Werecreatures will spread their curse via biting, which is the real problem with them. If you can, avoid them until the full moon passes and they turn back into a person.
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# ? Feb 14, 2016 09:09 |
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# ? May 29, 2024 13:57 |
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So here's what I've been working on, I just made first contact with the local goblin civilization in the form of babysnatchers. I think I might be the last outpost of my civilization (no trade liaison). I have two full squads of military that are almost entirely made up of conscripted goblins from a local elven civilization that I suppose has been at war with the goblins. I built a fortress called "PerplexedAbbey" near a sea of human blood. It is a small wood and jet block structure that belies the giant cavernous temple of Lir the Call of Yelling that hides beneath the surface. Here's a picture of the temple. And here's what it looks like topside. It's been pretty quiet so far. Not even a werebeast or whatnot to speak of. A troglodyte invasion and a few construction accidents account for almost all of my deaths. Dreggon posted:hi Alll of the threat. It is all of the threat. It will tear through your dwarves like paper. It is not a forgotten beast it is a were-creature, so it will infect whoever it doesn't kill and they will become werelizards as well. I usually recommend setting up a pe(n) full of war dogs at your fort entrance. They might be able to kill it, many of them will die, but in the end it's better than losing a fort.
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# ? Feb 14, 2016 09:13 |
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From my experience werebeasts are tough enough to kill any non-military dwarves in a couple of seconds. The recommended strategy is to get everyone inside until it turns back to humanoid and/or leaves since any dwarves it bites are probably going to turn as well unless you micromanage their death. I wouldn't really recommend throwing your military at it in case they get bitten. Oof, that was from last page. Well, the point stands.
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# ? Feb 14, 2016 09:18 |
Werebeasts have 90% damage resistance to every form of physical harm excepting that caused by one metal that you can only suss out in Adventure mode. Batten the hatches and hide, he'll only hang around hulking out for a few weeks at most.
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# ? Feb 14, 2016 09:23 |
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scamtank posted:Werebeasts have 90% damage resistance to every form of physical harm excepting that caused by one metal that you can only suss out in Adventure mode. Batten the hatches and hide, he'll only hang around hulking out for a few weeks at most. oh he leaves? as long as no migrants show up (they're going to) i dont mind just putting everyone inside and chilling
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# ? Feb 14, 2016 10:16 |
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he's actually human right now, does that mean he's vulnerable or should i still hide i could try throwing a migrant wave at him if its full of fishermans or some poo poo
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# ? Feb 14, 2016 10:21 |
That means he's in soft and fleshy mode! SWARM THE FUCKER
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# ? Feb 14, 2016 10:22 |
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If a werebeast in human form hurts a dwarf, will he still be infected?
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# ? Feb 14, 2016 10:32 |
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steinrokkan posted:If a werebeast in human form hurts a dwarf, will he still be infected? Does this post have ridiculous amounts of whitespace for anyone else?
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# ? Feb 14, 2016 11:33 |
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Gibbo posted:Does this post have ridiculous amounts of whitespace for anyone else?
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# ? Feb 14, 2016 11:36 |
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Dreggon posted:dwarves get really loving angry when birds fly overhead mod in cockatoos then maybe the dwarves have an excuse to get mad also how do i get rid of muddy floors, will they just dry up and get clean themselves eventually if the water flow's cut off?
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# ? Feb 14, 2016 11:43 |
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Gibbo posted:Does this post have ridiculous amounts of whitespace for anyone else? Thank some idiot with too much cash on their hands.
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# ? Feb 14, 2016 12:09 |
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Kitfox88 posted:mod in cockatoos then maybe the dwarves have an excuse to get mad is there a way to make a certain enemy attack fingers specifically
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# ? Feb 14, 2016 12:20 |
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0lives posted:Pay close attention to the area under the avatar Jesus shouldn't retarded poo poo like that be disallowed? It's one thing to buy a stupid avatar for someone but when it disrupts everything else. I am angry about whitespace Gibbo fucked around with this message at 14:00 on Feb 14, 2016 |
# ? Feb 14, 2016 13:55 |
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just put him on ignore like what everyone else does
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# ? Feb 14, 2016 13:58 |
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Do you folks bother assigning book keepers or managers? Also whats the situation with bins? I keep hearing they are buggy and should be avoided. The wiki has a couple of tips on when to and when not to use them but are there any other rules? Spanish Matlock posted:So here's what I've been working on, I just made first contact with the local goblin civilization in the form of babysnatchers. I think I might be the last outpost of my civilization (no trade liaison). I have two full squads of military that are almost entirely made up of conscripted goblins from a local elven civilization that I suppose has been at war with the goblins. I built a fortress called "PerplexedAbbey" near a sea of human blood. It is a small wood and jet block structure that belies the giant cavernous temple of Lir the Call of Yelling that hides beneath the surface. I like your fort! You should post some more screenshots. These kind of views are really cool. Is that a 2x2 embark or does stone sense have a limited draw distance?
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# ? Feb 15, 2016 03:49 |
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FalloutGod posted:Do you folks bother assigning book keepers or managers? Also whats the situation with bins? I keep hearing they are buggy and should be avoided. The wiki has a couple of tips on when to and when not to use them but are there any other rules? I start with a bookkeeper and get him going early. Once the initial stock is booked the future updates are practically instant. Managers I use to add demands from royalty quickly. I use bins in some of my Finished Goods stockpiles, but only at the end of a production chain when they're ready for use. And the input sources to those stockpiles are very close so the bin doesn't have to move far, which prevents most issues.
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# ? Feb 15, 2016 04:00 |
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The dwarven caravan that was stuck around that wouldn't leave because all their wagons had gone missing left after I deconstructed the Trade Depot. I also got to keep all their stuff! That also meant migrants began returning to my fort so it solved two problems at once. First fort is doing fine thanks to three waves of migrants that replaced those slain by the werejackal plague and a goblin siege that caught too many dwarfs outside, I'm almost back to pre-disaster levels and the guys I do have are much better broken up via their skills than before. Next I'm going to try to make some fancy traps, including the "Doberman Bomb" from the wiki. What cool stuff can you do with animals? I've gotten some thanks to trading and so far all I've done is set them in pens outside where they get killed whenever a raid is happening, but it sounds like some of the animals will die if i put them in a zoo. Is there any good strategy for keeping outside animals alive?
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# ? Feb 15, 2016 04:06 |
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Tars Tarkas posted:What cool stuff can you do with animals? I've gotten some thanks to trading and so far all I've done is set them in pens outside where they get killed whenever a raid is happening, but it sounds like some of the animals will die if i put them in a zoo. Is there any good strategy for keeping outside animals alive? If you've broken through to the first cavern layer you can pen them underground on a soil layer. Before I've done that I butcher them if fully grown, otherwise they'll die to invasions or whatever and be lost meat.
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# ? Feb 15, 2016 04:14 |
FalloutGod posted:Do you folks bother assigning book keepers or managers? The Bookkeeper is also essential, since they are used to determine how much poo poo you actually have, and allow you to then find individual items (You can't do that until the bookkeeper has pinned down how many you actually have for some reason), so if you want to find where some soldier dropped that adamantine shortsword when he was killed, you can use the stocks menu to find it (Especially useful if the item is forbidden on death and thus not placed in a stockpile).
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# ? Feb 15, 2016 05:16 |
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some cool tips that i should remember next time i do my fort 1) bring lots of seeds 2) you don't need to embark with an engraver, by the time you need one you'll have migrants 3) you don't need to spend points on mining or woodcutting, both of them level very quickly 4) if you embark with lots of food make a food stockpile at the start of the game so it doesn't all rot
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# ? Feb 15, 2016 06:25 |
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Dreggon posted:1) bring lots of seeds I start with 10-15 of each underground seed, more than that is unnecessary. If you find yourself running out of seeds make sure cooking with that plant is disabled (cooking doesn't return seeds, brewing and eating them raw do).
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# ? Feb 15, 2016 07:28 |
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Dreggon posted:1) bring lots of seeds Are these 2 related to the reason you're starting a new fort ?
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# ? Feb 15, 2016 07:45 |
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Gibbo posted:Jesus shouldn't retarded poo poo like that be disallowed? It's one thing to buy a stupid avatar for someone but when it disrupts everything else. Usually a mod or admin will change avatars like that when they notice.
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# ? Feb 15, 2016 07:45 |
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Leal posted:Are these 2 related to the reason you're starting a new fort ? no that's the night beast currently attacking necrotic posted:I start with 10-15 of each underground seed, more than that is unnecessary. If you find yourself running out of seeds make sure cooking with that plant is disabled (cooking doesn't return seeds, brewing and eating them raw do). i started with about 21 of each but i have 4 growers because i want all the food e: gently caress the lizardman moves like lightning, he's going to tear the poo poo out of my dwarves including one of my original 7 i hope i can wall him out without losing too many people e2: she just killed one of my guys then immediately left. rear end in a top hat where the red fern gropes fucked around with this message at 08:05 on Feb 15, 2016 |
# ? Feb 15, 2016 07:50 |
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Dreggon posted:i started with about 21 of each but i have 4 growers because i want all the food I have more than enough with just one farmer, though I embark with ~15 of each plant too. I don't go for multiple farmers until the third or fourth migration wave, depending on how big they are. I have enough to make roasts to trade with when the first caravan comes. I buy out all the food stuffs to remake whatever I traded plus more. Four farmers seems like a lot for a start.
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# ? Feb 15, 2016 08:01 |
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my leader dwarf took over a mason's workshop, made a hatch cover (?) out of native copper, and is now a legendary... miner. what? e: a migrant wave just doubled the number of dwarves i have. now the 1000+ logs my woodcutter cut in 5 minutes can start going into my fort where they belong where the red fern gropes fucked around with this message at 08:28 on Feb 15, 2016 |
# ? Feb 15, 2016 08:18 |
Hatch covers are like doors that you put on the ground. You can use them to cover staircases. Due to pathing weirdness, if a creature can't path around a locked hatch cover, it can't smash the hatch cover from below. A locked hatch cover over the only stairs into the caverns is invincible.
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# ? Feb 15, 2016 08:33 |
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FalloutGod posted:Do you folks bother assigning book keepers or managers? Also whats the situation with bins? I keep hearing they are buggy and should be avoided. The wiki has a couple of tips on when to and when not to use them but are there any other rules? Sure! I'll talk about my fort. AFAIK the size of the area stonesense represents can't be changed. It's actually a 4x4 embark. Anyway: Here's my world, Ilussil, the Everseeing Planes. The year is 784. As you can see, goblins have prospered in a huge way, although maybe not how you'd expect. It seems like one of the human civilizations, the Nations of Healing, was overrun by goblins who adopted ideas about honor and duty, while simultaneously causing the humans to adopt their views on insane violence and eternal warfare. So the biggest conflicts in the world right now are between essentially goblin assholes who stab you in the front, and goblin assholes who stab you in the back. Anyway, the Nations of Healing, who we'll call "The Free Goblins" have joined the rest of the world in attacking the Witch of Roofs, which is an evil goblin civilization run by a Panda Demon. The whole world is essentially a hellscape. I wasn't kidding about that ocean in the middle there. It is a region where it rains human blood. Giant lice dance and play in the copper-colored surf. Now, on top of that we also have my civilization, which is known as "The Cyrstal of Assemblies", our symbol is two masked lovebirds. We've had a real hard time of it. There used to be a goblin civilization called "the Ferocious Spiders" but we killed all of them. Like, all of them except for one guy, who sits on a throne by himself somewhere pretending like he's still a civilization by himself. Unfortunately, all of our fortresses and towns were sacked and destroyed as well. So right now there's just two sites left in my empire. There's this one, Immortalityboot, which is a camp of barons and other royalty who have escaped the sacking of their cities. They're just sort of hanging out near a mirthful wood waiting to retake what we used to own. And then there's us, PerplexAbbey. I'm carving us out a new capital city hidden underneath an unsuspecting rest stop next to the aforementioned horrifying ocean. No one will suspect it! Our symbol is the bugbat, because individually we are weak, but as a swarm we will de-flesh a cow in seven seconds! Or something! This is the front gate. I'm starting work on a fishing dock, because apparently fish like to swim in blood. You can also see the trading depot where I sell off the stupid trogolodytes and unicorns that wander into my cage traps. This is the inn, "The Joining of Lemons" that operates as the front for our more secret endeavor. Goblins loving LOVE the bloodsurf beaches of the Spidery Oceans. Goblins make pretty interesting houseguests. They'll often just fight a motherfucker for no reason at all. Fortunately I built a bloodpit just outside the inn to toss the dead bodies in. (I am not kidding. I get one or two guests dying every year from fistfights and disagreements gone awry). You can see that many goblin soldiers and poets have decided to take up residence as soldiers and performers. That's absolutely fine by me. They end up in the hospital from fighting now and then but I'd much rather throw some expendable greenskins at whatever problem comes my way than lose any of the few remaining dwarf citizens of the empire. This is the real meat and potatoes of the fortress. The temple to Lir, the Call of Yelling. His loud shouts will draw all of our scattered brethren back from the four corners and we can become the strong empire were were when the world was young. This level has all of the production and spiritual needs of the fortress met. It's worth noting that the only metal I've found so far is sweet, sweet gold. That means golden goblets, golden chains in the jail, golden chests in every room, golden bookshelves in the library. It's pretty loving great. We've just become a town, but soon we'll be the imperial city. FalloutGod posted:Do you folks bother assigning book keepers or managers? Oh yeah! Bookkeepers, definitely! It's always nice to know when you're running out of things, and it's nice to be able to zoom in on specific items in your fort. I usually set them to just below the highest accuracy so that they're not spending 100% of their time cataloguing. Managers are up to you but they do let you just request jobs and have them automatically assigned to workshops which is a huge thing when your fort gets big. It's much nicer to just say "We need 60 x clothing items" rather than trying to individually set that many jobs at your workshops. It's also great for meeting mandates! Spanish Matlock fucked around with this message at 09:31 on Feb 15, 2016 |
# ? Feb 15, 2016 08:34 |
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PublicOpinion posted:Hatch covers are like doors that you put on the ground. You can use them to cover staircases. Due to pathing weirdness, if a creature can't path around a locked hatch cover, it can't smash the hatch cover from below. A locked hatch cover over the only stairs into the caverns is invincible. are artifacts invincible too? because that's what he made could i use this to block hell?
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# ? Feb 15, 2016 08:57 |
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Dreggon posted:are artifacts invincible too? because that's what he made All hatch covers of any quality are invincible to building destroyers.
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# ? Feb 15, 2016 08:59 |
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Spanish Matlock posted:All hatch covers of any quality are invincible to building destroyers. Important to note that this is the case if an only if the following conditions are met: There is no other open path into the fortress, the hatch cover is locked, and the hatch is above the attacker.
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# ? Feb 15, 2016 09:00 |
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some goblins started sieging my fortress but two of them immediately ran away and the only two left are just idle on the side of the map
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# ? Feb 15, 2016 09:13 |
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With all the new stuff that's been added, I'd be willing to have a go at the next big succession fort project. Dunno if I would want to start it or not this time, because 1. I already have a LP in progress and 2. I'm still kind of leery from doing another DF succession LP due to the failure of Fogwall.
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# ? Feb 15, 2016 11:58 |
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i told my archers to go and kill the goblins and they dropped their crossbows two of them went to take a nap beforehand where the red fern gropes fucked around with this message at 12:10 on Feb 15, 2016 |
# ? Feb 15, 2016 12:06 |
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Danny Glands posted:With all the new stuff that's been added, I'd be willing to have a go at the next big succession fort project. Dunno if I would want to start it or not this time, because 1. I already have a LP in progress and 2. I'm still kind of leery from doing another DF succession LP due to the failure of Fogwall. I did have a thought about doing a Librarians/Historians LP, and there is always the fabled adventure fortress LP the people come back to every few years. This build seems to be stable enough now. Was Fogwall that much of a failure? I just thought it went on for too long, and spent to much time trying to map a random game to a pre-planned story line. DF is about randomly generated stuff and improv, and doesn't work well if you try and force a story onto it.
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# ? Feb 15, 2016 12:10 |
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i dont need any medical dwarves because all the guys i sent out died
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# ? Feb 15, 2016 12:13 |
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im getting attacked by another loving lizard
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# ? Feb 15, 2016 12:48 |
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Grey Hunter posted:I did have a thought about doing a Librarians/Historians LP, and there is always the fabled adventure fortress LP the people come back to every few years. There were a couple of new people who didn't really know how to play the game or run an LP, one guy bailed and some others didn't exactly provide enthralling storylines. The loyalty cascade basically hosed everything and turned it into just endless "[guy] kills [guy] with [thing]" forever and ever and ever.
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# ? Feb 15, 2016 12:54 |
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# ? May 29, 2024 13:57 |
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it turned into a person and my dwarves all knocked themselves unconscious trying to beat it up the person is also unconscious i am waiting on some marksdwarves to pick up their equipment so this thing will actually die
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# ? Feb 15, 2016 12:54 |