• Dwarf Fortress v13 - Orkel looses a roaring laughter, fell and terrible!
    3,876 replies, posted
Okay so my bone doctor died from thirst I have hundreds of drink stores, variety is decent. He died AT MY DAMN FOOD STOCKPILE [editline]26th March 2011[/editline] ANd my weaponsmith made a gold war hammer huehue
[QUOTE=EcksDee;28815973]Okay so my bone doctor died from thirst I have hundreds of drink stores, variety is decent. He died AT MY DAMN FOOD STOCKPILE [editline]26th March 2011[/editline] ANd my weaponsmith made a gold war hammer huehue[/QUOTE] huehuehuehue [img]http://img824.imageshack.us/img824/9678/ss20110326150040.png[/img] :black101: [editline]26th March 2011[/editline] i bet :20bux: he used a log to make 2 sticks and a gold block [editline]26th March 2011[/editline] or 9 gold bars
Ugh great, turns out I can't channel under a bridge even if it's raised. Well there goes the main defense system, no way I'll be able to remove the bridge, channel, build the bridge and then link it to the lever in time, considering the Goblins are already moving towards the fortress.
[QUOTE=acds;28815933]Oh great, a siege by a bunch of Goblin crossbowmen. What's the best tactic against crossbowmen? Charging them head on and getting into melee or what? Also is there any way to tell my dwarfs to get the fuck inside and stop running around outside?[/QUOTE] [QUOTE=Dwarf Fortress Wiki;28815933]Your entire fortress is always set to exactly one civilian alert level. This restricts where civilians, any non-military dwarf in the entire fort, may go. To define the restriction area, you must first create a burrow encompassing the area you want to restrict your civilians to. Then, go to the alert screen (a in the military screen), create a new alert level (you can Name it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the rightmost pane. Multiple burrows may be selected. Note that burrow restriction replaces the 'Dwarves may/may not go outside' order that was in the older versions. By default, the civilian alert level is set to 'Inactive' and no burrow restrictions apply. If you intend on having your Dwarves stay inside at any time, for any reason, you will need to create a burrow.[/QUOTE] As for the Goblin crossbowmen, I'd suggest leading them to a very cramped area and swarming them with your melee guys. Charging them head on on an open field will lead to a lot of casualties and they might get reinforced by a lot more badass melee force. I think it'd be a good idea to build a network of towers(accessable only from the underground) and line the top floor with fortifications and station your marksdwarves there. e: that's obviously not going to help now but for future reference, it's pretty possible. Also, if you don't want to build towers, the following system could work underground IIIIIIIIIIIIIxxxxxxxxxxxxxxxxxxxxxx c=HHH================== IIIIIIIIIIIIIxxxxxxxxxxxxxxxxxxxxxx = is hallway x's are fortifications and your marksdwarves are stationed behind them on both sides c is a chained cat that'll attract the attackers to the hallway H is a system that'll keep the attackers from reaching the cat prematurely, like a rectractable bridge under which is a big fall to a pit filled with cage traps etc.
[QUOTE=Muukkis;28816190]As for the Goblin crossbowmen, I'd suggest leading them to a very cramped area and swarming them with your melee guys. Charging them head on on an open field will lead to a lot of casualties and they might get reinforced by a lot more badass melee force. I think it'd be a good idea to build a network of towers(accessable only from the underground) and line the top floor with fortifications and station your marksdwarves there. e: that's obviously not going to help now but for future reference, it's pretty possible. Also, if you don't want to build towers, the following system could work underground IIIIIIIIIIIIIxxxxxxxxxxxxxxxxxxxxxx c=HHH================== IIIIIIIIIIIIIxxxxxxxxxxxxxxxxxxxxxx = is hallway x's are fortifications and your marksdwarves are stationed behind them on both sides c is a chained cat that'll attract the attackers to the hallway H is a system that'll keep the attackers from reaching the cat prematurely, like a rectractable bridge under which is a big fall to a pit filled with cage traps etc.[/QUOTE] Well I currently have: ..........xxxxxxxxxxx ..........x..............x xxxxxxxxx......x.t.t.xxxxxxxxxxxxxxxx ................B.O..........RRRR........... xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx X is the walls B is the ballista O is the fortification (which I really hope the ballista can shoot through) R is the retractable bridge with a 5 z deep pitfall under t are the spinning disc traps . are just dots preventing the website form mashing all the stuff together. As for the towers, I'll definitely build some as soon as these Goblins are dealt with. For dealing with them now, I hope the hallway plus the 5 melee dwarfs (armoured and armed) will do (the only real problem I see is the Gob leader with an axe riding a giant Olm). Strangely enough though the Goblins don't seem very interested in assaulting though, they have been sitting by the river (about 10 or so squares from the map edge they entered from) and doing nothing. Also do siegers that take too long ever retreat? Because they've been sitting there for quite a while now, they might give up or something. Thanks FP for fucking up my drawing of my hallway. Give me a sec and I'll fix it.
[QUOTE=EcksDee;28815973]ANd my weaponsmith made a gold war hammer huehue[/QUOTE] Lucky bastard. Gold is one of the best blunt weapon materials. It can annihilate anything. [editline]26th March 2011[/editline] Also .23 is out [quote][url]http://www.bay12games.com/dwarves/df_31_23_win.zip[/url] Toady One Here are some fixes for the last one, with some additional bug fixes thrown in. Major bug fixes Stopped large pots from forgetting their stockpile assignments Cleaned up some more resting/infinite job issues with hospitals (surgery in particular) Stopped plant regrowth underground from deleting ramps and stairs, and stopped plants underground from regrowing in magma, deep water, and some other situations Stopped buckets from occasionally becoming filled with many, many units of water Stopped goblin siegers from fighting amongst themselves all the time Other bug fixes/tweaks Fixed some issues with natural skills not being applied Handled some more instances of overstockpiling by the hospital zones Fixed erroneous interlink between furniture/ammo stockpile interfaces Made enraged announcement show up for prone-to-rage critters Some more quick speed tweaks (assorted, but not much: bucket save from 27/28FPS -> 31/32FPS) Gave rodent men their rodent teeth and added them to the subterranean entity definition Gave reptile men teeth Changed penguin wings to flippers Made platypuses amphibious and made them swim underwater Changed sizes for most giant variants of animals and gave some thought preference strings to ones that didn't have them Added missing "mundane" tag to penguins and domestic birds [/quote]
Fuck, looks like my legendary miner won't be surviving. I'm already making a gold sarcophagus for him though, he was the only dwarf I liked :saddowns: [editline]26th March 2011[/editline] [QUOTE=Orkel;28816405]Lucky bastard. Gold is one of the best blunt weapon materials. It can annihilate anything. [editline]26th March 2011[/editline] Also .23 is out[/QUOTE] [quote]Cleaned up some more resting/infinite job issues with hospitals (surgery in particular)[/quote] Shit, that might be why they just put my wounded miner in a bed in the hospital and haven't done anything to help him. Also when updating, do I just start the game from the new version and it'll find the save files by itself ([del]I'd imagine it would since the save folder is not in the DF folder[/del] it is) or do I have to export and then import saves (or some shit like that)?
Updated balance/square tileset/tile color pack for .23 [url]http://horobox.co.uk/u/Orkel_1301198306.rar[/url]
[QUOTE=acds;28816362] Strangely enough though the Goblins don't seem very interested in assaulting though, they have been sitting by the river (about 10 or so squares from the map edge they entered from) and doing nothing. Also do siegers that take too long ever retreat? [/QUOTE] Sure, they'll retreat after a while but rest assured they'll be back... With reinforcements,if you're unlucky. Btw, I don't know this for sure but check if they have any troll fur items in their equipment,because I believe that it would suggest that they'll be able to field trolls in their armies (they're pretty inefficient on their own but in tandem with a real military they'll bring pain because they'll wrestle your dwarves to the ground while the gobbos hack them apart). I'm currently having the same issue : Large groups of goblins just hanging around the edges of the map and I can't do diddly to them because the other large group is composed entirely of bowmen on the aforementioned flying mounts so they beat my marksdwarves in range , maneuverability and melee capacity(given their monstrous mounts). But when they bring trolls, the trolls just make a beeline towards my gate and the goblins don't even bother try supporting them so they don't accomplish jack shit.
[QUOTE=Muukkis;28816551]Sure, they'll retreat after a while but rest assured they'll be back... With reinforcements,if you're unlucky. Btw, I don't know this for sure but check if they have any troll fur items in their equipment,because I believe that it would suggest that they'll be able to field trolls in their armies (they're pretty inefficient on their own but in tandem with a real military they'll bring pain because they'll wrestle your dwarves to the ground while the gobbos hack them apart). I'm currently having the same issue : Large groups of goblins just hanging around the edges of the map and I can't do diddly to them because the other large group is composed entirely of bowmen on the aforementioned flying mounts so they beat my marksdwarves in range , maneuverability and melee capacity(given their monstrous mounts). But when they bring trolls, the trolls just make a beeline towards my gate and the goblins don't even bother try supporting them so they don't accomplish jack shit.[/QUOTE] Yep, they do indeed have troll stuff on them. Oh well, I'm churning out traps, armours and weapons as fast as I can, better get ready.
And I thought the usual mounted bowgoblins were annoying.. thank god that my forts have never endured the Fun of flying bowgoblins. [editline]26th March 2011[/editline] [QUOTE=acds;28816634]Yep, they do indeed have troll stuff on them. Oh well, I'm churning out traps, armours and weapons as fast as I can, better get ready.[/QUOTE] Soldier skill matters enormously in DF2010. A newb in full steel armor will get annihilated by a bunch of experienced, less-armored soldiers.
I've gotten 4 possessed dwarfs in the 2 years I've been in this fort. Is this a normal rate of possessions?
[QUOTE=EcksDee;28817998]I've gotten 4 possessed dwarfs in the 2 years I've been in this fort. Is this a normal rate of possessions?[/QUOTE] The more items and wealth you make, and tiles you explore, the more moods you get. [editline]26th March 2011[/editline] I've gotten 6-7 moods of which two have failed in 3,5 years [editline]26th March 2011[/editline] Badass military commander. Carries a full masterwork/exceptional adamantine chain and plate armor set, a masterwork adamantine battle axe, an artifact backpack on his back, which contains [i]forgotten beast meat[/i] of the beast he killed himself. Even the sutures on his arm are made from adamantine strands! He has an enormous beard and moustache, is fat and has an iron will.
[img]http://filesmelt.com/dl/FUCKINGPRESSURE.jpg[/img] GODDAMNIT I FORGOT WATER HAS PRESSURE FUCK FUCK fUCK
Bollocks, another fey mood. He wants rock and yarn cloth; I have plenty of rock and plenty of cloth, that isn't forbidden. Why isn't he fetching it like a good idiot?
[QUOTE=blazingfly;28818785]Bollocks, another fey mood. He wants rock and yarn cloth; I have plenty of rock and plenty of cloth, that isn't forbidden. Why isn't he fetching it like a good idiot?[/QUOTE] Yarn cloth. It's different from plant fiber cloth or silk cloth. "Yarn/Hair thread, sheared from animals or from butchered corpses" And you make the cloth from that type of thread in a loom.
[QUOTE=ElTacoLad;28813155]I just watched 3 other dwarves go to sleep and wake back up. She's still asleep. :ohdear:[/QUOTE] Find a nice dwarf prince and 7 humans to awake her with a single kiss to the luxurious ladybeard.
Legendary miner's dead, the surgeon's going to pay for that. Now a stonecrafter wants silk which I absolutely don't have nor am anywhere close to having, so he's dead too. Let's just hope those fucking Goblins get bored and leave soon.
One of my talented engravers got mauled by a blind cave ogre. Lost his right hand and got several compound fractures and normal fractures all over his body. He's being treated in the hospital atm, surgeries and the such. Hope he survives.
Siege went away, but then snatchers started arriving en masse. 4 of them one after the other, stabbed and killed one of my dwarves, wounded another, by the time the "military" got there they were gone. Then a Goblin ambush, which showed that I might as well use kittens as melee troops as 5 dwarves in iron armour and weaponry got absolutely slaughtered by 2 goblins (they didn't even hit the goblins once). Then I lost track of the fuckers (damn Z levels) and they suddenly descended onto my entrance and rushed in before I could prepare (drawbridge remained down and ballista fired but way too late). The traps aren't deadly in the least, if they don't miss they just wound but hey at least those did something (more than could be said for the rest of the supposed "defences"). Turns out my crossbowdwarves did best, they didn't kill any but they forced them to retreat from the main tunnel, back into the traps which killed one. TL:DR good fucking thing the siegers didn't assault the fortress, I could barely take on 4 Goblins let alone 10.
[QUOTE=acds;28820772]Siege went away, but then snatchers started arriving en masse. 4 of them one after the other, stabbed and killed one of my dwarves, wounded another, by the time the "military" got there they were gone. Then a Goblin ambush, which showed that I might as well use kittens as melee troops as 5 dwarves in iron armour and weaponry got absolutely slaughtered by 2 goblins (they didn't even hit the goblins once). Then I lost track of the fuckers (damn Z levels) and hey suddenly descended onto my entrance and rushed in before I could prepare (drawbridge remained down and ballista fired but way too late). The traps aren't deadly in the least, if they don't miss they just wound but hey at least those did something. Turns out my crossbowdwarves did best, they didn't kill any but they forced them to retreat from the main tunnel, back into the traps which killed one. TL:DR good fucking thing the siegers didn't assault the fortress, I could barely take on 4 Goblins let alone 10.[/QUOTE] Were the goblins lashers or blunt weapon users? And I still refer to my earlier post [quote]Soldier skill matters enormously in DF2010. A newb in full steel armor will get annihilated by a bunch of experienced, less-armored soldiers. [/quote]
[QUOTE=Orkel;28820795]Were the goblins lashers or blunt weapon users? And I still refer to my earlier post[/QUOTE] One was a lasher, rest were blunt (I'd imagine the latter works well against "hard" armours). Skill matters indeed, I'm putting all my troops on training now. Also more and better traps. I'll build loads of firing ports in the mountain too, that way I can move my crossbowmen to where they are needed and have them fire through the fortification without endangering them.
Are you using the balance fix that I posted earlier? It fixed whip overpoweredness. Blunt weapons are still powerful though, because blunt damage is hardcoded.
Danger rooms are still the most effective form of training around, ability to train soldiers to expert in a season? Awesome, especially since it trains armor, shield, fighter, (I think dodger) and the weapon they're carrying.
[QUOTE=Orkel;28820999]Are you using the balance fix that I posted earlier? It fixed whip overpoweredness. Blunt weapons are still powerful though, because blunt damage is hardcoded.[/QUOTE] Will use now. Heh I thought "Right, better apply that later", should have applied it immediately (I would still have been slaughtered, but maybe a bit less). [editline]26th March 2011[/editline] [del]Oh fuck dwarves are tantruming left and right.[/del] Ok looks like it's under control. There goes another Legendary miner and Expert Jeweler, both stricken by melanchony. I mean seriously, it's not the Goblins that are the problem it's the fucking dwarves that are pussies.
So a ton of migrants turn up to my fort, and half way there one of them gets in to a secretive mood. He's a dyer. I built a dyer's shop but he's not claimed it yet, his only skill is dying so I'm quite confused...
[QUOTE=aero1444;28821412]So a ton of migrants turn up to my fort, and half way there one of them gets in to a secretive mood. He's a dyer. I built a dyer's shop but he's not claimed it yet, his only skill is dying so I'm quite confused...[/QUOTE] What other skills does he have? If none, then he needs a craftsdwarf's workshop.
[QUOTE=acds;28821086]Will use now. Heh I thought "Right, better apply that later", should have applied it immediately (I would still have been slaughtered, but maybe a bit less). [editline]26th March 2011[/editline] [del]Oh fuck dwarves are tantruming left and right.[/del] Ok looks like it's under control. There goes another Legendary miner and Expert Jeweler, both stricken by melanchony. I mean seriously, it's not the Goblins that are the problem it's the fucking dwarves that are pussies.[/QUOTE] You need a new world for some of the fixes to take place.
[QUOTE=aero1444;28821412]So a ton of migrants turn up to my fort, and half way there one of them gets in to a secretive mood. He's a dyer. I built a dyer's shop but he's not claimed it yet, [I][B]his only skill is dying so I'm quite confused[/B][/I]...[/QUOTE] If he goes on a tantrum you can expect it to go up considerably.
[QUOTE=aero1444;28821412]So a ton of migrants turn up to my fort, and half way there one of them gets in to a secretive mood. He's a dyer. I built a dyer's shop but he's not claimed it yet, his only skill is dying so I'm quite confused...[/QUOTE] Make a clothier's shop
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