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Messages - Staalo

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271
I think migrants were just scared off for a while. I once had a first-summer undead siege in one fort which just loitered in one corner of the map for few months and left. After that there were several seasons with no migrants, then one season of "some migrants have arrived despite the danger", after which migrant waves resumed as usual. The "migrant reputation" of the civ or whatever the counter for that is can apparently take a hit even from an uneventful siege.

272
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 27, 2018, 09:47:37 am »
In vanilla game inebriation has [SYN_NO_HOSPITAL] flag, which should prevent it from being treated. Maybe the dwarf had other problem, and was dragged to the hospital because of that other problem, and then diagnosed with inebriation just because he happen to have it too.

That's very likely, since dwarves can sometimes heal mangled limbs and ruptured organs in less time than it takes them to get to a hospital. A funny coincidence anyway.

273
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 27, 2018, 02:51:30 am »
Playing again after some pause and I'm constantly finding funny little WTFs I didn't see in the earlier versions.

A dwarf gets hauled into the hospital and is "diagnosed with inebriation." No treatment is prescribed and the dwarf immediately gets up and goes to work further on his inebriation. Yes, that sounds realistic, but why bother with dwarves?

Chief medical dwarf has a night troll uncle and cousin in his relationship screen. They're both pure night trolls, not abducted spouses, and have no real relation to him in the Legends mode. He also feels lonely from time to time because he'd like to spend time with his family. Trust me, you don't.

In the barracks area, bolts missing archery targets somehow also manage to miss the floor below and end up in the Duke's dining room two levels down. They simply teleport through solid stone flashing briefly on the level I was planning to use as the collecting area; I wonder if this could be exploited as a safe way to recover bolts during sieges.

274
Considered floating doors over ramps? Although vulnerable to building destroyers, creatures don't open the door while going through it.
That's what I'm currently doing, although any doors tend to get destroyed sooner or later when couple hundred Trolls walk into the map.

As for water, do you mean the old childcare water flushing backwards from source to drain, or do you mean just a static depression with some tiles 3 some 4?
A static pool, basically just a swimming pool with suitable amount of water. Invaders enter freely into wading-depth water and are then forced to stop when they hit swimming-depth. This will let them through one at a time to be picked off by the fortress militia.

275
One very useful trick in handling large invader forces is to use water to slow enemies down. Force the attacking force to cross a body of water with depth alternating between 3 and 4. This will let only few enemies through at a time, leaving you more time to rest your troops between butchering invaders in manageable little waves.

Rotate your squads so that you always have rested troops facing the next wave of enemies. One idea I've been experimenting lately is multiple killboxes with a squad in each, with some way of routing enemies to the room with the freshest warriors. This would also need a way to stop warriors from charging out of the killbox and getting overwhelmed by the next approaching group of invaders.

276
DF Dwarf Mode Discussion / Re: Why aren't I getting a Baron?
« on: June 28, 2018, 04:41:24 am »
I've got the opposite problem. In my first 44.11 fort the liaison already offered barony during the first year's autumn. The fort isn't really ready for noble accommodations yet; the new baron will have to settle for bunking with commoners for a while...

277
DF Dwarf Mode Discussion / Re: Trivial findings
« on: May 04, 2018, 06:30:04 am »
Just noticed that dwarves can spar in trios.
I don't know why I thought they couldn't it makes all the sense.
It looks like they are all attacking each other.
This might be something new. It was not the result of one missing a charge and hitting a bystander, right?
No, I believe that has been a thing for some time, at least since .40.something. I have seen it sometimes with large squads, all three participants trading blows equally.

This reminds me of the time when one of a sparring trio decided to leave for a nap; two other participants immediately stopped fighting each other, followed the first one to bed and started hammering on his helmet with their weapons. That was in early .40 version if I remember correctly.

278
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2018, 06:07:03 pm »
Perhaps you could use Dakost to train water creatures? http://dwarffortresswiki.org/index.php/DF2014:Animal_trainer#Training_water_creatures There's a section on this page on how to do this, for it cannot be done by normal dwarves. It's fairly useless, but perhaps with a bit of modding...

Assuming I can get him to apply for full citizenship, yes, I might try that. There aren't that many jobs in the fortress that won't require a pair of corporeal hands, so it's either that or entertainment business.

In other news, a wife of a mercenary serving in the fortress has arrived in search of an artifact. Looks like she isn't going to bugger off anytime soon; she already shares a bedroom with her husband, despite having no status in Goodanvils. I fear she is here to stay.

279
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 23, 2018, 04:33:36 am »
Does Dakost take part in off-site raids too?
No, he just walks off the map and simply vanishes from the game forever if I try to send his squad on a mission. I tried that once and had to savescum to get him back.

280
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 23, 2018, 03:48:25 am »
A soldier was stuck in "Traveling" state after a exploration mission to nearby ruins. The rest of her squad seems to wait on her return and refuses to do anything while they're missing a member. Is there a known fix for this? I can't think of anything except dismantling the whole squad, which I'm guessing would still leave her squad captain stuck in an undeployable squad.

---

An update on Dakost the Friendly Ghost Speardwarf: Dakost continues to follow the routines of his militia squad, happy and never complaining. Apparently he is not sparring or doing his individual combat drills, but he does learn skills passively. His Observation is on a steady rise from watching the others spar and he gains new skills everytime one of his squadmates gives a demonstration on something. In time he could reach a post-mortem Legendary status with a skill; I wonder if his Ñ character will start to blink like with other Legendaries?

When deployed, Dakost is always the first one on spot, mainly because of his ability to take shortcuts through walls, floors and other obstacles. He will also move to places the rest of his squad can't path. Unfortunately it seems his presence doesn't reveal any previously hidden areas, so I can't use him as a handy spectral explorer.

I'm waiting to see if he applies for citizenship, and what happens when he gets it.

281
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 19, 2018, 03:38:03 pm »
Can you give him proper weapons, if so, will he use real weapons on real targets to do real damage, or do ghost wielded weapons phase right through

Sadly, it seems that you can't give ghosts equipment of any kind. In fact I believe ghosts hover through their afterlife completely butt naked, since they leave their clothes in a pile alongside their corpse when they die and never pick up any replacements. No wonder dwarves are sometimes found dead from sheer horror after seeing them.

As it turns out after some experimentation, since he's a Restless Haunt, Dakost the Friendly Ghost Speardwarf provides very little military value. He doesn't participate in any military activity except by hovering somewhere in the vicinity of his militia buddies. For some reason though he is getting Tired when others are sparring around him, even when he doesn't do anything (that's visible in logs) himself. I'm keeping him around as  a militia mascot while I try to think some purpose for him.

Once I sent his squad to loot some nearby ruins to see if he brought anything back; for some reason the rest of his squad simply froze where they were while he alone walked out from the map and disappeared from the game, never to be seen again. I savescummed after that.

I'm thinking... he could be turned into a Murderous Ghost by slabbing him and then deconstructing his slab, but would he lose his squad association in the process? I have a suspicion in that case I'd just have ordinary uncontrolled rampaging undead in my fort.

282
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 19, 2018, 07:52:05 am »
Well I did, and got a message of a ghostly speardwarf having risen and haunting the fortress. To my surprise he could actually be drafted to a militia squad, so I did that too. Now he follows the squad everywhere it goes; he obeys movement orders and hangs around when others are sparring. I haven't seen him spar yet himself, though. He can't even fight, it looks like he's trying to charge opponents but then passes through them harmlessly. Maybe he can scare some enemies to death.

I think I will keep Dakost the Friendly Ghost around for a bit. He seems to be a very well-mannered spectre; haven't even haunted any of my citizens yet.

283
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 19, 2018, 04:31:32 am »
There are two adventurers in my tavern, both seeking information about the location of Cradleddrills, a valuable wood opal crown. The artifact in question is currently on display in my museum. I'm tempted to let them both know about it and see what happens.

In other news, a ghostly speardwarf is petitioning for residence. Err... should I let him in?

284
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 15, 2018, 11:49:49 am »
Troglodytes. Troglodytes everywhere.

Goodanvils was founded by The Wheel of Glorifying of The Mechanism of Drumming in 350. As usual in my forts, entryways to all caverns were dug early, and the entrances secured with rows of cage traps to deter intruders. These cage traps soon proved to be a problem: local troglodyte tribes found them irresistible and simply couldn't wait to throw themselves into them, along with their friends and whole extended families.

As a result, Goodanvils is drowning in captured troglodytes. I've had to order hundreds of new cages and expand storage space twice, and still they show no signs of exhausting themselves. I keep feeding them into my daycare as fast as the children are able to take them, but can't even make a dent to the mountain of trog cages in the basement. And more trogs just keep coming...

I can't understand what is happening. In my earlier forts cavern critters simply stopped spawning when enough of them got killed. Did version .44.05 somehow do away with biome population caps?

285
DF Dwarf Mode Discussion / Re: Wrestling as start for military training
« on: February 01, 2018, 06:46:05 am »
Convincing science in this thread. Time to rethink militia training somewhat, although it might not provide appreciable benefit. In my forts it seems that when I give dwarves some weapons and armor and get them sparring in the beginning, they'll level in just few years up to Legendary in all combat skills, including Biting. How they do that, I don't know; they don't even use bite that often while sparring.

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