Threw my military out the fort and raised the drawbridge but the goblins fucked their shit up, so now im training a new squad with much better equipment out of the off duty remnants of the decimated squads. Revenge will be theirs hopefully
Build an archer's tower. Solve all of your siege problems.
I just build 1-tile-wide trap corridors full of serrated-disk weapon traps.
It might seem unreliable, what with all the jamming, but I once had one stop three large ambushes [I]simultaneously[/I], solely because goblins tend to gap it once they see limbs flying out of the entrance.
[editline]fdgjh[/editline]
Also, I just got the best idea to torture captive warlords after a siege.
Throw him in a pit and butcher his mount. Then once he's starving, throw the (raw) mount-meat at him until a.) he's no longer full, b.) you run out of food from his mount or c.) he dies from being hit too hard with slabs of meat.
Then, with the exception of c.), pelt him with the mount's bones until he dies or otherwise will die.
Properly set up, the only thing an archer's tower is vulnerable to is things that spew stuff, and high level archers. It has the added benefit of training your marksdwarves [i]far[/i] faster than normal practice.
[editline]20th September 2013[/editline]
Other creatures don't have hunger/thirst, just your dwarves.
[QUOTE=Zombie_2371;42248706]-Ignore everything I posted before, turns out channels don't properly make ramps :P-[/QUOTE]
They do, but a free standing ramp from a channel command must have a wall orthogonally adjacent to them, they'll be removed if the channel stops them from being next to a wall tile.
[editline]20th September 2013[/editline]
[QUOTE=Lijitsu;42250856]Other creatures don't have hunger/thirst, just your dwarves.[/QUOTE]
I call bullshit, giant sponges thirst for blood.
[QUOTE=Terminutter;42251526]
I call bullshit, giant sponges thirst for blood.[/QUOTE]
Don't forget about carps
So I am fucking around in my new fort, and twenty two immigrants arrive.
Fuck I don't even have the bed space for them. (but I do have the food supply!)
-snip-
fucking mobile internet
[QUOTE=axelord157;42248439]What skills do you guys give your starter dwarves? I'm trying to get back into DF.[/QUOTE]
Depends on what kind of fort I want to create. Usually I have these skills in some compination or another: two miners, appraiser, woodcutter, carpenter, mason, two planters, brewer, fisher/hunter, and stonecrafter.
After that it depends on what I want to do with the fort.
Furnace operating, weaponsmith and armorsmith/metalsmith if I want to base my economy on weapon/armor trading and a self sufficient military or Gemcutter, gemsetter and metalcrafting if I want a furniture and crafts based economy.
Starter dorf skills?
It depends on what I'm setting out to do, but if I had a "generic" loadout, I suppose:
1/5 miner/weaponsmith
1/5 miner/armoursmith
1/5 plant gatherer / chef
1/5 plant gatherer / farmer
1/5 wood cutter / carpenter
5/5 mason / mechanic (he'll be really busy, consider giving mechanics to the last guy instead)
Last dorf left open to whatever.
Typically, the 1s can just be left at 0, and the last dwarf can be whatever, I often have him as a metal industry hauler, soldier, engraver or stonecrafter / mechanic. The 5 weaponsmith and armoursmith are useful in case you are left shit out of luck with migrants, and anyone can become a miner quickly. If you take a load of bituminous coal (if available) then the last dwarf can smelt it all to coke, and he can be the guy who turns a load of malachite, cassiterite and bismuthinite (2/1/1 ratio) into copper (and some silver), tin, and bismuth respectively, and then turns them into bismuth bronze. Great way of getting a kickstarted metal industry, especially if you get like 60 bit coal, 20 malachite, 10 cassiterite and 10 bismuthinite. (or more!)
Also if you bring a guy with high stonecrafting skills you're going to have sooo much money when the first caravan arrives. I tend get so much money from a 24/7 stonecrafter I consider it almost broken.
Chef gets more money than stonecrafter by far, though both'll let you max out the caravan.
[QUOTE=Terminutter;42253767]Chef gets more money than stonecrafter by far, though both'll let you max out the caravan.[/QUOTE]
Huh, I've actually never tried using cooking for trading, will have to try that.
[QUOTE=FPSMango;42253793]Huh, I've actually never tried using cooking for trading, will have to try that.[/QUOTE]
I really recently started doing it. I used to have a couple craft shops that would churn out stone crafts but I was getting annoyed that I was going over the weight limit and needing to throw out lots of crafts made when the dorfs were unskilled. Skilled cooks can make a ton of money in the form of stacks of prepared food. I have an underground tree farm I sometimes pick all of the shrubs and get cave wheat and quarry bush which I rotate in my second farm strictly for processing into food which the cook uses. I have about 6 prepared food in each barrel with each food stack of 11 being worth several thousands of monies. The dwarfs love them too.
How do you actually build a 'tower?' I have walls set up around my entrance, but how do I make stairs or anything up to an elevated platform? I can't make stairs into built walls, nor upward channels.
[QUOTE=Jrose14;42255759]How do you actually build a 'tower?' I have walls set up around my entrance, but how do I make stairs or anything up to an elevated platform? I can't make stairs into built walls, nor upward channels.[/QUOTE]
b -> C then designate a ramp, up stair, or up/down stair.
Then go up a z level, and put down floors and such. A ramp has to be built orthogonally next to a wall, and must lead up to a floor on the next level. up stairs must match to a down stair / up down stair on the floor above.
[QUOTE=Zombie_2371;42252032]So I am fucking around in my new fort, and twenty two immigrants arrive.
Fuck I don't even have the bed space for them. (but I do have the food supply!)[/QUOTE]
This is the exact reason I've started making a dorm from the first set of beds. If I don't have to scramble to make rooms for everyone, I can get more done while gradually digging out their rooms.
[editline]20th September 2013[/editline]
[QUOTE=Terminutter;42255838]b -> C then designate a ramp, up stair, or up/down stair.
Then go up a z level, and put down floors and such. A ramp has to be built orthogonally next to a wall, and must lead up to a floor on the next level. up stairs must match to a down stair / up down stair on the floor above.[/QUOTE]
Just don't forget to build a roof on it, else flying critters will rip your dwarves to pieces.
[QUOTE=Terminutter;42255838]b -> C then designate a ramp, up stair, or up/down stair.
Then go up a z level, and put down floors and such. A ramp has to be built orthogonally next to a wall, and must lead up to a floor on the next level. up stairs must match to a down stair / up down stair on the floor above.[/QUOTE]
Oh, I didn't know I could build stairs.
That could have saved the lives of many a miner.
[QUOTE=axelord157;42248439]What skills do you guys give your starter dwarves? I'm trying to get back into DF.[/QUOTE]
I usually have:
1 Miner
1 Mason/Stonecrafter/Architect
1 Carpenter/Woodcrafter
1 Woodcutter
1 Mechanic/Farmer
1 Cook
1 Brewer
It's a little specialized, but with the extra points from not boosting skills I can buy more coal or animals for the start. I learned a long time ago that you want your brewers and cooks dedicated, and if you want your timber or mining work done quickly then they don't need distractions.
[editline]20th September 2013[/editline]
And there goes my automerge.
Devlog:
[QUOTE]We're still on track to be through with the main list by mid-November as stated in the report, but there's not all that much new to say about it. Lots of issues with combat, vision arcs, tracking, conversations, and so on. In any case, things continue to go well.[/QUOTE]
It's good news for the next release, I guess.
Bah. I had a raptor on my map. A hunter attacked it, got ripped to shreds. The raptor now can barely move, has many severed arteries, a few severed nerves, etc. So I send an axedwarf to finish it off. In one move, the raptor crushes the dwarf's skull. He didn't even swing at it. Then I sent another hunter (he died too, because instead of shooting at it, for some reason, he whacked it with a crossbow), and he died. Then finally one of my untrained dogs ran up and murdered it in one fell swoop.
Fuck nature, I'm burning down the map.
Paper skulls strike again.
[QUOTE=Lijitsu;42277753]Paper skulls strike again.[/QUOTE]
In a world full of massive, bronze beasts, dragons, forgotten terrors, and the never-ending hordes of the damned... the worst threat to all dwarf-kind...
Light taps to the head.
COMING TO THEATERS NEAR YOU 1941
*sigh*
God dammit, I wanna go for attempt #3 at playing this game. I'll play for a bit and either have to completely redo tutorials or it'll end up like my first fort where a sparrow caught on fire then flew into the containment pen for my 50+ kittens and all hell will break loose.
[QUOTE=ScottyWired;42282135]*sigh*
God dammit, I wanna go for attempt #3 at playing this game. I'll play for a bit and either have to completely redo tutorials or it'll end up like my first fort where a sparrow caught on fire then flew into the containment pen for my 50+ kittens and all hell will break loose.[/QUOTE]
that's the exact reason why you play the game
do not expect to succeed
you have won if you lose in the funniest way
Think of it like vandalism. The more expensive and amazing it is, the more fun you'll have when you destroy it. When I can't even manage basic functions of my fort like trading or military, the fort doesn't go very far so there isn't any "emotional investment" that makes it fun to ruin.
What's more interesting to smash- a bike or a car?
How can you have trouble with trading? Set a broker, churn out a heap of crafts and stupid shit, buy some crap by offering way more than you're getting and reap the rewards. It saves you ever needing a cloth industry by buying it in bulk and if you've got some metalsmiths you can buy their metal and then sell them the crafts you made with it at a huge markup.
Military I can understand but just fucking around in an easy fort is a good way to learn.
but... the buttons to press... I just don't... something
I'll figure this out one day!
[QUOTE=ScottyWired;42282303]but... the buttons to press... I just don't... something
I'll figure this out one day![/QUOTE]
You [q]uery the depot, hit the [t]rade button, - assuming you've told the broker he's [r]equested at the depot - and use the arrow keys and the enter key to select what to trade.
[img]http://i.imgur.com/tAK8nAZ.png[/img]
I always build huge unnecessary crap around my fortress
So how do I get my marksdwarves to stay positioned in my towers?
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