apparently we are now "expert crundle trainers".
Awesome. Soon we'll have fully-tamed Crundles, if you're responsible about making sure to butcher the older generations and the less tame individuals...
I'm not entirely sure it's possible to reach "domesticated". there was a topic where there was no confirmation at ever reaching domesticated. Even the wiki doesn't state what you see when you get to domesticate an animal.
And seeing that crundles young is born fully grown, we cannot tame "children" which is possible with most animals so we dont get any tame ones that way either.
Lastly, do not slaughter the old crundles, as this causes particularly nasty bad thoughts on the animal trainers as they will have bonded with them.
Given an additional 2 years i could probably get some tame GCS, although at the current fps this will take a while
Just realised what u meant when u said there was a hole there. There being in the freaking wall a massive gap so that goblins just simply had to jump down and wander in. Blocked that off and added an extra layer around the top, seeing the goblins were accurately shooting at the top level.
Yeah. Somebody carved fortifications at ground-level all over the place, which allows Gobbo's to accurately shoot inside the fortress while being protected from Dwarven counter-fire. You need to replace all fortifications accessible at ground-level with walls instead (there is also a fortification on the level of the furnace-rooms that needs to be replaced with a wall- otherwise Goblins can take potshots at Dwarves inside the furnace room, who won't be able to return fire...)
Don't think it's as big of a worry as you're making it seem to be.
The walls should also be *at least two z-levels tall from the ground at all places.* This prevents Titans from simply walking over them. Note this needs to be 2 z-levels stacked vertically or with an overhang- nothing stops a Titan from simply walking up multiple 1 z-level steps like a staircase...
Will have a look, but think i've already dealt with this.
Although 99% of titans can EASILY be dealt with the military. If i get bored i might hunt that FB down in the caverns.
FPS is causing a slight issue, i don't think having 3 million bones is helping, or the fact it's 3 million bone amulets!
The bones should have been used for decorations and to make crossbow bolts. Not sure why they were being made into amulets. Don't throw them out- that would be a waste of Dwarven labor!
I will admit that they made about 100k dorfbucks in total (we have 2x legendary bone carvers) from selling some. But it's simply the amount of stuff everywhere is unbelievable.
Instead, make sure to order up the maximum amount of metal bars and weapons/armor/cages/toys (all of which can be melted down in the Magma Smelter) from the next trade caravan, and build up the fortress metal stockpiles some more. And if you're not doing so, work on training up some weapon/armorsmiths by churning out tons of leggings and breastplates and such- then melt down the lower quality products and start again until you have a bunch of Masterwork armor...
Forgot to mention that i was already doing this, and whilst he was making armor, he got a mood and made a smelly copper low boot or something, which i gave to Sodel cos he's funny and did kill one of the largest amounts of dwarves, plus isnt on front line anyway.
So we already have Legendary armorsmith & weaponsmith. I have already got several sets of copper masterwork armor, because our only mineable metals are copper and gold.
I've already purchased a decent amount of steel, locating it is the main issue, so i'm gonna have to play with the stockpiles to make them dump all the steel items near to the forges.
Also have 1 dwarf being very very unhappy, one other is possibly getting there. Think i need a hammerer as i think someone got hurt and that's what started it.
Hammerers are a bad idea (they just kill Dwarves who mess up export bans most of the time!) Instead, build a prison. This means setting up prison-cells (don't forget doors!), and designating each as a prison with a chain somewhere inside the cell...
Never actually tried prisons, i usually get bored of a fort by then or it dies by fps or i accidently do something which causes everything want to kill everything else.
I'm now also stuck, as i've got a dwarf asking for shells in their mood and apparently anything caught in the cavern doesn't have a shell, all above ground water is frozen and there isn't very much of it either (i can't even find any!)
Things could end up getting very hairy.
The only above-ground water is a single tile that was hauled up from the cavern-layer to start work on an Ice Farm. Since it's not a Murky Pool or stream/brook/river, I'm pretty sure it won't spawn a fish population anyways... I suggest walling off the Dwarf in his workshop with the strange mood, so if he goes berserk he won't be able to do any harm until a military squad can be assembled and the door opened to initiate combat.
Got enough problems with happiness as 1 dwarf is tantrumming. Whilst it says cave lobster shell can't be used in crafting, it may be able to be used in moods. Will have a look. The only other possible source of shells is a giant snail or a FB.
May i do something about the FPS with DFhack? Just beginning with a "clean all" i removed about 10,000 contaminants like vomit from the map.
Also, removing a large amount of "crap" such as the billions of bones will probably help.
Otherwise it needs some extremely persistent people to clear up one heck of a lot of crap (the bones all over the caverns probably isn't helping either, as well as from the last few sieges)
You have permission to clean up contaminants using DFHack, as they're a pain to clean up manually, and Dwarves seem too lazy to actually scrub down walls and floors most of the time. The bones are a valuable resource, however (used not only for Strange Moods, but also to make an unending supply of Crossbow Bolts to pepper the Gobbo's with!), and should not be deleted. The only thing you may use DfHack for is to remove the blood/vomit contaminants... (not even FB syndrome venom, if there's a way to distinguish)
Might clear up some of the goblin corpses. FPS is less than half of what i would call playable (40 is basically the minimum i'd like to play at, we're at 17, 18 after the clean)
Given the massive amounts of metal we have at the moment, and how useless bone bolts are. I'm not particularly fussed about bone arrows. I will probably redo the archery area, as it has been done incorrectly to preserve bolts (the channel should be in front of the targets, not behind!)
Speaking of crossbows and Marksdwarves, it's almost certain that the Marksdwarves jumped off the walls at the attackers for either one of two reasons:
(1) They were not actually equipped with Crossbows AND ammunition. It's important to check that Marksdwarves are equipped with both, otherwise they just treat their crossbows like bludgeoning melee weapons...
(2) They were stationed somewhere with a direct line-of-sight at the Gobbos, rather than through fortifications. This will typically cause undisciplined Marksdwarves to panic (and run off the walls), or veterans to enter a Martial Trance and jump off the walls at the enemy (like you saw). You need to make sure to station them where there's no clear/short path between them and the enemy- like over by the fortifications/gatehouse above the main gate into the fortress.
Regards,
Northstar
More likely to be #2, as they seemed to choose a very stupid way of getting to where i wanted them to go, which passed goblins which they could see (i've now changed that, all areas should be walled in). Although Sodel (thankfully) went exactly where he was supposed to go even after collecting new ammo. Doesn't matter now anyhow as i've prevented it from happening again. As walls exceed the highest level where dwarves can now walk.
Sorry vomit is gone, i need that 1 FPS
Getting it from 17 to 25 will be harder than getting it from 26 back upto 40.
Another problem for the FPS i have is the fact i have ridiculous amounts of food.
Think i began the fort with it being ~50 drinks and 5000 food, i now have 1800 drinks and 9000 food. I think the growers have got it going so that 3x brewers can brew 24/7 now, which is nice.
For some reason they've changed what you grow outdoors or somethings funny, so we get cranberry and blueberry wine.
This means that i've needed more pots to hold it all in.
Cemetary has had an entire extra set of coffins (about 80 added in total), just to ensure there is plenty of room... just in case.
Will probably chuck some migrants in the military, not actually for military purposes, but to make them haul stuff faster. It's actually pretty effective. Also makes them better at various duties especially smithing, but even makes them craft better stuff as it increases some thinking skills also.
Anyway, going to do what i think best. As i need to preserve some FPS or boredom will kill it faster than anything else. As i said, i already moved 100k's worth of stuff to the caravan and it's still terrible. That's the situation.
Also, if anyone wants a turn, the fort is in prime condition, especially if i can get the fps up.