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Messages - Victor6

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16
DF Gameplay Questions / Re: A neverending siege
« on: May 27, 2014, 08:28:41 pm »
If it IS the trees, extirpate all may help sort the problem out - It's excessive but they'll grow back.

17
Am I the only one who opened this thread expecting to read about chidren locked in a tiny cell with some animal for 12 years?

Nope, but give it time; the OP's only just started, so it won't be long before those kids find themselves taking a regular lava bath in the name of !!science!!

18
DF Gameplay Questions / Re: Fish In the River
« on: May 26, 2014, 02:54:01 pm »
Instead of moving the Urists to the river, the dorfy option would be to move the river closer to the Urists.

The really dorfy option would be to redirect the river underground so that you can catch surface fish without exposing yourself to the glowing sky orb of doom.

19
DF Gameplay Questions / Re: Troop Training
« on: May 25, 2014, 08:12:38 am »
R.E. Marksdwarves; The above is correct, setting them on inactive tends to be more effiecent, just remember to set up an archer range for each target you have, even if the existing room designation covers 5 targets only 1 dwarf can use it at a time. Once it's setup and your dwarves go idle you'll find the biggest problem is supplying enough ammo.

Make sure you have training ammo set up and space in the quivers - If you collect stray bolts you sometimes end up with a situation where the dwarf has 5 stacks of 1 bolt and he won't fire.

With melee training you either need to be patient (having a champion with the teaching skill helps a lot, since without it they rarely organise teaching sessions), use a danger room (insanely easy to exploit, ruins the fun imo), or use live targets (goblins, humans, trolls, trogs etc). Depending on your pop cap and current playstyle it may be worth remembering that elites abandon all existing labours repeatedly.

20
DF Dwarf Mode Discussion / Re: What is your defensive method?
« on: May 21, 2014, 03:52:37 pm »
For goblin sieges \ megabeasts I'm really boring and just go for the old fashioned pathfinding abuse trap field - a big room \ island with a 3 space route around the edge for caravans, tons of traps in the centre, and atom smashers at either end to seal the room \ kill the stragglers who won't abandon a caged squad leader. - I tend to embark with a mechanic so it gives him something to do early on.

If I have decent magma access then everything just gets sealed underground and buried in obsidian - gotta keep those miners busy.

Caverns are marksdwarf + garbage chute setups. - There's few things that survive both, and those that do are far more fun to develop plans against on the fly rather than setup ahead of time and risk a gremlin.

21
DF Dwarf Mode Discussion / Re: Where do the keas go?
« on: May 20, 2014, 09:53:24 pm »
Where do they go?

To IKea of course!

(runs away)
As awful as that was, it would explain why there's always a few bits missing.

In reality Kea's are omnivorous mountain parrots from New Zealand that are prone to examining, stealing, or destroying anything they can get their claws and hooked beaks on, safe in the knowledge that they enjoy immunity from reprisal due to an endangered species status.

With that in mind they probably hang out on Mount Doom with all the props they stole from LOTR.

22
DF Gameplay Questions / Re: Ballista Arrows, Prone Targets
« on: May 20, 2014, 08:49:47 am »
The channel needs to lead down directly above the target, but if the chute is high enough Urist can't get line of sight. Put a hatch cover linked to a release lever on the Z-level below the dump if you want to use a short chute.

23
DF Dwarf Mode Discussion / Re: Where do the keas go?
« on: May 17, 2014, 09:39:52 am »
Iirc (giant)Keas aren't naturally aggressive, however they tend to lash out if cornered or if their movement is blocked - Which tends to happen all the time once they've found their way into the corridors of your fort.

The same issue can happen with all flying beasts, except that Keas make a beeline for the stockpiles in search of shiny things. Once they're trapped underground they turn into gigantic pack hunting feathered engines of destruction that rip dwarves limb from limb.

Rumours persist of an huge trap-avoid mega-kea that marks the coming of the dwarf apocalypse....

24
DF Dwarf Mode Discussion / Re: Having Trouble Trading
« on: May 12, 2014, 05:30:05 pm »
The other possible reason is that the bins are in transit. If for any reason Urist and friends are taking them on (a neverending) tour of the craft workshops then they'll never be there for trade - This is particular issue with small lightweight items.

If you set the stockpiles 0 bins then the dwarves will be forced to leave them lying around and they'll show up on the trade screen again.

Personally;- 0 the max bins in all effected stockpiles, find the bins and individually dump the contents you want to keep, then either burn or sell the rest on mass (to the humans or dwarves - sell the whole bin, not the contents or the traders will never finishing packing up). Until Bins start behaving like shelves they're more annoying than they're worth.

25
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 12, 2014, 07:55:30 am »
A kobold stole an artifact adamantite mace (one of 2 that my idiot urists have constructed), an event that I couldn't care less about.

After weeks of deliberation I finally pulled the unknown lever on level 15, which fortunately turned out not to be connected to the lava pump, but to the 5 dragon cages in the packed dining hall. Luckily it also sealed the dining hall level to prevent them from escaping. I'm not sure why I built that contraption.

On the upside, the whole level is a raging inferno, which should keep the fort nice and warm for the survivors.

26
Attention all Urists McMilitarydorfs.

That hauled item you lugged all the way to your deployment zone is not a note from your mother excusing you from battle and allowing you to run off back to the stockpile like a cowardly human.

The Overseer.

27
Personally I blame the dwarves; They're always building massive forts full of weapons and facilities, then abandoning them to a mysterious force known as 'fps'. All those lost settlements add up to a massive industrial base.

28
DF Dwarf Mode Discussion / Re: First loyalty cascade
« on: May 10, 2014, 12:37:13 pm »
Slabs might be better than coffins in this case because you can target specific ghosts, although they do take an additional manufacturing step to complete.

The main thing is to seal your dwarves in while you work, since exterior threats are the biggest potential problem. The upside of mass population drops is that you always have tons of food \ booze \ clothes lying around.)

29
DF Gameplay Questions / Re: Ballista Arrows, Prone Targets
« on: May 09, 2014, 12:49:39 pm »
What's directly above the fb? I had a similar issue with an emerald one a while back. 4 years of shooting only chipped it.

If you have open space leading up to a ceiling the simple solution is build an alternate staircase leading up, then channel a path down to it (you may lose a dwarf depending on your forward planning, try to make sure you have a z-level or 2 inbetween, then assign a new garbage dump at the top and bludgeon it senseless with whatever rocks\furniture\prisoners you've got lying around.

You can use a hatch cover part way down if you want a controlled mass of junk. - Sooner or later the amber beast will break up and you'll be left with some insanely heavy body parts to use if it ever happens again.

30
DF Dwarf Mode Discussion / Re: Point Of Melee?
« on: May 07, 2014, 09:27:07 pm »
Marksdwarves are a better and easier earlier investment, Melee have their place because they're often the last line of real defence (i.e. when everything that could have gone wrong has gone wrong, because this is dwarf fortress.).

But there's no reason not to take both, especially when elite marksdwarves have a nasty tendency to burn through training ammo at an insane rate.

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