Mister Bates posted:I had no ambushers, thieves, baby-snatchers, or anything of the sort for almost four years, and my goblin neighbors showed up as 'At Peace' on the civ menu, so I got lulled into a false sense of security and neglected my defenses almost completely. Forgot to even link the gates up to levers. Ended up getting hit by an invasion of over 150 goblins in 254 with only six axedwarves to defend myself with. It was a loving slaughter. There is one dwarf somehow still alive but they're bound to find him eventually. Decrepus fucked around with this message at 16:54 on Jul 25, 2016 |
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# ? Jul 25, 2016 16:49 |
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# ? May 31, 2024 12:18 |
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I've got a couple squads of mixed melee fighters, I gave them all the 'individual choice melee' uniform option so they'd all use their preferred weapon type, and all of my macedwarves promptly dropped their maces and swapped them out for crossbows with no quivers or bolts.
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# ? Jul 25, 2016 18:55 |
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Mister Bates posted:I've got a couple squads of mixed melee fighters, I gave them all the 'individual choice melee' uniform option so they'd all use their preferred weapon type, and all of my macedwarves promptly dropped their maces and swapped them out for crossbows with no quivers or bolts. Unloaded crossbows are treated as blunt weapons (and I guess use the mace skill), so if the crossbows are of better material quality than the maces that'd probably do it. You might want to check if it's possible to do something like "individual choice of melee weapon, but it has to be made of steel." Then just make your crossbows out of wood (and hope they never have to be used in melee) or silver (heavier than steel and thus better for bashing damage anyways!)
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# ? Jul 25, 2016 18:59 |
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Phi230 posted:Adventure mode is impossible because: It's important to remember that Adventurer mode isn't even a quarter finished. It's really only there as a means to explore the worlds you create and hasn't been balanced or had much added to it in the way of new gameplay features. The biggest problem, for me, in adventurer mode is that artifacts you generate at a fort can't be removed by an adventurer. So if your dwarves make some incredible artifact adamantine sword just forget trucking an adventurer out there to pick it up because as soon as you leave the cell it'll disappear from your inventory and return to where you plucked it from.
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# ? Jul 25, 2016 19:00 |
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Tuxedo Catfish posted:Unloaded crossbows are treated as blunt weapons (and I guess use the mace skill), so if the crossbows are of better material quality than the maces that'd probably do it. I've taken to making uniforms for each weapon to assign as almost all of my mercs and random bards with weapon skills are marksdwarves, and I got two full ranged squads already that are only partially useful in my current fortress defence design. I'm also annoyed that caging animals seems to have less priority than penning animals, thus my animal conservation fort has way too many random animals wandering the halls even with constant animal slaughter. At least I finally got a mating pair of giant bears and have big plans for them
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# ? Jul 25, 2016 20:44 |
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Tars Tarkas posted:At least I finally got a mating pair of giant bears and have big plans for them centerpiece for the great hall, right?
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# ? Jul 25, 2016 20:49 |
Gibbo posted:Urist mcbridgebuilder is suffering from caisson sickness!! Yeah, it's kinda silly that the objection to being able to dump a bunch of rocks in from above to make a dam is "that's not how it works in real life" when right now the main methods are: a) When there's 'natural' ground thicker than the depth of the water above the water you're trying to block, you can mine around a chunk, holding it up with a single support until you're ready to pull a lever and drop it into the water. b) Building a shitload of screw-pumps to pump the water out faster than it can flow in, giving you a dry spot to build in. c) Using a shitload of screw pumps to pump magma from the loving mantle into the water to create obsidian. ...and none of those are "how it works in real life" either.
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# ? Jul 25, 2016 22:04 |
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Hey the magma would work, just good luck actually doing it. And a is basically doing what he wanted to do anyhow, so what's the complaint.
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# ? Jul 25, 2016 22:12 |
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hailthefish posted:b) Building a shitload of screw-pumps to pump the water out faster than it can flow in, giving you a dry spot to build in. Why wouldn't b) work?
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# ? Jul 25, 2016 22:13 |
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Cant you make a caisson by dropping a square of ground then pumping out the water
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# ? Jul 25, 2016 22:15 |
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Tuxedo Catfish posted:You might want to check if it's possible to do something like "individual choice of melee weapon, but it has to be made of steel." Then just make your crossbows out of wood (and hope they never have to be used in melee) or silver (heavier than steel and thus better for bashing damage anyways!) Yup, highlight the indiv choice, melee and hit M to set the required material If shields haven't been fixed yet you should use that to make your dwarves pick up wooden shields.
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# ? Jul 25, 2016 22:18 |
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07/25/2016 Toady One posted:Worldgen invaders will now loot artifacts stored in buildings, and thieves can steal artifacts from them aswell. For instance, we had Thil, the leader of a group of dawn worshippers living in a human market town which was unfortunately beset by elves over the humans' display of hunting trophies. The elves routinely attacked the town and ate people, and on the third attack they drowned Thil as an example for the other humans. The grieving worshippers entombed the body in a crypt under the town, but they took Thil's bejewed linen skirt and named it Glowedlull, placing it in their temple. It only took another year before the elves returned and ate some more people, and looted the temple, taking Glowedlull back to their forest home. Peace was made ten years later, but I haven't gotten to the friendlier side of artifact transfer yet, so the skirt is still with the elves! Next up we'll be adding worldgen heroic artifact quests and gifts to round out the worldgen portion of the artifact release. Hopefully all of our recent additions taken together will provide enough backing for fortress mode and adventure mode artifact interactions.
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# ? Jul 26, 2016 00:12 |
necrotic posted:Maybe if you put the strict population cap to 7? Use Fastdwarf or be very lucky and get yourself barricaded underground before the first wave shows up, then watch the migrants starve and go mad outside for generations. You can build some workshops out there too and collect some Fell Moods.
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# ? Jul 26, 2016 00:24 |
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It would be cool as hell if you have artefacts stolen from your fortress you can save and hop in adventure mode to try and reclaim it
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# ? Jul 26, 2016 01:20 |
...do training axes no longer cut down trees? Because I am either screwed until a caravan, or I'm screwed completely because nobody will pick up an axe.
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# ? Jul 26, 2016 01:40 |
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StrangeAeon posted:...do training axes no longer cut down trees? I came into this too a few pages back, just don't pick training axes at embark, a copper battle axe should work. Apparently using any kind of embark profile can also make it show metal axes/weapons in the list.
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# ? Jul 26, 2016 01:42 |
StrangeAeon posted:...do training axes no longer cut down trees? release_notes.txt posted:Other bug fixes/tweaks
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# ? Jul 26, 2016 01:53 |
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Is there any way to understand what z level approximately I should look metals at? I had a huge gold cluster right after soil level and I'm at zlevel 30 new making exploratory mining every few levels and can't see any metal other than lead/silver in a really insufficient cluster to equip my naked army with good armor (I'd better put that ore into something I will trade). And I'm pretty sure that zlevel 30 means I'm close to magma.
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# ? Jul 26, 2016 08:06 |
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The precise Z-level isn't nearly as important as what rock the layer is composed of. You'll find metal veins everywhere, but what type depends entirely on whether it's a sedimentary, igneous ex/intrusive, or metamorphic rock layer. http://dwarffortresswiki.org/index.php/DF2014:Stone_layers Note that iron and coal are best found in sedimentary, which you'll find at the surface.
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# ? Jul 26, 2016 08:33 |
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I just blobbed my first goblin siege. And several of my dwarfs became experts, or masters or whatever. No underpants squad best squad! What does x(cave spider silk trousers)x means? Are they broken? Kirs fucked around with this message at 10:36 on Jul 26, 2016 |
# ? Jul 26, 2016 10:19 |
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Worn. http://dwarffortresswiki.org/index.php/Wear
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# ? Jul 26, 2016 12:42 |
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Phi230 posted:It would be cool as hell if you have artefacts stolen from your fortress you can save and hop in adventure mode to try and reclaim it Yeah, this is one of the cool worldgen/adventure mode things - making Artifacts actually have value.
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# ? Jul 26, 2016 12:54 |
Dang, thanks for posting that link. I didn't realize someone had already sussed out how armor damage happens.
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# ? Jul 26, 2016 13:28 |
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Goblins invaded with a 150+ men force, no biggie I lost a whole three people (Including the lone goblin swordsmaster in my fort, who attacked ten goblins by herself and killed 8 of them(!!), dying when the rest of the squads had finally caught up and were two squares away). During the fight a dancer visited the fort and managed to walk right through the three goblin wide river of goblins heading into the main opening where my guys were slaughtering them and they didn't even touch him. Obviously something weird is going on so I had my squad also kill the dancer after the siege was over, this caused like 5 other poets/bards/dancers to start attacking the squad that went after the dancer and soon 10 people are dead including my manager. I expect there will be more death soon because some idiot guest is holding up the meeting queue and I have to kill them one by one until the meetings start back up. Also my human caravan got stuck on the map edge a few years back so now random human traders generate inside my fort in the caverns and then wander around in it doing nothing. Too bad they don't arrive with a cartload of stuff.
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# ? Jul 26, 2016 15:37 |
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Siljmonster posted:I came into this too a few pages back, just don't pick training axes at embark, a copper battle axe should work. I prefer ore + logs. For less than the cost of 1 copper pick you can have 8 bronze picks or axes. For 15 embark points you get 1 log (converted to coal) + 1Cassiterite + 1(Native copper, Malachite or Tetrahedrite) = 8 Bronze bars Another 24 embark points for up to 8 logs which you convert to charcoal and then use to make enough picks or axes so every single one of your starting 7 dwarfs has a tool/weapon. It takes a bit longer to get up and running since you have to build a wood furnace, smelter and forge before you can do any mining or chopping. But on the other hand with all the points you save not bringing pick and axes you can bring a buttload of extra food.
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# ? Jul 26, 2016 16:00 |
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Is there a way to bring the embark wagon inside?
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# ? Jul 27, 2016 00:34 |
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Solid Poopsnake posted:Is there a way to bring the embark wagon inside? You could build a house around it. Otherwise no, it can't be moved.
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# ? Jul 27, 2016 00:50 |
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Solid Poopsnake posted:Is there a way to bring the embark wagon inside? No but you can deconstruct it. Use (Q) then (X).
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# ? Jul 27, 2016 00:53 |
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Grey Hunter posted:Yeah, this is one of the cool worldgen/adventure mode things - making Artifacts actually have value. In particular, I like that I'll finally be able to loot artifacts as an adventurer and then wield them/wear them.
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# ? Jul 27, 2016 03:58 |
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What is Tarn refering to by "friendlier side of artifact transfers"?
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# ? Jul 27, 2016 07:16 |
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Helical Nightmares posted:What is Tarn refering to by "friendlier side of artifact transfers"? I'm going to guess the handing over of looted artifacts as part of treaties.
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# ? Jul 27, 2016 07:25 |
Helical Nightmares posted:What is Tarn refering to by "friendlier side of artifact transfers"? Reparations, amends and liberating stolen things from the loser, I'd suppose.
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# ? Jul 27, 2016 07:29 |
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Solid Poopsnake posted:Is there a way to bring the embark wagon inside? Why would you want to, out of curiosity?
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# ? Jul 27, 2016 07:30 |
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Leaving it outside is litter. It's unsightly! It's also a meeting place for idle dwarves if you haven't designated any other areas yet.
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# ? Jul 27, 2016 09:29 |
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scamtank posted:Reparations, amends and liberating stolen things from the loser, I'd suppose. ...he's going to code an entire diplomacy system isn't he. Partially based on participants social skills and individual needs... Jfc
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# ? Jul 27, 2016 10:06 |
Helical Nightmares posted:...he's going to code an entire diplomacy system isn't he. What did you think all the social skills were for?
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# ? Jul 27, 2016 10:55 |
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What if I forgot what lever do what?
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# ? Jul 27, 2016 13:10 |
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Pull at random and hope for the best!
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# ? Jul 27, 2016 13:19 |
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I usually just deconstruct on embark (mostly out of habit), but I rarely have the available dwarfpower in those early seasons to move everything inside. So if there's keas and poo poo they end up making off with items. I hadn't thought of building a little temporary shack around it, that's a good idea. Chain a dog outside the door, maybe.
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# ? Jul 27, 2016 13:48 |
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# ? May 31, 2024 12:18 |
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Malachite_Dragon posted:Pull at random and hope for the best! Surprisingly it worked, I even remembered the logic of placing ofthese levers. Hope I'll (not) forget it next time I need to flood my water reservoir.
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# ? Jul 27, 2016 14:31 |