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Prop Wash posted:Whereas the military is broken and has always been mostly broken, and Well, I guess what I mean is that I get the basics up and going, then I go "welp, now what" and kind of stagnate until something kills off the fort or I get bored or whatever. I guess I just need to figure out what is essential and what can wait while I get a military set up and wait for the first wave of migrants. neogeo0823 fucked around with this message at 20:40 on May 16, 2016 |
# ? May 16, 2016 20:38 |
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# ? Jun 10, 2024 10:38 |
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There are consistent, reliable ways to make the military work and do what you want them to do, including with respect to uniforms, weapon selection, training, even automating them so they hunt down threats as they enter your fortress. They're just mind-bogglingly counter-intuitive and I have to re-learn them every time I play.
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# ? May 16, 2016 20:51 |
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Build a bunch of traps to thin the invasions out, just don't block access to your depot. Bonus is the spiked balls and spikes are good trade value against not elves, and you can steal all the stuff from the goblins you catch in cages
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# ? May 16, 2016 20:51 |
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Well, I completely forgot to brew more beer for ages and all of the useful dwarves died. Now I have a fortress full of corpses and misery. On to Fort Two!
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# ? May 16, 2016 20:58 |
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If you repeatedly get forts trashed to early invasions/megas/semis, get in the habit of taking your entire first immigrant wave and drafting them into the military. Build spiked balls nonstop on the carpenter until the caravan comes in and trade for weapons and armor for the squad. You don't even have to gently caress around with danger rooms or training equipment anymore, they'll start training themselves up to elite/heroes within a year or so.
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# ? May 16, 2016 21:10 |
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neogeo0823 posted:The currently ongoing LP is really making me want to fire this up again and give it a shot, but I always get stuck at the same stage on fort development. I always find a place, plan out an overly elaborate fort design, get food and drink production set up, and then start dawdling around and either get bored or get wiped off the face of the earth by whatever shows up before I get a military up and running. What can people suggest for not getting lost right at that crucial spot? Maybe I just need a definitive checklist that's like "do these things in this order asap" or something? I dunno. My checklist is almost always: Food/drink Moat: 3 tiles wide (Lava if possible, deep and dry if not and later you can spike the bottom of it) Bridges and Bridge controls (over above moat of course) Traps in path to bridge Sleeping quarters Wall immediately behind moat (needs to be at least 1 taller than anything within 6 spaces) Dining Hall Temple (this sometimes gets made earlier if I notice a bunch of unhappy dwarves) Clear land in front of moat. (3 deep area past the moat, clear it of trees and build a stone road over it to prevent further trees) Military Fortifications on the top of the wall Interspersed throughout the above will be minor tasks that are required for the future tasks. For example, unless you have easy access to magma, you'll need a wood furnace and plenty of trees chopped to fuel it. Might as well already designate the area in front of the future moat to be chopped of trees. A smelter and forge will probably be needed as well if you're dealing with a magma moat. You'll need to make any pumps, mechanisms and floodgates out of iron to move the magma fast enough to fill a 3 tile wide moat of any significant size. Oh and a Mason's workshop to pump out bricks for the walls. All of these workshops can be made in temporary locations (aka outside) until the rooms are carved out for their final placement.
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# ? May 16, 2016 21:19 |
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TheCIASentMe posted:My checklist is almost always: Thanks, this is exactly what I was looking for. I'll give this a shot and see how long I can make things run this time around.
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# ? May 17, 2016 01:11 |
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I have almost never had any trouble with any setting up aspects of the military system and while the Ui is confusing so is literally every other one. The only issue I have seen multiple times that annoys is me pathing issues for squads. What seems to be the hold up for most people?
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# ? May 17, 2016 02:28 |
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Telsa Cola posted:I have almost never had any trouble with any setting up aspects of the military system and while the Ui is confusing so is literally every other one. The only issue I have seen multiple times that annoys is me pathing issues for squads. What seems to be the hold up for most people? no UI in the game is even remotely as bad as the military scheduling UI you're either used to it or have transferable skills from Liberal Crime Squad
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# ? May 17, 2016 02:35 |
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i always embark on a volcano
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# ? May 17, 2016 08:16 |
hello.jpgToady One posted:Original DF meetup attendee Lightman has organized an event for the 10th anniversary of DF in Bellevue, Washington. There are free tickets for general admission, as well as dinner tickets. It's on June 11th, and Zach and I will be there. There are lots of details over at the event page. ayyyy I done contributed the bones calculating pain more with relative size is a good thing too
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# ? May 17, 2016 09:17 |
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Hooray for the arena.
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# ? May 17, 2016 13:38 |
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neogeo0823 posted:Thanks, this is exactly what I was looking for. I'll give this a shot and see how long I can make things run this time around. Cool. If you can manage a lava moat they're sometimes entertaining as enemies may try to jump the moat. Occasionally they'll make it which can be a problem for you if you're not prepared. But at 3 spaces wide they'll usually not make it, which is a problem for them if they're not prepared.
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# ? May 17, 2016 15:12 |
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Tuxedo Catfish posted:no UI in the game is even remotely as bad as the military scheduling UI The military UI is really bad but you shouldn't need to dick around with 90% of it including the scheduling UI You can get by with just a standard squad of metal armor soldiers on permanent activity indefinitely without any issues, you don't have to screw around with monthly scheduling at all
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# ? May 17, 2016 15:22 |
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neogeo0823 posted:Well, I guess what I mean is that I get the basics up and going, then I go "welp, now what" and kind of stagnate until something kills off the fort or I get bored or whatever. I guess I just need to figure out what is essential and what can wait while I get a military set up and wait for the first wave of migrants. Absent exceptional circumstances, I don't worry about the military at all until a year or two into the embark. My generic build goes like this: 1. Find a well situated hillside and dig straight into it. Make the initial entrance three tiles wide, and make the cave beyond big enough to hold a trade depot. Build the Depot here. You will eventually build a drawbridge to seal the 3-tile entrance. But you probably won't need a drawbridge for the first year. 2. Dig a long tunnel out of the Depot Cavern and into the hillside. Make the tunnel one tile wide and maybe 10 tiles long. Feel free to make it winding and serpentine. You will eventually trap the hell out of this tunnel. 3. Build doors at each end of the tunnel. Build a drawbridge across the 3-tile entrance to the whole complex. 4. Trap the hell out of the long tunnel. Wooden spiked balls are hella easy to make 5. Muster up a military at your leisure. Mostly they just exist for FUN and for putting down crazy citizens. Any threat that isn't a building destroyer can be stopped by locking the doors to the Trap Hall. Any threat that is a building destroyer can be stopped by closing the drawbridge. With sufficient traps, any threat that isn't trapavoid will be torn to shreds before it can get inside. Most threats that approach from the surface are vulnerable to traps. Boom! You have an impregnable (if boring) fort. The biggest risk is that some dumb dorf loiters around and doesn't close the drawbridge fast enough.
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# ? May 17, 2016 21:16 |
I am the dwarf laying on the floor in the hallway who just wants to go get a loving prickleberry meal for dinner.
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# ? May 17, 2016 21:30 |
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Welp! Things were going along ok until a werellama sprinted in from out of nowhere and ran in before I could get the drawbridge up. It proceeded to kill everything except for one dwarven child and 2 kittens. Ah well, that was a mercy killing, I guess. My ultimately futile efforts to protect my dwarves meant that I had accidentally neglected their food and drink stocks(in my defense, my bookkeeper
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# ? May 17, 2016 21:36 |
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I always grab the absolute least skilled, least apt, most worthless piece of poo poo dwarf I get in the first migrant wave, assign him to be my bookkeeper, turn off all his other labors, and set counts to perfectly accurate. He'll usually get up to being legendary pretty fast and unless he dies I just don't worry about it after that. I've never had a problem.
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# ? May 17, 2016 22:04 |
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Mirthless posted:The military UI is really bad but you shouldn't need to dick around with 90% of it including the scheduling UI This, there are literally no noticeably penalties for keeping people active all the time and they will sort out training for themselves too. Scheduling literally has no good uses.
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# ? May 17, 2016 23:27 |
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I scheduled my militia to patrol around my hallways and to stay stationed in my tavern and when it worked I felt like how Sun Tzu must've.
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# ? May 18, 2016 07:15 |
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So this is going to be out of left field but: Whatever happened to that DF-like that was based around goblins?
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# ? May 18, 2016 07:23 |
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Leal posted:So this is going to be out of left field but: Whatever happened to that DF-like that was based around goblins? http://www.goblincamp.com/ Abandoned a few years back
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# ? May 18, 2016 07:37 |
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There's also one based around GNOMES called Gnomoria. If you're thinking of that one.
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# ? May 18, 2016 09:25 |
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Buschmaki posted:I scheduled my militia to patrol around my hallways and to stay stationed in my tavern and when it worked I felt like how Sun Tzu must've.
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# ? May 18, 2016 10:44 |
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Consider routing most traffic through your barracks, like putting it right behind the main gate or behind the trading depot farther inside, so you don't have to set anything besides training for your military
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# ? May 18, 2016 12:23 |
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I don't think I've ever had trouble keeping my bookkeeper on other duties as well. He just trots over and updates the books every so often, and as he skills up it gets to the point where it's not even noticeable. With only 7 dwarves I need him working on other stuff anyway.
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# ? May 18, 2016 14:24 |
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I don't even bother with a bookkeeper until the first or second migrant wave. Knowing how much food and booze I have in multiples of 10 is sufficient in the early game.
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# ? May 18, 2016 14:55 |
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neogeo0823 posted:Welp! Things were going along ok until a werellama sprinted in from out of nowhere and ran in before I could get the drawbridge up. It proceeded to kill everything except for one dwarven child and 2 kittens. Ah well, that was a mercy killing, I guess. My ultimately futile efforts to protect my dwarves meant that I had accidentally neglected their food and drink stocks(in my defense, my bookkeeper Reclaim that embark site then. I've never had a were-attack before like year 3 or 4. So that's really odd. Also, add more doors between your core fortress and the outside. It won't stop the werebeast but it will slow them down hopefully long enough that they change back before infecting anyone. TheCIASentMe fucked around with this message at 15:25 on May 18, 2016 |
# ? May 18, 2016 15:18 |
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TheCIASentMe posted:Also, add more doors between your core fortress and the outside. It won't stop the werebeast but it will slow them down hopefully long enough that they change back before infecting anyone. I like adding a winding alternate path into the fortress that opens and closes off the main entrance. As you develop you can add fun things to it. Traps, dragons, whatever.
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# ? May 18, 2016 16:35 |
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Leal posted:So this is going to be out of left field but: Whatever happened to that DF-like that was based around goblins? Jamsque posted:http://www.goblincamp.com/ Goblin Camp was specifically built around the idea of a messy, sprawling encampment. It was a cool idea but I'm way too picky about fortress design to enjoy that for long, and I suspect this was true of a lot of its potential playerbase.
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# ? May 18, 2016 17:43 |
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Also, probably >80% of its development happened during the year and a half gap in dwarf fortress updates. Once Toady got back on the wagon, not a whole lot of reason to continue other than as a personal project.
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# ? May 18, 2016 19:55 |
No more cheap woodcutting axes exploit:quote:05/18/2016 Continued along with bugs. Woodcutters shouldn't use training axes, and you should be able to make metal mechanisms from the job manager. It'll also show the mechanism material in the job's name. Embark profiles should load fish properly instead of cancelling them all. I made dragonfire affect metal items again after a long hiatus, though fire effects in general are still a bit odd. You can now dive in deep water correctly in adventure mode.
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# ? May 19, 2016 05:21 |
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Mirthless posted:If you repeatedly get forts trashed to early invasions/megas/semis, get in the habit of taking your entire first immigrant wave and drafting them into the military. Build spiked balls nonstop on the carpenter until the caravan comes in and trade for weapons and armor for the squad. You don't even have to gently caress around with danger rooms or training equipment anymore, they'll start training themselves up to elite/heroes within a year or so. as someone who hasnt played in a year and a bit: military training finally works!?
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# ? May 19, 2016 10:51 |
Yes, it does.
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# ? May 19, 2016 11:57 |
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Could someone please explain the various preset loadouts that you can choose before embarking? I've never used anything but the first one or preparing everything myself.
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# ? May 19, 2016 18:10 |
Considering the base game has none, you gotta be a little more specific.
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# ? May 19, 2016 18:44 |
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I assume he means the masterwork presets, which I know nothing about only that they exist.
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# ? May 19, 2016 18:48 |
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Newb Pack also comes with a few. Just make your own imho. You won't be happy with the others.
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# ? May 19, 2016 18:53 |
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Yeah, I ended up modifying the first preset to suit my needs and went back to the site. The werellama is still there. He was a human when my dwarves first saw him, so I instantly ordered the rock stockpile he was in to be walled off. Every spot except 1 was successfully walled off, but the dwarf who was supposed to finish the job hosed off to do literally anything else and thats when he transformed. Now he's sitting in the rocks, just waiting for anything to come close enough so he can slaughter it. Will he die on his own once he's walled off?
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# ? May 19, 2016 19:09 |
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# ? Jun 10, 2024 10:38 |
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Carve some fortifications and use him for siege and crossbow training.
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# ? May 19, 2016 19:22 |