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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 55 (71.4%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 17 (22.1%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.5%)

Total Members Voted: 77


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Author Topic: [34.11] Spearbreakers - It shudders and begins to move  (Read 2178841 times)

Terrahex

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6405 on: November 15, 2012, 08:35:48 pm »

a shitload of spawn!
Turtle! I doubt our forces now could handle it
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6406 on: November 15, 2012, 08:44:04 pm »

define shitload.

The Master

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6407 on: November 15, 2012, 08:45:00 pm »

Who pissed them off?! i've counted around thirty of them!
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
You. Made. Asea. CRY.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6408 on: November 15, 2012, 08:48:02 pm »

You clearly never read my reign with had over a hundred coming down on us. I'd personally say turtle and send the civil defense corpse up into the towers to cripple them before unleashing the remnants of the army. SPeaking of which, have you had a chance to bring it back to strength?

The Master

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6409 on: November 15, 2012, 08:49:27 pm »

I sort of busy having the dwarves to make me a giant tower.
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
You. Made. Asea. CRY.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6410 on: November 15, 2012, 08:51:45 pm »

Alerts of course. Call everyone in, send the army if needed. There's also the spikewak. Levers are labeld (come on man, I would think you'd know basic casualty avoidance unless you're deliberatly risking lives, in which case BAD MASTER *swats with newspaper*)

The Master

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6411 on: November 15, 2012, 08:55:38 pm »

Ow! So you're saying I can't even send out one suicide raid? Not even one?
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
You. Made. Asea. CRY.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6412 on: November 15, 2012, 08:58:01 pm »

It's called make the enemy work for it. Our guys are professionals, not conscripts who are supposed to die in droves. (I also have an intense fear of depopulating our civ thanks to ThatAussieGuy's for Swordthunders. I'd like to avoid that since we've lost a large number of people already.)

The Master

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6413 on: November 15, 2012, 08:59:52 pm »

OH COME ON! Whelp. game crashed.
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
You. Made. Asea. CRY.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6414 on: November 15, 2012, 09:01:55 pm »

Ok then. Also, if speed on the dwarves part is an issue or clean up is taking a long time, autodump and for traditional clean up, fastdwarf is allowed.

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6415 on: November 15, 2012, 09:39:42 pm »

Station the military at all major chokepoints along one obvious route into the fortress, preferably through the spikebridge. If they get through, rush them.

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6416 on: November 16, 2012, 04:09:46 am »

Taking 30 spawn vs squads one two and three you stand to lose about two to four well skilled dwarves. We cannot afford that loss at this point in time.

Civil Defense will chip a few off, i forget who but I know at least one of the marksdwarf squads managed to oneshot a Spawn. They will not slow them down though.

You MUST make a sealable bridge at the very entrance of Spearbreakers, where the road is. One of the primary reasons we lost so many dwarves was the fact that the AI tended to run off and do crazy things. We lost Ezum, an axe lord, and Jack Magnus that way. If you can force the spawn to fight in closed quarters, in the entrance hall, you won't get your dwarves fleeing during the battle if they take an injury.

Terrahex

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6417 on: November 16, 2012, 10:19:45 am »

we should really get a tour of the fortress so those of us who don't play DF anymore know what everyone's talking about. It's been way too long since someone's done that. It would be especially useful for me in the very  least because I don't know where anything is! I just keep having to write "I traveled to the jail from the dining room." it might even be right next to the dining room for all I know.
« Last Edit: November 16, 2012, 10:24:18 am by Terrahex »
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6418 on: November 16, 2012, 12:23:47 pm »

Since spawn can't break down doors it's actually easy to seal up by closing the front gate and the two spikewalk bridges and locking the doors to the Iron Barracks. And I'll do a little tour later today. The Jail is located a good ways away from the mess hall if memory serves though.

Terrahex

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6419 on: November 16, 2012, 05:31:21 pm »

And I'll do a little tour later today. The Jail is located a good ways away from the mess hall if memory serves though.

looking forward to it. you should do it in character.

Story time again!

So begins a new story arc...
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