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Author Topic: Let's get eaten by dingoes and smothered by cats, in Dwarf Fortress: Cattenvir  (Read 11338 times)

Aavak

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3rd of Obsidian, Late Winter, Year 126:
Our first hives were quickly erected, and as it stands currently, we have built five. Though each one was filled as soon as it was available, I am told it may take some time before the hives are able to build up a sufficient population to be split into more hives. Still, the promise of mead makes any wait worthwhile!

I, however, have been largely tied up in meetings with our liaison from the mountain homes. Even this report is being hastily scribed while the liaison is at the kitchens to take stock of how many seeds our stills are producing (apparently there is a shortage across the whole of The Cremated Furnaces). I believe I have been able to negotiate the trade agreements largely in our favour, but just in case, I have seen fit to promote Texver to the position of Military Commander and directed him to begin training the other soldiers right away! Should next Winter's caravan think they will be able to bully us because of their caravan guard, they will have an unpleasant surprise waiting for them!


Aavak

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25th of Obsidian, Late Winter, Year 126:
My meeting with the liaison from The Cremated Furnaces was concluded with the customary pleasantries. I'm certain that we will be able to capitalise on the demands from the mountain homes come next winter, and with Texver already organising military training, I feel confident any trading will be concluded in our favour!

However, while discussing the training schedule with Texver, he raised a very good question. Where will Revocane treat any training injuries? It appears that we have neglected the creation of a hospital in the base camp! I have already designated an area for a suitable hospital to be carved out of the earth. How long it will take Evelynn and Rock to get to it, given they are working far from the camp, is another matter... in the mean time, perhaps we should consider building some traps, to help relieve any potential stress from our soldiers should any enemies approach the camp?


CognitiveDissonance

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Grr, you would cut it off with the naming :P
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enolate

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Now that you have a hospital, you should probably be grateful that this cannot happen anymore, but with revocane one apparently never knows. http://www.bay12forums.com/smf/index.php?topic=89877.msg2483388#msg2483388
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Aavak

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Now that you have a hospital, you should probably be grateful that this cannot happen anymore, but with revocane one apparently never knows. http://www.bay12forums.com/smf/index.php?topic=89877.msg2483388#msg2483388

That is hilarious!! xD Though, that said, as funny as it is when it's happening to other people's forts, I'd be pretty gutted if that Rev removed Aavak's lungs due to a paper cut!

Iceblaster

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Heh.

Heh.

Heh.

Spoiler: Off topic (click to show/hide)
« Last Edit: August 17, 2013, 11:23:31 am by Iceblaster »
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Aavak

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Spoiler: Off topic (click to show/hide)

Sure, I could do that, though I'm not sure it would have as much use for people given that McJester was born between version 0.4 and 0.5 of the game. As such, his world file would only work on similarly old versions of the game I'm afraid. Still, if there's interest, I see no reason why not :)

Aavak

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2nd of Felsite, Late Spring, Year 127:
The anniversary of Cattenvīr's founding came and went without much pomp or ceremony, there were (and still are) far too many jobs for anyone to really notice, much less stop to throw a party. However, the reward for such tireless work is that Cattenvīr is steadily growing! While Rock and Evelynn fashioned stair cases down to a level we shall expand to house our many citizens, we also began constructing traps around the perimeter of our base-camp, and better armed our military!

As evidence of our progress, word has spread back to the mountain homes (I suspect the gift I sent our King also contributed somewhat) and as the end of Spring drew closer, many migrants arrived at Cattenvīr's borders. Numbering 20, the new arrivals are:

Camzore,
Dapper Jester,
SgtBird,
KingOfCroatia,
Darkdraker,
Arnob,
Fyrezen,
Skiller2,
CognitiveDissonance,
Tiny Tim,
Eli,
Sellardohr,
Serefan,
MrChaotic,
TreeSniper12,
SirBlackward,
Hamster,
Lalasa,
Dynu,
and finally, Lobstarooo.

With so many new hands, I will have to consider the current assignment of duties. We should have enough hands to allow some greater degrees of specialisation that will (hopefully) improve some of the efficiency about the fort. Once that is done, I will look forward to this Spring's merchants, though I do not generally enjoy the idea of dealing with the long ears, I look forward to the opportunity to con them--I mean, to negotiating a beneficial trade...


Aavak

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I've reached a point where it's clear that I need to work on some defences in addition to the other functions of the fort. Now, in the past I've used (to my shame) cage traps liberally, usually in combination with other traps, but they were usually quite numerous and have helped to turn back sieges on several occasions.

I feel that's a bit of a cheap tactic however, and while I've chosen not to entirely prohibit cage traps in Cattenvīr, I had decided to only sprinkle them around as a compliment to other traps and my military, rather than a replacement.

However, I received some comments suggesting that cage traps have since been nerfed and are not the cheesy way out of sieges they used to be. I can't find any information on how they've been nerfed on the wiki, so I was wondering if anyone has any information they could give on the way cage traps work these days? If they are a bit more fair with regard to besieging enemies (perhaps they stop to let caged allies out?) then I may consider using them a bit more, rather than avoiding them as a part of 'house rules'.

Cheers :)

enolate

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I've reached a point where it's clear that I need to work on some defences in addition to the other functions of the fort. Now, in the past I've used (to my shame) cage traps liberally, usually in combination with other traps, but they were usually quite numerous and have helped to turn back sieges on several occasions.

I feel that's a bit of a cheap tactic however, and while I've chosen not to entirely prohibit cage traps in Cattenvīr, I had decided to only sprinkle them around as a compliment to other traps and my military, rather than a replacement.

However, I received some comments suggesting that cage traps have since been nerfed and are not the cheesy way out of sieges they used to be. I can't find any information on how they've been nerfed on the wiki, so I was wondering if anyone has any information they could give on the way cage traps work these days? If they are a bit more fair with regard to besieging enemies (perhaps they stop to let caged allies out?) then I may consider using them a bit more, rather than avoiding them as a part of 'house rules'.

Cheers :)

Far as I can tell, they have not. The only caveat is that they do not help with titans or forgotten beasts. They still are an automatic capture on dragons, on elite goblin warriors, on rocs that land in the square or are forced over an indoor one, and I believe on bronze colossi as well. And there is no escape from cages.
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Iceblaster

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Well I can't help with Cage.. but stonefall traps have killed a few mechanics of mine because they stepped on a loaded one.

CognitiveDissonance

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Hurray, onto smithing them gems!

In terms of defenses, I'm a fan of guard towers. Build a tower with an underground access and stick marksdwarves on top. Early on, metal-clad goblins are too much to really handle so send them home with gifts of crossbow bolts.
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Tevish Szat

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If you have sand on the map, glass can quickly make acceptable weapon traps if you can force invaders over them.  A long switchback trail of weapon traps loaded with Serrated Green Glass Discs and Menacing Green Glass Spikes or Spiked Green Glass Balls can break sieges, but it is a time investment and an engineering challenge, unlike cage traps.  Otherwise, clever use of Fortifications and Marksdwarves is positive since you can arm them entirely with bones from your meat industry, and their efficacy will be acceptable against the kind of armor that most goblins wear.  Just watch out for bowgoblins and especially elite bowgoblins that can return fire.
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CognitiveDissonance

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If you have sand on the map, glass can quickly make acceptable weapon traps if you can force invaders over them.  A long switchback trail of weapon traps loaded with Serrated Green Glass Discs and Menacing Green Glass Spikes or Spiked Green Glass Balls can break sieges, but it is a time investment and an engineering challenge, unlike cage traps.  Otherwise, clever use of Fortifications and Marksdwarves is positive since you can arm them entirely with bones from your meat industry, and their efficacy will be acceptable against the kind of armor that most goblins wear.  Just watch out for bowgoblins and especially elite bowgoblins that can return fire.

On related topic, you could also set up siege weapon batteries! Nothing says welcome like a flying boulder, or a +wooden ballista arrow+
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Aavak

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All great advice, thanks for the input :D

I hadn't thought about trying to use glass for weapon parts, I'll check to see if there's anywhere I can gather sand from, but I don't think there is, alas.
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