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Messages - Deboche

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751
DF General Discussion / Re: After a few sieges, and fortresses..
« on: August 15, 2014, 09:11:01 pm »
I tried making my first catapult with a raising bridge, thinking that the objects would be shot in the direction the bridge is lifted but no, they go up in a cloud and fall to the ground. I used corpses.

It gave me an idea for your bomb though. You can make a tiny raising bridge somewhere and dump many items on it. One flick of a switch will send them flying and I'm sure walls surrounding the area will direct the objects in the direction you wish. That gives you the option of lathering them all up in some nasty poison or igniting them.

I'm definitely trying that and the booze explosion thing in the next fortress. This one is in the last gasps of a slow slow slow FPS death

752
DF Gameplay Questions / Re: Understanding Military
« on: August 15, 2014, 05:59:39 pm »
The kobolds you're talking about are usually not a problem, they just go in to steal a few things so if you have all valuable stuff stockpiled somewhere safe, it won't matter.

They just run away as soon as they're spotted though if they're near whomever found them, they will sometimes attack once before fleeing.

753
DF General Discussion / Re: A long essay about dwarven military vs. RL
« on: August 15, 2014, 05:56:25 pm »
That's a great read. Here are a couple of notes:

1 - Dwarves in LOTR are capable of wearing very heavy armor at all times and not get slowed down by it. They are also champions of endurance.

2 - Dwarves have a sort of berserker rage in DF, though not as brutal, violent and insane as the one you described.

3 - I don't think dwarves are very warlike. They have no ambition to conquer more land since all their expansion can be done underground anyway. However, a few would be extremely valuable in any siege since, as you mentioned, no one can beat them when it comes to engineering

754
After the pitting bug is fixed, it'd be much easier to just have a hole in the ground one z-level above(with no adjacent walls in the floor below, like BlackFlyme said) and drop enemies in through that. You can just have the cages stockpiled around the hole so the enemies don't walk around your fortress and build a hatch on top of it.

It's also a great way to quickly dispose of excess livestock

755
I'm pretty sure it's automatic. After he gets diagnosed, the last thing on the list of treatments will be "Needs Crutch" and it will be brought to him automatically. At least that's what happened with my guy when he broke his hip. He'll be almost as fast or as fast as other dwarves when he becomes a legendary crutch walker but might never lose that annoying flashing white thing that says he's injured

756
DF General Discussion / Re: After a few sieges, and fortresses..
« on: August 14, 2014, 06:44:19 pm »
The closest things I can think of are:

1 - Have a bridge over the entrance where you dump everything you don't need and have that get dropped on the enemies. Make it a one square bridge for maximum load

2 - Put dozens of animals(when I first heard of this, it was either cats or kittens) in a cage and connect it to a lever or pressure plate. The cage should be in a narrow corridor. The animals will all attack the enemies all at once so even if they're kittens they're still hundreds of strikes in a short amount of time and likely to kill

757
Yeah I reported this on mantis and made a thread about it yesterday or some such. Training like this can be great if you use one or two dwarves at a time in a pit with wooden training weapons(wooden crossbow if they're hammerdwarves, no wooden training maces though) and disarmed but armored goblins.

I switched to cages because of this bug. I used to get legendary military dwarves pretty quickly in .34 but pitting makes it a lot faster

758
DF Gameplay Questions / Re: Weak sieges?
« on: August 14, 2014, 04:11:56 pm »
nice, thanks!

759
I've had that problem with lakes and they didn't have enough water to cause problems, just a mess having to cover up those holes afterwards

760
DF Gameplay Questions / Re: Broken medicine?
« on: August 14, 2014, 12:48:44 am »
the chief medical was the guy who got injured so I switched it to the next best diagnostician

761
DF Gameplay Questions / Re: Broken medicine?
« on: August 14, 2014, 12:00:45 am »
Just as I was about to reply that one of my 3 suturers was completely idle, he got diagnosed yet again and then my suturer went and sutured him. I guess he needs to be diagnosed when a dwarf with the correct labor happens to be free in order for the job to be done

762
DF Gameplay Questions / Re: Weak sieges?
« on: August 13, 2014, 11:20:05 pm »
My dwarves' discipline is fine, it's the enemies' that sucks. I recently got a double siege! Gobbos and kobolds at the same time. They started killing each other even thought their civs are supposedly at peace and by the time my dwarves got there, they just had to mop up the terrified gobbos that were left

763
DF Gameplay Questions / SOLVED - Broken medicine?
« on: August 13, 2014, 11:16:44 pm »
I always hear people complain about the medical being broken in DF but in .34 that wasn't my experience. My dwarves got rescued, cleaned, treated and were back on their feet, sometimes with the annoying blinking thing, sometimes with crutches but sometimes completely fine.

In this version I had an accident with a hatch(don't make them ever unless they're meant to lock something away or for pitting) where 2 dwarves got hurt. One was a baby and he was left to limp on his broken lower left leg around the meeting hall, the other was sent to the hospital, treated, put in traction and left there. I tried dismantling the Traction bench twice to see if it was just that bug but he got put right back on it. But that happened sometimes in .34, it just took a long time.

But then I got this other dwarf who got hurt, needs sutures, setting and dressing. I canceled all hauling for my suturer but no cigar. He also keeps getting evaluated almost every day and there's no progress. He's constantly sleeping and experiencing mortal fear because his injury came from fighting. I'm about to give up, wall him in and let him starve because I need his armor. Any suggestions?

764
DF Gameplay Questions / Re: A few questions:
« on: August 13, 2014, 08:25:18 pm »
As far as underground pastures, any rock that I wet somehow will end up growing eatable grass? And keeping it only 1z high prevents trees?

As far as holding the food, I imagine if shit hits the fan it will be my children who are left while the adults died valiantly trying to fight away the evil hordes
Yes and I think so. You can also make underground farms on wet rock. As for above ground farms, just wall them in, make a roof and have the access be by stairs

Shit shouldn't hit the fan that easily. Make sure you have bridges to keep enemies out, traps in case they get in and a military is kinda academic, use it for getting rid of forgotten beasts and titans - though you should train them with enemies as well.

765
DF Gameplay Questions / Re: A few questions:
« on: August 13, 2014, 04:07:53 pm »
On the caverns I concur with Deboche, you are more than ready to open them up and delve deeper. Underground pastures makes animal management easier, less travel time for your dwarfs. Although,  I have yet to create a working tree farm in 40.xx, perhaps allowing for multiple Z levels would help?
You do need more than 1 z level. I'm hoping to make one and now that trees are so big, it doesn't need as big an area as before.

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