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Messages - Urist McVoyager

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1216
DF Dwarf Mode Discussion / Re: Tactics in the worlds of Armok
« on: February 13, 2014, 10:34:56 am »
At the moment pikes don't do anything more than pierce the enemies with two-handed force. It helps, but not nearly as much as a true pike would. The game doesn't take size into account for range when it comes to melee weapons. It works for damage, but not range. Once weapon size affects how far away the weapons can hit, then we'll get proper pikes.

We'll also need more control over troops. A single pikeman is only a nuisance to cavalry, not a threat. Get a few mounted warriors in there, and the pike will only keep them at bay if they're packed tightly enough for the wielder to swing it back and forth. Which gets tiring, since the things are so damn long. You need your pike folks standing tightly packed, with a large number of crossbow folks to kill the backed up cavalry.

Really, a lot of our current problems could be solved with proper use of the discipline stat. Highly disciplined troops would stick to formations and fight together, while the ill disciplined soldiers could be shot forward ahead of them as a screening force to distract the enemies until their more skilled brethren came in for the kill.

It's how things really worked back then. The peasant horde soaked up enemy arrows while the armored knights and sergeants marched into action.

1217
DF Dwarf Mode Discussion / Re: Tactics in the worlds of Armok
« on: February 12, 2014, 10:52:33 pm »
Well, just going by the mechanics of the game so far . . . If we were discussing any other immortal race, I'd go with advanced scouting by diplomats to root out traps and figure out where the sappers need to go to disable the farms.

With goblins? Dwarven Wave tactics. Overwhelm the fortress with massive numbers of artillery pieces and sappers, try to dig your way into the Fortress. You need overwhelming numbers, because you just KNOW you're unlikely to outlast them with a siege.

And I'm sure the goblins will have their own ways of getting word out to reinforcements. So time is of the essence. You need to storm that tower and break it down quick!

1218
DF Dwarf Mode Discussion / Re: About Waves of migrants
« on: February 12, 2014, 10:28:11 pm »
Vanilla it's 200. Most forts fall to lag death at about that level.

1219
There's a bug where sometimes the Doctors won't help the wounded. I know your injured dwarf was to blame for the lack this time, but you might run into the issue again with one who does rest.

The trick there is going to be giving the dwarf more non-lethal injuries until a doctor notices the new issues and does something about them.

1220
DF Gameplay Questions / Re: Guard posts - How to set them up efficiently?
« on: January 21, 2014, 06:36:59 pm »
Or avoid using stockpiles for weapons and armor altogether.

1221
DF Dwarf Mode Discussion / Re: Is secure beekeeping actually possible?
« on: January 19, 2014, 10:44:37 pm »
Any idea what that limit is?

1222
DF Dwarf Mode Discussion / Re: My epic first dragon encounter!
« on: January 14, 2014, 06:48:09 pm »
I've only had Minotaurs come to my fortress. Two of them, in my entire career. I only fought one. He died, but caused a soldier to bleed to death on the field because no one would take him inside. This was before I figured out hospitals. I'm hoping to build a serious above-ground castle real soon. Maybe that'll spur some heavy combat.

1223
DF Dwarf Mode Discussion / Re: Arm loss
« on: January 14, 2014, 05:58:52 pm »
Either use him in the army as-is, or retire him, wait for a werebeast to come, and get him infected. Then isolate him and put him to work picking up a secondary production skill so he can remain useful.

1224
DF Dwarf Mode Discussion / Re: MsPaint Scenes: I draw your descriptions!
« on: January 10, 2014, 10:32:55 pm »
Yay! You got to mine. That was funny. Kobold Kombat,

And I often still play as human. Just wait til I grab the Startdwarf script and launch thirty person embarks. Things will get fun quicker.

1225
DF Gameplay Questions / Re: War Gorillas
« on: January 04, 2014, 10:50:13 pm »
I don't know, I've heard of Giant Desert Scorpions being pastured around weapons and picking them up on their own. Not sure if that's current, sadly, but if it is it should be able to transfer to other animals.

1226
DF Community Games & Stories / Re: IronFist
« on: December 19, 2013, 02:15:10 pm »
*Clears his throat* Ugh, okay. For some reason the game doesn't want to upload for me. I seriously did very little, so . . . no loss if my turn gets skipped. Next player up to bat please.

1227
DF Community Games & Stories / Re: IronFist
« on: December 17, 2013, 06:35:03 pm »
Okay, working on uploading now. Tried a few days ago, but it wouldn't load it. I'll put up the link for the next person soon as I have one.

1228
DF Community Games & Stories / Re: IronFist
« on: December 15, 2013, 12:07:34 am »
Nope. I haven't played since then. I should probably pass the turn to someone else. At least I got the last battle mostly cleaned up, yeah?

I've got the file on my Google Drive. If the next in line has gmail, I'll share it there, otherwise let me know and I'll upload it to that site Woob used.

1229
DF Gameplay Questions / Re: Why do you gen worlds ?
« on: December 12, 2013, 01:07:48 pm »
In the next release, I'm going to keep one world and see how far I can take it.

All those multi-embark megaprojects would mean more there. "The Great Wall of ThePiedPipers kept the goblins of the Shadow Realm at bay for centuries."

1230
DF Community Games & Stories / Re: IronFist
« on: December 11, 2013, 08:59:18 pm »
Instead of apologizing for a repeat . . .I'm also engraving slabs for every fallen person, whether they're ours or not. If the next Overseer wants to sort through and actually pick out ours and cancel the others, they can.

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