »
How do you prefer to keep your populace working efficiently after you have a few migrant waves?

I find my fortresses seem to hit a golden age when there's about 30 or so Dwarves in the fort because the migrants fill almost all the required roles you're lacking at the start and everyone is normally doing something fairly useful around the clock.

Unfortunately though, once I hit 60 or 70 I almost always seem to get a huge mass of useless nose-pickers that guzzle up my supplies and do nothing of any use in return. My current fort has something like 15 Fisherdwarfs with no extra skills, plus nowhere to actually fish in the environment.

At any one time I have ~30 idlers since I also have a mass of redundant Farmers and it's got to the point where my beer supply is really getting drained quickly. (Though the beer thing could have other issues since I have 2 3x3 plots that are farmed well but for some reason the brewers can't seem to use the plump helmets produced for actual booze and keep faffing about...highly frustrating :\ )

I find this burden gets heavier over time, I've had forts that are almost totally made up of endless waves of leeches Dwarven Children!

My solution has been getting all these loafers to smooth the walls, but that's just going to attract more migrants...it's not a good place to be :(

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