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Messages - Catsup

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541
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 03, 2013, 05:49:54 pm »
i forgot to lock the doors to the first floor of my giant cave spider silk farm, and a curious puppy just had to wonder in and so got webbed from friendly spider fire, and promptly falling 1 floor down due to the repeating retracting bridge. The puppy sustained horrible, horrible injuries due to the fall and due to all the webbing that fell on him, but now there was no way for him to get out at all since the second level's bridge is only activated by a manual lever and was another retracting bridge. So i pulled the lever so the puppy could get out from the last level, which is where my dwarves retrieved the silk. The puppy took another round of falling with all the accumulated silk on his back, one of which broke his lower spine so he started suffocating. The puppy soon died, letting out one last muffed "yelp" and his corpse made my dwarves wander into the silk collection area since they wanted to store his corpse in the refuse quantum stockpile. Now my silk operations are shut down for this time since i was doing a stockpile overhaul, and soon there was massive job cancellations, children, other pets, and items getting stuck in the collection zone due to all the webbing and dwarves getting webbed trying to get stuff from it. I ended up just forbidding everything and leaving the door open as well as making the area low traffic, so no more dwarves went inside and the children/pets slowly wandered out. But dam, it was a hell of a mess, so many items stuck in there, clothes, logs, corpses, rotting food, and the place was full of miasma, which proceeded to sink into my central stairwell due to the close proximity to the collection zone.

all because 1 puppy had to be curious...

542
DF Adventure Mode Discussion / Re: What Weapons Would You Recommend?
« on: April 03, 2013, 12:44:53 pm »
Yeah tell that to my Macedwarves when they fought the Zombie marsh Titan. Especially in adventure mode I'd prefer an axe against the undead. It lets you deal with the big zombies and the little ones. Cut off all of their legs then begin working on the lower body. Eventually they become so pint sized it barely hazards a strike, regardless of whether they stay dead or not.
i was talking about the common infested though, smaller humanoid-sized zombies like zombie goblins commonly found in necromancer towers. What you fought against was a tank, and small-arms blunt weapon definitely aint good against that.

543
DF Dwarf Mode Discussion / Re: Dwarven Architecture
« on: April 03, 2013, 08:09:24 am »
hmm, im starting to notice most ppl like to build alot on 1 Z level. Am i the only one who hates using planar space too much?

544
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 03, 2013, 07:46:30 am »
how did the evil thrips get into your fort though? didnt you follow the normal evil-embark protocol of walling off completely asap after digging in after embark?

545
If you place a lot of fast-eating grazers on the layers, they'll clear out the fungus/moss for you. Just make their pasture also a sand or clay collection area, and whatever bald patches they create will be available to your dwarves.
this is the best way, i have a flock of ewes that provide me with wool and milk (and occasionally meat and bones, for the older sheep and to prevent sheepsplosion) grazing on my red sand collection zone to keep it clean of moss.

If you have no grazers and have slaughtered them all, consider catching a draltha or elk birds from the caverns and keeping a few (1, if draltha) as a pet on the sand area so they eat all the moss.

546
DF Adventure Mode Discussion / Re: What Weapons Would You Recommend?
« on: April 03, 2013, 07:29:54 am »
Yeah unfortunately the weapons to avoid are blunt weapons.

not all blunt weapons are bad, its just that they dont sever or bleed anything, but tend to break bones and make enemies give into pain first before you get a clear shot at the head, whips especially are quite good.

blunt weapons is also the best weapon to use against undeads, and whips will instantly put down undeads if you it any part of the body.

547
DF Adventure Mode Discussion / Re: I am infamous
« on: April 03, 2013, 07:27:19 am »
lucky...im about to abandon my kobold vampire outsider despite him being stronger than a demigod now and can solo dragons (he started as a peasant) since its so boring that everyone (including bandits) is at peace with him and respect him since he performed many "heroic deeds" and is not a member of any civilization, that anyone might be at odds with (outsider).

some ppl get all the FUN, i wish my adventurer had more =(

548
DF Gameplay Questions / Re: new fortress == new world?
« on: April 03, 2013, 07:17:00 am »
i usually make a copy of a good world before i start building a fortress in it, and after i lose win, i play the copy and find a new embark location. I tend to avoid multiple forts in the same world because it just feels fresher to start anew, and also because if you are new to the game, you might not know exactly what world settings interest you (there are many different worlds to be made in advanced world gen).

I think i finally got it right with my 10th gen'd fortress mode world or so after playing a few forts in others, with it's massive open caverns and numerous layers of rock above and between cavern layers, moderately higher mineral abundance (yet i still dont have iron in my current embark...lol), and numerous towers, the "Dimension of wind" (Osmlo Ospaz) is the only world that has seen more than 1 fort, and has a copy i plan on playing again if my current fort falls.

It was also very lucky to be generated, as it had 140 civs and max sites, and such numbers tend to cause dwarf fortress to crash during world gen at one point or another, yet this 2222 history world made it through.

549
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 02, 2013, 09:20:09 pm »
So, got a goblin siege, no big deal, I lock the doors and position my fighters behind them and the archers at a vantage point. They brought trolls, so the doors were going to break, and when they finally did, rather than stay at their stations and wait like I wanted them too, all my dwarves rush into the newly-created choke-point, with a swarm of goblins on the other side, and twenty or so of them die, one-by-one in a neat little line, bodies piled in the doorway.
Is there any setting like the old "stays close to station" option to prevent these suicide rushes? it seems like dwarves will chase an opponent to the ends of the map and back, no matter what their orders are. In older versions I could set them to stick close and a defense like this would hold up, but there seems to be no way to prevent suicide charges now without specifically building blind-spots so your dwarves don't see the opponent.
This is probably the worrse siege I've had, and it should have been simple, but because they wouldn't keep their station, choosing to go single-file into the goblin meatgrinder, I lost over half my military in a matter of minutes.
I tried to deactivate them to get them to flee but they kept their line moving for whatever odd reason.

should have positioned them further, this is a classic example of dorf dumbness.

im not joking when i say goblin squads are more coordinated in their movements and attack than dwarves, at least they constantly follow their leader instead of needing to complete 1 order before following another if you issued a new order (such as if they first order would bring them too close to the enemy, and you issue a second move order to move away, they MUST move towards the first order first and THEN follow the second order). Dwarf squads are also almost never together, at most you get like 8 out of 10 squadies in a group before one of them runs off to drink or something. They also tend to rush ahead of each other when issued a move, especially marksdwarves, resulting in enemies closing the distance fast and causing 1 or 2 casualties in the rushers before the rest of the squad comes and puts the enemy down.

i think a better use of your melee dwarves would just to be to have them hang in a pit, a arena of sorts while you control a lever and drop parts of the enemy's army in at a time while they finish off the pitted enemies while they're stunned from the drop.

550
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 02, 2013, 06:39:07 pm »
finally caught a giant cave spider in my 10th year, a lil late though compared to my other forts, as i already have plentiful rope reed and pig tail fiber production for clothes, and corpse grinders/legendary bonecarvers for trade goods. Still better than never i guess, i will construction a silk farm right away, and make a sweatshop level of 15 looms. My creature logic repeater will again see usage in the silk farm machinery, better wake up the kobold thieves in my jail.

i think i really lucked out this time catching the spider, as i wasnt making any real effort to catch one, i've seen 3 appear now and this was the third one. I set up cage traps at where the second one came in, in hopes of it running into the cages while trying to leave the map, but i couldnt set it close enough without being attacked by the spider so i ended up cage trapping only a small section of the entrance.

the new spider just happen to spawn in the same place as where the old one left, and it's first step into the map was right onto forbidden cage traps.

551
DF Dwarf Mode Discussion / Re: My first weekend playing DF
« on: April 02, 2013, 01:33:53 pm »

The problem I now have is that I don't get that much satisfaction out of the game.
you'll start feeling it when you crush attempted goblin sieges and pit their siege commanders in poking chambers and lava-pit slow cookers (slow-cooker is a design where they only have contact with magma briefly, allowing time for them to writhe around and burn to death slowly).

552
DF Gameplay Questions / Re: Combating skill rust in the medical staff?
« on: April 02, 2013, 01:30:39 pm »
minecart systems have a tendency to cause hospitalization in children who like to play on the tracks and follow their parents while the parent is guiding a minecart, and get injured when the cart is pushed back at the end of the track. So, make more minecart systems for your fort.

553
oh yea i forgot to mention i have my child population capped at 20% of my adult population, so i dont have that many children either. Its worth noting im looking for population growth (my fort was built with a capacity for at least 400) not just simply sustained growth to death ratio.

554
that's up to you
thats true, but i wouldnt be asking if i didnt want others' opinion on this  ;)

555
i really dont want to mod the vanilla growth rate for children cuz i view it as kinda exploitish, but my fortress's civ is a special case. I have not received new migrants for the last 3 years now, despite having the population cap at 300, with only 159 working adults at the moment and almost 10 million wealth. My fort's civ does not have any important leaders and although the civ was available to play, i could not identify any sites that the civ actually occupied on the world map when it started out. I also got very limited migration the first few years when migrants did come, and almost every migrant wave had merchants migrating it, presumably because of the limited number of civilians the civ had.

Now almost every early season i received the message "the fortress attracted no migrants this season", and over the last 3 years i received more forgotten beasts (i had a record of 6 beasts in 2 months) than i did migrants. So the question again, should i mod the growth rate of children to be lower so i can see a timely population growth? because atm my fort isnt even 12 years old yet.

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