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Messages - Doctor Lucky

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1
DF Adventure Mode Discussion / Re: Favorite weapon?
« on: March 17, 2008, 06:12:00 am »
I did eventually locate the colossus.  He was on an adjacent map square, which I noticed had the "migrant" marking.  

When we met, I dropped my sword and shield, and wrestled him until I'd broken everything except one shoulder, which I'd crippled.

Sensing that throttling a non-breathing creature was getting me nowhere, I bludgeoned him to death with the alder sword.  It wound up taking off a leg before I was done.

Now one of my favourite throwing weapons is a masterwork bronze statue...

DL


2
DF Adventure Mode Discussion / Re: Favorite weapon?
« on: March 10, 2008, 07:08:00 pm »
For a long time, my favourite weapon was a masterwork adamantine spear.  On my way out of the defunct fortress after retrieving it, my brand-new adventurer walked smack into a tentacle demon.  I threw the spear, it went through the brain, nuff said.

Since I was trained as a swordsdwarf, I switched to the masterwork short sword and  reserved the spear (and the 500 adamantine coins, heh heh) for distance work.  The sword has a tendency to overkill anything I meet.  It doesn't *always* kill *immediately* with the first shot, but it usually does.

Recently, however, I "bought" a basic craftelfship alder short sword from an elven "merchant". (Read: stole from a guard).  It's now my favourite, since it actually allows me to hit things repeatedly, thus increasing my sword skill quickly.

As an aside the rest of the elves actually drew blood!  Couple of pine arrows in the hand.  That's the first time I've been hit with this adventurer, and he's been through dozens of cyclopes/minotaurs/trolls/ettins and hundreds of ---men. (ant, rat, bat, trogs, etc.)  I've taken out a handful of elite gobbo bowmen, but I was always careful to sneak close and spear them.

I'm currently on a quest to find a bronze colossus, but he's in a HUGE cave system, and so far I've only found caveswallowmen, ratmen, antmen, trogs, naked mole dogs, rats, goats and the like.

I want to wrestle him  :)

Oh - I haven't tried it out, but I *did* make two adamantine/birch ballista ammo.  I figure they ought to do good throwing damage.  Didn't find them on my first visit to my fort, and I got spooked by that demon.

Fear the were-carp.


3
DF Adventure Mode Discussion / Re: Am I missing something? Everything?
« on: October 01, 2006, 02:31:00 am »
A new world, created using the latest version, has buildings, mechants, etc.  Hooray!

If this represents a latent bug that you haven't solved, I'd be happy to forward the savegame if it helps.


4
DF Adventure Mode Discussion / Re: Am I missing something? Everything?
« on: September 30, 2006, 11:16:00 pm »
If by scrolling, you mean that the screen recenters on you as you approach the edge, yup, I knew that.

An entire typical town adventure would be:

- Move on top of a * on the main map - let's say the town that other Humans have named as their capital.
- Press '>' and appear on the smaller-scale map amid dry grass and mudholes.
- Start walking around.  Meet a couple dozen humans, most soldiers, the rest unhelpful.
- Systematically visit every part of the local map (takes about 4 minutes or so).  I used to run off the sides / bottom of the local map since they seem to be unmarked, but I've learned the trick of using 'C' to recenter on me as I approach an edge: if it's a map edge, I'll stay off-center.
- Eventually try walking off of each of the four map edges.
- Go back and serach for special map tiles in case I'm missing a door or something.

For reference, I think the local map is perhaps 5 screens wide and maybe a dozen or so high?  Completely covered in grass, mud, occasional trees.  Populated by a dozen or two humans, most soldiers, some unlabelled, occasionally a merchant.  And often a horse and a cow or two.

Thanks for your quick reply  :)

(I adventured off to a cave in the meantime because they seem to be the only places to get water... I can drink from the cave river between mudmen)


5
DF Adventure Mode Discussion / Am I missing something? Everything?
« on: September 30, 2006, 10:39:00 pm »
I'm new to adventure mode, but having run a few failed, and then one moderately successful fortress, I felt like kicking down a dungeon door or two.

But I've either run into a bug, or I'm REALLY dense, because, well, I can't seem to locate any towns, get any quests, or trade with any merchants.  Which sort of takes some of the fun out of adventuring, as you might imagine.

I created a character from the same dwarven kingdom as my big fortress.  I then started on the outskirts of a dwarven fort, and once I figured out that the cliff was down, not right, I wandered in and had a look around.

Everyone, *including the merchants* tells me to go find a merchant to trade.  The Mayor is not interested in "Service".

So I wandered across country, and a few characters later (alligators, leopards, and (sob) a gazelle), I realized that the asterisks on the main map were settlements.

But the human settlements seem to consist solely of a patch of land with a piece of trampled dirt (road?) across the centre, and about a dozen humans wandering around.  The one merchant I have found was uninterested.

This is true of each of 6 or so settlements I've tested.  

Have I just been extremely unlucky, and run into an antimaterialist tribe of nomadic hunter-tramplers?  Or possibly I'm missing a magic key? (I use '>' to go from main map to settlement)

I built the world and played using 0.21.104.21b, but after having these problems I upgraded to 0.21.105.21a, by copying the save folder over into the new game directory.

Okay, I'm prepared:  Make me feel really, really dumb  :)


6
DF Adventure Mode Discussion / Re: Finding AWOL quest creatures
« on: March 13, 2008, 04:25:00 am »
Huh.

Anyone have any tips on finding toughies to fight?  I'm interested in seeing how well a trained-up dwarf compares to the various megabeasts.

But I'm not able to efficiently find opponents.  I tend to ask for quests at all the towns and cities, typically of the mayor and/or the king.  Most often they're just for semi-megas or goblin/kobold fighters.  I've only found three moderately tough critters:  The bronze colossus, who managed to tire me a bit, a modest swarm of tentacle demons, which didn't, and one fire-breathing demon, who scorched me some.

A great old one sounds like just the thing.

Doctor Lucky


7
DF Adventure Mode Discussion / Finding AWOL quest creatures
« on: March 12, 2008, 02:21:00 am »
I've been struggling to find a bronze colossus quest target lately.  His home was a very large cave system which took me a few passes to clear out from top to bottom, but no colossus.  I eventually gave up and did a few quests elsewhere.  On my way back through, I dropped in again, but no joy.

But then I noticed a - symbol on the world map.  I looked it up on the wiki, thinking it was a cloud or mist effect, but it said "migrants".

Aha.

Turns out it was also in mountains, so I couldn't just visit, but I decided to walk into the tile from the adjacent one.  Once there, I popped back to the world map and then hit '>' to go back in.  Sure enough, it gave 'creature' as an option.

It was the colossus.

So, if you're at your wits end to find a missing critter, try looking for migrants on the map.  Worked for me.

Okay, now I'm about to fight him!  Yay!  My first colossus!  Lets see if I can wrestle him!

"Frankly, I think the odds are slightly in your favor at hand fighting."
"It's not my fault being the biggest and the strongest. I don't even exercise."

[Edit] "Sleep well, and dream of large women."
(After breaking most of his joints and crippling his shoulder, I resorted to bludgeoning him to death with an alder sword.  Took a long bloody while.)

DoctorLucky

[ March 12, 2008: Message edited by: Doctor Lucky ]


8
DF Dwarf Mode Discussion / Re: Chasm vs Magma
« on: October 24, 2006, 01:32:00 am »
I, too, rely mostly on traps.  Mostly because my dwarves are so thick-headed that involving them in a fight bigger than a skirmish is pure doom.

I punch back to the magma as soon as I have a productive farm running.  It takes a couple of years of steady operations to make a legendary weaponsmith "the hard way" and even longer for an armorsmith.

I decided to try out the magma + chasm thing myself this last fortress.  I didn't time it precisely, but a single channel fountaining into the chasm took upwards of a year, I think, to fill the centre.

During this period, the attacks from the chasm denizens (antmen) were numerous and heavy.  I built a set of four parallel 1xN bridges across the chasm:  My corridor narrowed to 2-wide at the chasm to allow for doors, and the extra width prevents dwarves falling off when startled or punched.  The individual bridges provides some insurance against tempramental dwarves in tantrums.

As the previous poster suggested, I used an animal chained in a niche (so as to be out of the central traffic flow) at each corner of the bridge.  Anything will work: cows, kittens, whatever you've got.  The main reason I have the animals there is to keep an eye on the antmen once they appear so that I don't get interrupted by a single ambushing antman 25 times, once for each dwarf who spots him.

The antmen really didn't threaten me much, but then again I use legendary engravers to haul stuff, and they don't scare easily.  (try it - set a peasant to engrave-only until they get highly agile or become legendary.  Then set them to hauling tasks.  They move really heavy things at warp speed)

The sooner you 'pacify' the chasm, the sooner your deep delves will be secure!


9
DF Dwarf Mode Discussion / The Enforcers
« on: October 14, 2006, 04:17:00 pm »
I've been deliberately trading as little as possible with caravans in order to forestall the growth of my fortress.

This summer, the fort's 3rd, the Human caravan arrived.  I allowed it to enter, but upon seeing that they had nothing I desired, I allowed them to languish.  

I only received the arrival and departure notifications; none of the usual trade delegation stuff.

Now that the caravan has left, I have three humans lingering behind... "Ape Upurrug" the merchant, and his two swordsman bodyguards.

There's no reason for them to be unable to find a path offscreen - they're standing in the middle of the road with a straight shot off the edge of the map.

But they are standing awfully close to the finished goods bins full of green glass objects I've made for trade.

Am I only imagining "Ape" Upurrug and his pals saying, "Sos ya don't wants ta trade wid us tall fellas, huh?  Be an awful shame if yer goblets got BROKE now, wouldn't it?"

In an unrelated question, can siege weapons aimed down a road hit "friendly" caravaneers?

[ October 15, 2006: Message edited by: Doctor Lucky ]


10
DF Dwarf Mode Discussion / Re: "Pocket fortresses"
« on: October 03, 2006, 12:32:00 am »
I use a hybrid style:

My initial fortress is between the cliff face and cavern river; I lock the door to the river after discovering it.  This eliminates snakemen problems.  

But I've laid out my initial fortress very carefully - once I move deeper, I remove all the room definitions and workshops, and put in some fortifications, and it's my defense.

I establish the trading depot inside the cliff.  I route river water to a moat, and caravans have to cross a drawbridge to get to the depot.  A secondary drawbridge provides another layer before the main caverns.  Traps abound, and the entire wall of the depot chamber is fortifications, with a moat in front.  The depot is very nearly at the river.

The only excavations I make apart from my main fort are two U-shaped paths cut into the cliffs that my woodcutters must traverse to reach most of the countryside.  A channel from the river stretches to the cliff, forcing them to take this route, which is studded with traps in case they are pursued.

My refuse pile is the only external feature.  After year 3, all my woodcutting occurs underground, too.


11
DF Dwarf Mode Discussion / Multiple-Weapon Traps
« on: October 02, 2006, 01:14:00 am »
Has anyone closely investigated what happens with multiple weapons in a single weapon trap?

I can think of two possibilities: either that each triggering drops a single weapon, giving you a multi-use trap; or that each triggering hits the foe with all the weapons.

I bring this up since I got into the early habit of putting two large copper/iron daggers into a trap because a one-dagger trap didn't seem deadly enough.  And now I tend to use pairs of bronze serrated discs.

I've never had an issue with a critter surviving - usually it's just a question of which bit flies farthest - and unlike stone traps, I've never actually noticed a mechanic resetting one.


12
DF Dwarf Mode Discussion / Re: Minting Coins
« on: September 30, 2006, 05:02:00 pm »
Interesting theory on the quality of immigrant I'm getting.

Which raises the next point:  What's Dwarvish for "New South Wales"?


13
DF Dwarf Mode Discussion / Minting Coins
« on: September 30, 2006, 04:59:00 am »
Around year 5, I felt I had a well-established fortress, and was eager to see the 'economy' so I minted about 14,000 coins in a variety of precious metals.

One thing I noticed was that the coins were minted with the date -- 1061 -- and "Migrurvolaltirist" -- the name of the place that sends me the dwarven caravan in the fall.   Not, as I would have expected, "Ablelreg", which is the name of my fortress.

I guess I'm making a colony of a kingdom, and using their coinage?

Once the king had joined me, I tried minting some more, and they used the same name, and the current date.  

I think I would have expected, all things considered, to be minting coins of my own realm.  Anyone else notice this?


14
DF Dwarf Mode Discussion / Re: Stone stockpiles
« on: October 01, 2006, 10:47:00 pm »
My observations from my few fortresses - including one played to completion - are this:

- Moving stone around takes up a huge faction of the total work that can be done by my dwarves.  Clearing a 30x30 space often generates 300-500 stones.  That's 300-500 (often long-distance) hauling tasks I really don't need to see.
- My early attempts often ran into trouble when I needed some critical mandate/need filled, and everyone was too busy clearing stone.
- The game seems to use a First-In-Last-Out queue with stone and ore stockpiles; that is, the most recently mined (and often farthest afield) stone gets moved first.  This means that if you rapidly expand, some of the earlier rooms, which you may be trying to detail and engrave, will remain full of stone.
- On the other hand, craftsdwarves and masons requiring stone for work seem to grab the closest.
- The game seems to fill older stockpiles first, even if they are on the other side of the map.  This can be mitigated to some degree using the stockpile (T)ake command.

In my latest attempt, I dealt with things this way:

Until the late game (Magma furnace and workshop established) I did not establish a stone stockpile.  None at all.

Instead, I made certain that each area I was developing had a few mid-sized rooms (3x3 or 4x4).  I would install a mason or craft workshop there, and set them to crank out stone crafts, doors, furniture, or blocks.

Remember that while stone coming *into* a workshop must be picked up by the craftsdwarf, the products are carried off by helpers, so distance from furniture stockpiles, etc, isn't so much an issue.  Plus, it seems to me that furniture uses multiple stones, so you're reducing the overall number of hauling tasks.

If I notice a lot of dark or light stones, I alter the mix of demands.

I do this outside of the normal Manager queue by deleting orders and filling their queue with my jobs.

Very quickly, the area is depleted of stones, and you can pack up the shops and replace them with bedrooms or private dining rooms, or whatnot.

Really, the stones aren't much of an issue unless you are trying to furnish an area or put a building down.  The only place I'm picky is my main corridors, since I have the impression that clutter slows down dwarf movement.  Could be wrong there.

When I require limestone for steel production  way back at the magma furnaces, I do this:
(1) carve out a swathe of riverside limestone, being careful to not hit any other rock.
(2) establish an appropriate-sized stone stockpile right at the furnace (ie: if you carved out 20 limestone stones, make it 4x5)
(3) stop all other non-ore mining activities briefly
(4) let the dwarves fill the stockpile with limestone
(5) remove the stockpile designation and restart mining, etc.  Since this is your *only* stone stockpile, no one touches the limestone.

When the smiths use it all up, do it again.

Remember that once you have some of the nobles (mayor?  manager?), you can set preferences about who works in which shops.  You can use this to pick and choose which dwarves work in your area-cleaning shops.  If you need it done quickly (Impatient nobles waiting for rooms), you can send in your master mason, who spends no appreciable time to knock out masterwork stone items.  If you have more time, assign a few Novices.

The nice thing about this approach is that none of the general-hauling, or worse yet, legendary dwarves get distracted moving rock around.

[ October 01, 2006: Message edited by: Doctor Lucky ]


15
DF Dwarf Mode Discussion / Re: Hematite ore?
« on: October 04, 2006, 05:48:00 pm »
A tip which sometimes works for finding iron, gold, coal and platinum, all of which seem to usually be found first between the chasm and magma:

Don't forget to scroll up and down the chasm and magma river to the parts that your miners have seen!  Often you'll see the tip of a vein crossing there.  

You can utilize this to get faster exploration by digging one of your initial exploratory tunnels near the maga or chasm and digging across for a peek every so often.

You might consider plugging those drifts up with locked doors and traps once you're done, though.  I hate it when there's a FireMan wandering around the depths mugging miners.


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