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Messages - Victor6

Pages: 1 ... 5 6 [7]
91
DF Gameplay Questions / Re: problems with marksmen
« on: April 27, 2013, 04:00:16 am »
Drawbridges are your friends here; place thin ones in front of your fortifications and raise them to create walls if you see an elite bowman coming. If they can't see a dwarf they'll happily wander past into the death traps.

92
DF Gameplay Questions / Re: Dwarves do not able to equip armor?
« on: April 26, 2013, 02:52:23 pm »
I've found that in general, Bins are more of a problem than they're worth for weapons\armour, particularly if the bin contains a mix of items and you've adjusted the stockpile settings at some point (i.e. 1 item inside is invalid).
Try creating a large armour stockpile without bins, shift all your armour in there and see if that improves their behaviour.

If you must use bins - Remember to add a shirt\tunic and trousers to every uniform. Dwarves don't like fighting naked, and you can practically guarantee Urist Mcstupidhauler and Co will wander off with the bins containing all the breastplates\mailshirts at somepoint....

93
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 23, 2013, 02:18:16 pm »
Goblins, lots of goblins....

First they came in summer and ran straight into a human caravan. The guards killed everyone except for 2 trolls who seemed to get stuck, unable to decide if they wanted to come into the fort and stay in a nice cage, fight the remaining wounded human swordsman, or run away.
A depressed cheesemaker was dispatched as bait, but he only succeeded in obtaining the rank of skilled biter. Eventually I cracked and dispatched the hammerdwarves.

Just as the clean up ended, the dwarf caravan turned up....and more goblins. More mess to clean up and still not a single prisoner.

Then it was Goblin X-mas, no merchants to get in the way this time! Everyone scurried inside and waited patiently.....

....as a herd of giant wild boar decided to clog the outer ring of cages leaving the poor goblins to get diced by the weapon traps.



94
DF Gameplay Questions / Re: Goblin training (catch and release)
« on: April 23, 2013, 01:04:12 pm »
And yes, military training for goblins is absolutely possible. A danger-room (a.k.a. Goblin Gym) would be most efficient. You could pit them against dwarfs or animals, too, but that'd be comparatively slow, not to mention kind of wasteful for a _dwarf_ fortress.
Well, it's less probably less wasteful than letting the useless immigrants* sit around drinking the booze, wearing out the clothes, and complaining about the lack of cheesemaking jobs in the fortress. Immigrants are a renewable resource after all.

Currently I'm still holding out for a semi-megabeast to turn up (legends mode should show the kills?), once I have one it's time for some science.....

95
DF Dwarf Mode Discussion / Re: Post flooding quantum items
« on: April 21, 2013, 07:48:22 pm »
Well, I've had the chance to try a few suggestions\ideas;-
1. The Ballista(s);- Hit and miss. I had to try this on the humans due to the dwarf caravan skipping the bridge and attempting a river crossing into some wildlife. I was hoping that targets would be slammed clear of the depot, but most dropped dead inside. Coupled with the inability to hit the broadside of a barn at point blank and the cost of munitions, I don't think it's really viable or fast enough.

2. Pumping the water out;- Items still move and go missing, I didn't notice any improvement over using a single drain. 1 marksdwarf did get washed through the fortifications+bars blocking the drainage channel and escaped somehow.

3. The air lure;- Too time sensitive, Urist Mcleverphobe needs to open access to the air chamber just as the water level reaches the drowning point. I did have some success opening the air chamber in advance and using the waterflow to shove the still living merchants&guards out of the depot. Some items were still in the depot, however that might be due to the 'Get out of my depot' system killing its target rather than just wounding it.

Unfortunately I can't attempt to freeze them in my current biome. I'll try that with my next embark.
Claim and dump isn't really in the spirit of it. I'm a fan of multipurpose traps really. Steel, flux, and hatred of the dwarvern leadership caste is the current motivation, but it never hurts to have something you can use on elves and humans too.

Washing them out of the depot into a side room\DAS seems to work well enough even with a 1x5 room (although size is less of an issue providing they finish under the DAS). It's just getting the water out. Maybe a fork shaped room along the lines of;

000000
X___B0
X_0000
X___B0
X_0000
X___B0
000000

X:Floodgates
0:Wall
_:Empty
B:Retractable bridge over a pit

If they're forced back over the pit, then I can dump them into 1x1 rooms to drain the water without any room for items to move into quantum space, then drop them again into a room containing the DAS. Resulting in 3 nice clean piles of items to pick through and no need for mass designating (and thus no hauling trash). If that works I could even scale it up, with stops added for the smelters, crypts, and stockpiles, before finally dumping everything that's left into the trash compactor.

96
DF Gameplay Questions / Re: Goblin training (catch and release)
« on: April 20, 2013, 01:25:22 pm »
Damn. What about semi-megabeasts like a minotaur or a cyclops? Getting them to leave might be tougher, unless I arrange for the fort to fall to them rather than abandoning it.

97
DF Gameplay Questions / Goblin training (catch and release)
« on: April 20, 2013, 12:29:50 pm »
No, not training dwarves on goblins. Could I train goblins with dwarves\animals and then release them to wreck havoc on an unsuspecting game world?
I'm thinking of pitting each migrant wave (and their children) into a room with an armed goblin (melee) for a decade or so, then opening up an escape tunnel to an isolated area at edge of the map. Assuming I take precautions to prevent the goblin getting crushed by falling cheesemakers would the game keep track of him after he flees the map? If so, could he\she come back during another attack, even if I abandon the fort and start another one?

98
DF Dwarf Mode Discussion / Re: Post flooding quantum items
« on: April 19, 2013, 03:08:25 pm »
Really if you want to utilize a system like that the best bet is to simply remove the water aspect all together. Simply kill the dwarves in a hallway filled with atom smashers as they are leaving/entering instead of at the depot, remove what you want, and then trigger the atom smasher hallway. (Alternatively you could kill them in a hallway with a bridge as a floor, remove what you want, and then drop everything else down into your smasher/disposal method.)
Long hallways and ballistas, lines of atom-smashers, pit traps, hordes of captured monsters, they all have the same problem;- Killing them isn't (and hasn't been) the issue, it's where you kill them. The Depot is nice because everyone dies in a 5x5 square rather than being strung out in a long line. Refinement is the key here;- As little unnecessary hauling as possible.

The most recent setup is arranged like this:-

The water tank sits directly below. North is the merchant entrance tunnel, just off-screen the the left is the main stairwell and stockpile access.

Since water apparently sucks for moving items, the other option would be to move the victims first.
First off move the drains to north of the DAS and adding a floodgate between the fortification and grate. then opening up the ceiling above the DAS (I may need to widen the DAS). The pumps don't create vertical pressure, so I'm thinking I could lure the merchants \ guards \ animals in there with the prospect of air (bringing the items with them), then seal it off until they drown and then drain.

99
DF Dwarf Mode Discussion / Re: Post flooding quantum items
« on: April 19, 2013, 12:13:44 pm »
It's not the littering that bothers me, it's the inefficiency of have to go through the entire stocks screen to locate the items and unforbidding+(re)dumping entire categories rather than just single items (some of those items could be outside, miles away from the stockpile because their previous owner was eaten by bears). The ideal outcome would be to end up with a single, visible pile of forbidden loot under the DAS for easy manual sorting and disposal.

However, if there's a possible bug at work I'll go with the easier option. I'm sure I've used similar systems for trash compactors (flooding an underground refuse pile instead of a depot) without this issue, but  I've never paid too much attention to that section of the stocks screen.

My suggestion would be to make either a one tile dump in the existing washout area that is under the existing DAS, or make another one tile dump very close to the washout area with its own DAS.  This will pull the rubbish items out of the quantum flood masking state.  It will still involve a large number of hauling jobs (unless DFHack autodump is used), but the short hauling distance will at least minimize the time drain impact.
Thanks. In my case the DAS is 1x6 (so 5 tiles of 'open space'), so this actually works pretty well. Everything that's hidden ends up either in the floodgates or under the DAS anyway They're only dumping the items 1 square or less so it's pretty swift.

Quote from: Catsup
....no need to kill them, that results in unwanted ghosts sometimes.
They're loyal servants of the bourgeois dwavern elites, that's reason enough to kill them (plus, this way I can also use it to dispose of any tall vermin who visit). All those dead pack animals are a good source of food, ammo, and leather too.

That damn liaison is next: I'm thinking a glass box. Put in some nice furniture, a years supply of food and drink, and some random weapons. Seal the mayor in there with the liaison until he hopefully goes berserk. If the mayor survives, I'll let him out and the fort will pay attention to his mandates\demands for a year, if he loses; keep adding badgers and see how long the liaison lasts.

Either way, it should make the dining area more interesting.

100
DF Dwarf Mode Discussion / Post flooding quantum items
« on: April 19, 2013, 06:35:30 am »
Instead of depending on the pathetic scraps of flux and steel the dwarf merchants bring, I've decided to try and harvest a superior source:- The dwarf caravan guards.

Recent attempts to liberate the workers from the outdated imperialist dogma of the mountain homes has however, had mixed results.

- I've constructed the trade depot so that 2 bridges can be raised to block the entrance and the exit forming a nice little watertight box. The eastern wall is made up of floodgates leading to the drainage system. - This consists of first a DAS, then a line of fortifications to prevent items slipping through, and finally the drainage grates.
- The GOOMD lever is pulled, dropping 10-20 stones onto one of the merchants bludgeoning him to death and providing me with a use for microline. This causes the rest of the merchants to pack up their crap and get ready to leave.
- Once they've cleared up the depot, 2 water pumps flood the chamber from the west, drowning the dwarves.
- The eastern floodgates are opened, draining the water out, and washing everything out of the depot towards the fortifications.

- In theory I should be able to cherry pick (reclaim) the items I want, then DAS all the useless mini-forges, corpses, and other garbage the dwarf merchants insist on bringing.

However what I end up with is phantom items. The tiles are often empty except for mud when using loo(k), but the items appear on the stocks list (and if unforbidden are collected and put in the depot). Using the DAS doesn't destroy them either. They just exist in a quantum state until I mass reclaim the area.

Any suggestions how to get around this? I want to avoid items being stuck in the depot, or being dragged back to the stockpile before being sent to a DAS.

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