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Messages - Deboche

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736
DF General Discussion / Re: A long essay about dwarven military vs. RL
« on: August 18, 2014, 02:13:43 pm »
First, on the subject of traps. Sending your soldiers into the tunnels to be slaughtered is poor strategy, and with the need for traps to be reloaded or reset in the event of a jam they become trivial to bypass. Simply taking a herd of your livestock and tying lit torches to their tails will allow you to drive them into the tunnels, triggering the traps with minimal casualties.
I think when moving fortress parts are implemented, traps are gonna go to another level and make fortresses truly unbreachable from the outside.

And since you mention logistics, you need to consider the underground connections of different fortresses and even the invasions that may occur from the underground, making the terrain a lot more like the above ground, with dwarves having the home turf.

737
DF Suggestions / Re: Return back ghosts of goblins/merchants
« on: August 17, 2014, 06:59:55 pm »
What you're suggesting is a new feature: ghosts of invaders and the possibility of appeasing them. It's a bug because there was no way to fix it

738
I didn't know that about fortifications though with my setup the fortification is dry unless someone breaks the outer door and enemies won't try to path that way.

Your safe well also seems a bit too complicated, just have a grate leading to a 1 tile hallway with a door, like this:

                   X___River
__W__          X <- Put the grate here, on one of the up/down stairways
O     OOOOOOX
O___________X
           /\door here

So the steps would be:
1 - dig a channel where you want the well
2 - dig the cistern
3 - make a path from the cistern to the river and one to somewhere in your fortress so your dwarves can get in and out
4 - Build a door connected to a lever before you break into the river
5 - Open the door and break into the river then close it again(you can also break in before you connect it to a lever and the miner will just close it behind him as he flees from the water, then connect it)
6 - On one of the up/down stairways from the cistern to the river, install the grate - above the cistern water level if these also have to stay dry
7 - Make another door attached to a lever somewhere in the tunnel
8 - Build the well

I also like to put a locked hatch in the accessway from the fortress to the cistern but dwarves never try to go down there anyway

739
DF Dwarf Mode Discussion / Re: Slaughter in a Fortress
« on: August 17, 2014, 09:24:03 am »
the pitting bug makes dwarves attack other dwarves when goblins escape

740
DF Dwarf Mode Discussion / Re: Slaughter in a Fortress
« on: August 17, 2014, 09:20:26 am »
maybe it's the pitting bug:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7979

And next time, lock the doors of the training room. Also, if your dwarves are killing them so quickly give them wooden training weapons

741
You answered your own question; Also, doors aren't terribly stable for this as things can move into them too easily and often which will hold them open. The reality is that using a bridge is best, fortifications are easier to manage (visually), and doors just suck. Call it player choice.
Just seems like a lot of work when you can simply build this:

>DFD_River

> - downward stairway to your well
D - Door
F - Fortification
D - Door
_ Empty space that your miner dug out

Once the river flows to your well and you have a full cistern, you'd have to empty it completely for dwarves to be able to reach those doors which never happens and why would it? The door is closed most of the time and it's controlled by mechanisms, the only way to jam it is by choice.

Doesn't seem like that reality is very real if you have trouble with floods and need to use tricks like repeating lever commands to make water disappear.

You can have your well ready before Summer, all you need is to make the chain/rope, 7 mechanism, a bucket, 2 doors and the fortification.

742
DF Gameplay Questions / Re: Help me with some fort issues
« on: August 17, 2014, 01:04:46 am »
I gave up on a fort recently because of fps death. It's better to make your embark area small, have a pop cap and keep few animals.

Also try to sell off as much of your stuff as possible to caravans. Get rid of all extra items you don't need like tattered clothing, corpses and so on.

And also don't dig anymore than you have to. Walling off areas of the fortress that you don't need seems to help.

As for the farm problem, maybe some of the tiles were exposed to light. When soil is exposed to light, it never goes back to being considered underground.

743
DF Suggestions / Re: Allow Manager to Order Quality
« on: August 17, 2014, 12:22:47 am »
or have a chance of useless items being produced, which you then need to dispose of

744
DF Suggestions / Re: Allow Manager to Order Quality
« on: August 16, 2014, 09:28:50 pm »
I was thinking about this the other day. I agree with making unskilled workers take longer to produce something better but they shouldn't get more experience from it. That way, you can decide between making lots of crappy items quickly to get him to learn or demand quality from the begining and eventually take longer to get masterwork pieces

745
DF General Discussion / Re: A long essay about dwarven military vs. RL
« on: August 16, 2014, 08:18:43 pm »
I thought we were talking about fighting in the open. Inside their fortresses, no one can beat the dwarves. Flying mounts, non-flying mounts, gigantic beasts, tactics, it's all for naught in a narrow corridor filled with all sorts of nasty traps and a host of enraged dwarves just waiting for you to show your face.

Out in the open is where dwarves are at their weakest. I still think they can dig very quickly even as battle rages on and they can use machines even to take down flying mounts, maybe something that shoots nets, chained lead balls or just all sorts of metal stuff into the air like pirates did.

746
DF General Discussion / Re: A long essay about dwarven military vs. RL
« on: August 16, 2014, 05:05:00 pm »
In game, the air cavalry would still have to drop down to engage, but realistically, an archer on a flying mount could stay in one spot fire on ground targets with impunity. You would need some form of primitive anti-air gun, which inevitably would be developed in such a setting for need of a way to counter high altitude snipers. A ballista might work, if you could just set it on its back so it fires up instead of out, but I'm not convinced that would work well.
I think it would be more effective to drop boulders from up high if the creature can carry them, or barrels of flaming booze if some detonation mechanism was found but even just bags of rocks would be devastating enough. And there's also all sorts of nasty poisonous liquids and powders.

747
DF General Discussion / Re: A long essay about dwarven military vs. RL
« on: August 16, 2014, 03:05:08 pm »
We also need to consider flying creatures like giant bats. As they are, gobbos just use them as mounts that can jump over walls but the possibilities are very interesting

748
DF Dwarf Mode Discussion / Re: Traps are worth...
« on: August 16, 2014, 02:53:43 pm »
Ive used cage traps just like in the previous version, they catch everything except kobolds and big mean creatures

I put up 3 weapon traps on my bridge, each with 10 glass serrated discs and barely any enemies get past those

Stone traps are only good in 1 tile wide corridors I think. I don't use them anymore but all they're good for is stopping those early goblin snatchers that don't seem to come anymore anyway

749
DF Gameplay Questions / Re: Grazer question
« on: August 16, 2014, 09:35:29 am »
Yaks are also crap. You can have a whole leather, cheese and meat industry on goats because they breed a lot and eat barely anything

750
I don't understand the whole thing. What's the advantage of this setup compared to digging against the side of the river and use a door to control the water? With possibly a fortification in the unlikely chance that something will crawl into the river and break your door

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