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Messages - StubbornAlcoholic

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91
DF Dwarf Mode Discussion / Re: Why does everyone use the default graphics?
« on: February 19, 2013, 06:31:39 pm »
I must admit, first time I played DF I was like "I want to cut down a tree. What the hell does a tree look like?! What a load of turd."

However, a good few fortresses later and now it's kinda like The Matrix Code. Everything seems to make sense visually, to the extent that I find the concept of it looking different alien and even impractical.

Also, maybe it's just me, but I swear smoothed ASCII rock walls actually look kind of sleek and sexy?! Purely due to how ordered they are in contrast with all the surrounding ASCII-ness.

(Note to self: Describing rock walls as sexy is probably a good indicator that I need to get out more...)

There's that imagination element mentioned too of course, in my mind's eye my carvings look incredibly ornate and fortified walls are mighty castle towers.

92
DF Gameplay Questions / Re: Military keeps getting demolished
« on: February 19, 2013, 10:35:01 am »
Traps are crazy effective, no doubt!
But you're doing something wrong if it takes you 5+ years to train a soldier. I get Legendary in 2 years with no danger rooms.

Really? I'm jealous! :D

I've had some mediocre soldiers, but I've always found sparring/training ineffectual. I've tried training on prisoners and it's indeed a lot faster, but at the same time I seem to have terrible luck with it - the prisoners often kill my soldiers, even when they're wearing armour :\

I mean, my last fort had a decent Teacher Axedwarf who attacked a disarmed Gob Thief with a wooden training sword, and when I scrolled back a moment later he was dead from head injuries, even though I'd given him a bone (or metal, I can't remember) helmet. Once he died I was stuck training total noobs up and so that was pretty much the end of my military...

93
DF Gameplay Questions / Re: Military keeps getting demolished
« on: February 19, 2013, 10:24:51 am »
I've always found traps generally preferential to a military presence, especially early on in the life of a Fortress. I think one of the largest weaknesses of the current version of the game is that training takes far too long if you're not borderline-abusing the game mechanics. And it only takes one lucky headshot or bad fall to take out your 5+ years of training on a soldier!

Traps are especially great if you already have a good metal industry. Get your masons to work walling off areas on the surface leading to narrower chokepoint areas and file down the hills around your fort so that they can't be climbed. This forces attackers (both ambushers and siege invaders) to move through your chokepoints to get to you.

Then, fill those chokepoints with a tasty selection of giant axe blades, corkscrews and spiked balls. Add some cages if you want prisoners too.

My last fort that did this had a dog at the entrance (to scare off Kobolds), a drawbridge (last resort against anything that got through the traps) and then the killing fields in front of all that. Sieges became fairly trivial, I would sound the alert to keep the civvies indoors, send the military to the entrance as a failsafe, then cackle gleefully as deposits of Goblinite worked their way into my coffers ;)

94
DF Dwarf Mode Discussion / Re: Engravings worthy of your Fortress
« on: October 22, 2012, 03:38:17 pm »
I had the "Goblin making a plaintive gesture" one on a craft item, I saved that one instead of selling it 'cos it made me laugh :D It also mentioned specifically that he was wounded mortally by a giant copper disc.

Another one of my favourites was the same image over and over of the same Dwarf devouring plump helmets. Clearly his mates think he's fat, greedy git :D

Also, a historical one in the otherwise cheerful dining room made me chuckle for how inappropriate it was. It was something like "This image shows a Dwarf and a Night Creature. The Night Creature is grimacing. The Dwarf is laughing. The engraving represents the smashing of the Night Creature's Upper Left Arm by the Dwarf in 252."

95
DF Gameplay Questions / Re: Climbing...
« on: October 22, 2012, 03:14:02 pm »
Along with climbing, we're supposed to get improved siege mechanics.

Ideally, invaders would bring ladders, and bridges.  They will possibly be able to mine though stone, or even break constructed walls.
They're also supposed to make note of spectacular failures, and not use those same routes the next time, to prevent long winding trap corridors.

The idea is, it shouldn't be easy to kill invaders with some long winding passage or impenetrable walls.  You'll have to adapt to what the siegers are doing, and aggressively defend yourself, rather then sitting around picking them off 1 by 1 like it is now.  That's what I'm looking forward to.
 
I do hope there's an option to keep it the way it is, a lot of people seem to want to be able to easily wipe out sieges.

We'd need massively improved military training mechanics if invaders are given the ability to dig through walls. Right now unless I'm using some form of exploit (danger rooms, item drop rooms...) it can take years to actually get just a few decent soldiers. Considering the CPU has no training time for it's Goblin Macelords and what have you, giving them the ability to just waltz into your fort and start killing sounds more frustrating than !fun! to me.

96
DF Gameplay Questions / Re: Lack of meaty creatures!
« on: October 22, 2012, 02:45:33 pm »
or animal husbandery if you have any ( Bird eggs are good for that, at least ).
If you want a sustainable diet including meat, raising your own animals is highly recommended.  Pigs and dogs are great choices because they don't need to graze.  Cats tend to be too scrawny, and don't always give meat.  (They're actually not fully grown until a year after they change from kittens to cats, but there's no way to tell which cats are fully grown and which aren't, because the game doesn't show you their ages. Unless you mod them.) Egg-laying birds can also be raised for meat, using nest boxes and not letting your dwarves take the eggs.  Surprisingly, these don't need to graze either (except elk birds).

Ah! This explains something, thank you. I've been trying to raise Giant Keas both for meat and as a form of protection (I hear they can be quite vicious in a fight?). I've caught and tamed a male and a couple of females, but the damn things aren't breeding, so they've been useless so far. I guess I need egg boxes for them to lay in?

Do egg boxes need to be near the amorous birds or do they just appear via spores as with generic mammals? I shall perhaps look towards breeding them for food.

97
DF Gameplay Questions / Re: Inept Hammerer
« on: October 22, 2012, 07:34:04 am »
Fortunately/unfortunately he died recently of an infected wound. His death has illuminated the need for soap :D

Thanks for the tips, next Vamp I get is probably going to be entombed with an office, bed, living comforts and engraved walls. Either that or a burrow-assigned military spot, which is actually an excellent idea.

98
DF Gameplay Questions / Lack of meaty creatures!
« on: October 22, 2012, 07:29:46 am »
My current fortress just hit 218 Dwarves. Isn't 200 the standard pop cap? Fingers crossed I now only have to worry about kids appearing everywhere as opposed to those damn migrant waves (already about half my population seems to be Dwarf children! >:( )

My fort sort of went through a golden age where the Hunters were bringing in lots of meat, booze stocks were full and life was good. Unfortunately two stills and three farm plots are no longer keeping up with the necessary production, so I've expanded to hopefully keep the drink flowing.

Meat stocks are getting really low (down from 300 to around 10 now) and I'm not sure what I can do. They've been dwindling ever since I started trapping the surface to protect myself from sieges. Now the creatures in the local jungle seem to constantly be "Men" or "Women" of some beastly kind, and the game apparently considers them sentient since it won't let me butcher them.

Quite frustrating, since I just had about 20 or so Wolverine Men/Grasshopper Men etc. all caught in my cages, but the only thing they were fit for was throwing into the spike pit. Their spawning is stopping creatures like Giant Keas and the like that I was previously butchering. Is there anything I can do about that, or am I now doomed to starvation via near harmless surface creatures? :\

99
DF Community Games & Stories / The Maze of Redemption
« on: October 21, 2012, 04:28:28 pm »
Thought I'd relay my latest Fortress event in short story form :D

--

Ngokang Ostrasmamxu languished in his cell miserably. It had been nearly a full year since he had taken part in the Goblin siege on the Dwarven fortress of "Cloisteredjudges".

The attack had been an unmitigated disaster, ending before it had even begun. At least, he thought, the Dwarves had treated them fairly upon their surrender. Food and board, protection from violence...the Fortress prison was almost safer than the Goblin citadel he had left from!

Suddenly the cell door opened, and he raised his head. A burly Dwarf stood before him.

"It's your lucky day, Goblin! Come with me."

Ngokang's shackles gave him little choice but to obey. The Dwarf led him down a long, fine hallway he hadn't noticed during his incarceration - the Dwarves had clearly been busy building. Eventually, they stopped at a branched entrance. The neighbouring room had a sloped pit in the centre of the floor.

The Dwarf laid a gentle hand on his shoulder. "You're to be released, you know. Sent free from the great halls of Cloisteredjudges!"

Ngokang's heart leapt! Never in his life had he felt so ecstatic.

"Released..." The Dwarf continued, his eyes narrowing into slits "...unto the mediating influence of The Great Judge. You are to be The First. May she have mercy on you." With that, the Dwarf hurled young Ngokang into the room, sending him flying down the chute.

Grimacing, his eyes cracked open. Around him was a tall, long hallway. The walls were splendidly smooth to the touch, the work of expert craftsmen. But the darkness that shrouded him was almost impenetrable.

Ngokang called out. "Am I to be spared?" His nasal Goblin tones echoed in the cavernous surroundings. There was no reply. Eventually he began to walk. The halls continued on and on and on. They looped on themselves, and at one point he felt the thick nausea of despair creep into him as he realised he had arrived back at his entrance point.

"Hello?!"

This time, there was an answer. It came in the form of a thud. Then another. Another. He turned, and through the dim light barely made out two black orbs. They were eyes so dark, the very light around them seemed to grow dimmer. A face emerged now - a wide nose, nostrils flared. He heard a greedy, hungry snorting.

Hair, vein-laden muscles that bulged. A thick, earthy scent.

"N-N-NO!" He stammered, further words dying in his throat. The ghastly Minotaur reared up, towering above him, as it's grip closed on his right arm. He felt the bones snap as the creature lifted him above it's head, hurling him across the room.

Through the agony, he staggered to his feet. The beast was readying itself for a mighty charge, hooves scratching the rock floor in frenzied fashion. Ngokang ran faster than ever before, his heart pounding in his chest, terror tugging at his every nerve.

But it was hopeless. For a split second he felt the razor sharp horn as it dug into the small of his back, but then the pain washed away. He didn't feel the impact of the cold, hard floor, or even notice as the gargantuan beast raised it's massive fist for the final blow.

In his mind at that moment, he understood. The creature was impartial, unbiased. It would as soon devour a Dwarf as a Goblin, a criminal as an innocent.

A single tear of emotion gathered on his cheek as he thought of the careless warlord who had sent him there. Perhaps one day he too would face The Great Judge - and the thought formed on his face his last ever smile.

--

(Yeah, just built my first labyrinth. A pet Minotaur! I love it :D )

100
DF Gameplay Questions / Inept Hammerer
« on: October 21, 2012, 10:53:34 am »
So I found a Dwarf drained of all blood. Checking my latest migrants, there was one that was a member of about 400 governmental organisations, had loads of doctoring skills and hadn't drunk alcohol for a while despite there being an ample supply of it.

Having thus identified the murderer, I set up a quick execution chamber, appointed a Hammerer and he was dragged there and chained up. The Hammerer proceeded to go berserk and shattered all his limbs, broke his spine and apparently rendered him unable to breathe.

Then she left, his sentence for murder was apparently served (?!) and he was then taken to the hospital. He's now lying there crippled, unbreathing. Somehow no-one has noticed that normal Dwarves have to breathe to live, so the doctors are actually trying to treat him.

1. What shall I do with him now?
2. Why didn't the hammerer actually kill him?
3. Does a retractable bridge drop onto wooden stakes sound like a suitable end to a Vamp? :P

101
God damn it, my original 7, broker, chief medical dwarf, just had to be changing a cage trap, and that damn troll that has been sulking in the caverns just had to come through my fortress at that time.

This BS moments ever happen to anyone else?

Much like the delinquent Broker mentioned above, I once urgently needed my Broker to buy ale for the whole fortress, but had the caravan leave. The reason he wasn't there to place the order?

He was having a fist fight with the Mayor...

102
DF Dwarf Mode Discussion / Sieges: Awesome!
« on: October 20, 2012, 05:47:12 pm »
I'd say DF has a pretty steep learning curve - I must have been playing a month or so now, and with healthy doses of help form the good folks on the boards here I've finally got a fortress that's managing to sustain itself with ample booze, food, bedding, healthcare, clothes production and even a metal industry.

Having learned how to use emergency burrows, I avoided the fall of my last fort, which was all my civvies running outside and getting killed by an ambush. This time, my hunters single-handedly killed the ambushing Goblins and I nicked all their stuff.

And now? I've just hit my first ever full-scale Goblin siege, and it feels like I've suddenly discovered the true excitement of the game! I really put some planning into my Fort's surface protection and it's totally paying off. I filed down all the hill ramps so that there's only a few routes to my mountain entrance, then lined them all with curtain walls, filling deliberate gaps with traps.

So far I've just watched 6 Goblin swordsmen get absolutely mauled by Goblin-made Large Daggers and Morningstars (a most satisfying use of weapon traps!), the other 10 or so have just breached the first curtain wall...and blundered into my courtyard of serrated metal discs with spectacularly limb-scattering results.

If any survive that, they'll then have to cross through my caged/giant-axe'd entrance hall (engraved tastefully with pics of Goblins being slaughtered with crossbows), over a retractable spike pit, past a chained Giant Kea and then a bunch of enormous corkscrews :D

So yeah, I continue to be amazed at the depth the game has. Learning to manage your fort and keep it running through the day-to-day seems to be only the very beginning of the game.

103
DF Gameplay Questions / Re: Climbing...
« on: October 17, 2012, 12:27:32 pm »
I'd say a simpler solution to security problems would be rectified by putting a row of Menacing Spikes/Weapon Traps on the floor on the other side of the wall. Goblin kebabs, nom nom nom.

104
DF Gameplay Questions / Re: Iron?
« on: October 14, 2012, 04:58:52 am »
Personally, my one wish for the game (other than a few bug fixes) is for mining to be more exciting.

I could just be Doing It Wrong™ of course, but I've yet to hit magma despite digging downwards like a maniac in several of my embarks, and often it feels like if you don't have Iron ore (or even Copper) in the early sedimentary layers it's pretty pointless actually digging down any further because all you find are trinket metals that you don't really need.

I haven't even hit an underground cavern layer yet. I guess I just pick crappy embark locations XD

105
DF Gameplay Questions / Re: Anvil Trap?
« on: October 10, 2012, 02:55:26 pm »
I had a Dwarf child go into a Mood the other day and craft a Toy Hammer that was engraved with platinum and was worth about 58,000 Dwarfbucks.

I so wish now that I had left it on a hatch in the ceiling. DEATH BY OBSCENELY DECADENT TOY HAMMER.

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