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Author Topic: The 40d Little Questions Thread  (Read 204593 times)

kerzack

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Re: The Little Questions Thread
« Reply #420 on: December 16, 2009, 11:00:31 pm »

When do goblin sieges usually start ? (I modded the tags from [INTELLIGENT] to CAN_CIV and CAN_LEARN, also removed the BABYSNATCHER tag to try and speed things up, but this was without regenning a world.)



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Skorpion

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Re: The Little Questions Thread
« Reply #421 on: December 17, 2009, 12:34:18 am »

More military. Ambushes come in more than one squad.

Eeergh. I recruited four marksdwarves, had them training up in the archery range, and a massive goblin ambush killed off three and left the last one crippled and probably dying. I have a long corridor extended outside - I was planning to build drawbridges over it to smash any intruders. I'm now planning to build a roof over it and use it as a Great Wall-type thing so my marksdwarves can walk on it and kill intruders, but I have a few problems:
1. How do I even do this? How high should I make it and such, and how do I build a floor over two walls?
2. If I have this Great Wall and corridor of death protecting everyone inside, how do I protect people outside gathering clothes or whatnot?

1. Build floors in between the tops of the wall. You'll need access from inside. After that, put fortifications on top of the walls.

2. Melee dwarves. Once they're trained up, they will, in conjunction with the archers, cause goblins to be killed close in.
Now, to keep the civillians protected, you need them to be out there as little as possible. This means that, after a siege, you need to haul the stuff you plan to keep indoors ASAP.

My system is to mass-designate everything to be dumped, then melted, then use the stocks menu to un-designate the corpses and body parts. After that, the bodies and parts are hauled, then the metal, and finally the clothing.

For a fully-working fort of 100-150 dwarves, I keep a somewhat inflated military. Something like 30 or 40 dwarves, divided into three melee squads and one or two ranged.
The fortress guard (female migrants are surplus to requirements, dwarves brain-damaged while sparring before they make Hero level) is set to unarmed, to train the military in wrestling.
The military itself is recruited from male migrants. I don't bother to boot-camp train them, I just assign them armour and train them unarmed in one large squad per migrant wave, before assigning weapons when they hit elite or legendary. This is to make sure they don't kill each other.

For protecting the civillians, I station two melee squads in the archery defense corridor, with archers on hand if there's a squad on rotation. There's a big chunk of Restricted access over the main entrance, to discourage anyone wandering outside, and work out there is done in spurts, guarded at all times.
I also chain up war dogs by the inside entrance, with any extras going into a cage on the outside, hooked to a lever.
All this makes sure that if an ambush is spotted, the military can react instantly and decisively.

Squad leaders are checked regularly to make sure they're on station. Anyone drinking or asleep is swapped out instantly, to get the rest of the squad back.
Squads have a season or two on duty, then the rest of the year off for training and exposure to the meeting zone.

The corridor itself has a pair of right-angle turns, to stop archers firing straight in. It is also the ONLY access to the unprotected outside. ANYWHERE. Access to the protected outside is inside a courtyard that the corridor is linked to, which contains the trade depot (and drowning system), and access to the Z-level above.
I like to have an upper courtyard, for the sake of keeping bolts and an archery range on.
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The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Cheddarius

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Re: The Little Questions Thread
« Reply #422 on: December 17, 2009, 12:45:11 am »

Now, to keep the civillians protected, you need them to be out there as little as possible. This means that, after a siege, you need to haul the stuff you plan to keep indoors ASAP.
What I mean is, how do I get trees and such? My dwarves need to go outside for resources and all that... and I don't have a river to farm tower-caps. I guess I could use some sort of cistern with murky pools, but that'd be really work-intensive...

Thanks for all the advice! That military setup seems really useful!
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Skorpion

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Re: The Little Questions Thread
« Reply #423 on: December 17, 2009, 01:21:27 am »

With the wood, either enclose a BIG area, send the woodcutters/haulers out with a military escort, or just import it.

If you have magma and no native iron ores, bed and charcoal production can quickly lead to a huge surplus of wood products you have no use for.
If you're on a mountain site, you'll have plenty of ores around to convert into bins, so you'll use even less wood.

Personally, since my last fort had NO native trees until I struck the underground river, I've taken to just ordering a lot of wood imported, buying it with a huge profit margin, and going from there.

Oh, and tower-caps won't grow without having discovered an underground river or underground pool.
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The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

NecroRebel

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Re: The Little Questions Thread
« Reply #424 on: December 17, 2009, 01:37:46 am »

Yeah, you can do without wood for a lot of things; the only thing that absolutely requires wood is beds and powered machinery, and even powered machinery you only really need wood for windmills and water wheels. Also, since you can, theoretically at least, do without beds or powered machinery altogether (though with less happiness due to sleeping on the floor of your armor-stand-designated barracks), wood is technically totally unnecessary.

If you do really want to harvest wood in absolute safety, dig a moat around a large area of the surface such that the only way in is through your fort proper, then build a wall around the same area. The moat is done quick and early and protects your woodcutters from melee attackers, while the wall comes later and protects against archers and job interruptions.

In the meantime, you could just designate a small area for harvesting at a time, station a few soldiers on patrol around that area, then move on to another area. This requires more micromanagement than just designating a large swatch of land for cutting and leaving it, but is much safer. A single squad should be able to adequately protect... let's say a 24x24 area (1/4 of a region tile), which can take several minutes realtime to harvest anyway so it's not like you have to watch the harvest at all times.

Also, if you're really desperate, practice wood conservation. Use less-valuable metals to make bins and barrels out of, have seperate food stockpiles for plants, prepared meals, and drinks so you can turn barrel use off for the first 2, reducing the number of barrels you need, don't use massive mechanization programs, and make only the minimum number of beds you need. If you put maximum priority on all wood types whenever a liason comes along, you should be able to eke by on just what the traders bring you, especially if you make a point to use and/or forbid it all before the next set of traders arrive so they bring more.



And, as Skorpion said, you need, specifically, the map feature of an Underground River or Underground Pool to get tower-caps, not just a river or pool that happens to be underground. If you don't know if you've found one or not, you haven't; the game pauses, centers on the feature, and has a pop-up window that tells you when you discover an underground map feature, so it's essentially impossible to miss.
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blue emu

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Re: The Little Questions Thread
« Reply #425 on: December 17, 2009, 02:03:57 am »

With the wood, either enclose a BIG area, send the woodcutters/haulers out with a military escort, or just import it.

Another option is to hollow out a very large two-z-level tall underground room directly below a forest, prop it up from below with a lever-activted support, then channel out all around it. After recalling all your Dwarves to a safe place, pull the lever, collapsing the forest into the huge underground room. Then roof it over at the first underground level (to prevent enemy archers from standing at the rim and taking pot-shots at your Berry-Pickers, Lumberjacks and Haulers).
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silhouette

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Re: The Little Questions Thread
« Reply #426 on: December 17, 2009, 02:30:36 am »

When do goblin sieges usually start ? (I modded the tags from [INTELLIGENT] to CAN_CIV and CAN_LEARN, also removed the BABYSNATCHER tag to try and speed things up, but this was without regenning a world.)

You have to be at war with them to seige if i recall correctly.
If not youll have to wait a few years.
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sono

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Re: The Little Questions Thread
« Reply #427 on: December 17, 2009, 04:07:09 am »

(v)iew units and hover over the miner. Go to his inventory and forbid the backpack and waterskin that he's carrying - he'll drop it. I don't know what the problem is, though.this?

The miner will not discard either, regardless of forbid or dump settings. Screw this.. game would be a lot more fun if it was more complete.. Same problem with all pet projects.. they're awesome, until you try to use them <.<
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blue emu

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Re: The Little Questions Thread
« Reply #428 on: December 17, 2009, 04:51:27 am »

(v)iew units and hover over the miner. Go to his inventory and forbid the backpack and waterskin that he's carrying - he'll drop it. I don't know what the problem is, though.this?

The miner will not discard either, regardless of forbid or dump settings. Screw this.. game would be a lot more fun if it was more complete.. Same problem with all pet projects.. they're awesome, until you try to use them <.<

Should be using "Dump", not "Forbid"... and no, the Miner won't discard it. When some other Dwarf has a spare moment, they'll walk up to him, take it from him, and dump it.
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darkflagrance

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Re: The Little Questions Thread
« Reply #429 on: December 17, 2009, 07:08:41 am »

When do goblin sieges usually start ? (I modded the tags from [INTELLIGENT] to CAN_CIV and CAN_LEARN, also removed the BABYSNATCHER tag to try and speed things up, but this was without regenning a world.)

One last thing you want to do is go into the entity_default file, find the EVIL entity entry (which corresponds to the goblins) change their progress triggers (e.g. [PROGRESS_TRIGGER_TRADE:number]) from 2 to 1.

This will make them come as quickly as possible.

Because they can't speak, they will automatically be at war with you. ETA however depends on distance.



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Amalgam

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Re: The Little Questions Thread
« Reply #430 on: December 17, 2009, 08:33:23 am »

In my experience, the forbid trick works, but only on hauled items, not equipment...
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archangelomega

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Re: The Little Questions Thread
« Reply #431 on: December 17, 2009, 11:05:10 am »

I was wondering if i turn temperature off in the init would magma and water still make obsidian?
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sono

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Re: The Little Questions Thread
« Reply #432 on: December 17, 2009, 12:20:06 pm »

Site Finder:

It is not possible to go to the next found site, even though the finder always iterates the while map. So the process is very painful. Correct? Or am i missing some undocumented thing here?
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assimilateur

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Re: The Little Questions Thread
« Reply #433 on: December 17, 2009, 12:23:32 pm »

Correct?

I'm sad to say that you are, at least to my knowledge, correct. The current sitefinder is ridiculous.
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CognitiveDissonance

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Re: The Little Questions Thread
« Reply #434 on: December 17, 2009, 01:20:33 pm »

A few questions about Magma:
- If pressurized via a pump, will it rize UP through bars/grates?
- Will magma seep down through magma-safe bars/grates?

I have some fun trap ideas in mind...
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