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Post by aka Cthulhu on Sept 4, 2015 1:01:12 GMT -5
And as I post this, aw hell, a necromancer and his horde of dead!
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Post by Ash Kingston on Sept 4, 2015 3:30:56 GMT -5
Honestly, I think I would be disappointed if you didn't recognize it, Cthulhu.
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Post by aka Cthulhu on Sept 4, 2015 7:50:01 GMT -5
Indeed!
In any case, the undead horde pretty much ended my run. Tried to send a squad against one zombie... it ended poorly.
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Post by El Cokehead del Knife Fight on Sept 4, 2015 9:29:24 GMT -5
Indeed! In any case, the undead horde pretty much ended my run. Tried to send a squad against one zombie... it ended poorly. Let me guess, untrained fighters? Trained Axedwarfs and Swordsdwarfs can handle zombies fine but maces and hammers aren't very effective because Zombies don't feel pain (blunt weapons are most useful for breaking bones and causing enemies to faint through extreme pain)and seem to resist blunt weapons. Sure a strong mace/hammer dwarf can pulp them but they'd have to be elite warriors to do so.
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Post by aka Cthulhu on Sept 4, 2015 9:39:29 GMT -5
Ah, I see. Guess I'll have to make a balance and armed squad on the next run - or seal the fort doors until they go away.
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Post by El Cokehead del Knife Fight on Sept 4, 2015 9:41:06 GMT -5
Ah, I see. Guess I'll have to make a balance and armed squad on the next run - or seal the fort doors until they go away. Hiding for the extent of a siege is always worthwhile. Sometimes something bigger comes around, sometimes somebody else invades & sometimes they just get bored and leave.
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Post by aka Cthulhu on Sept 4, 2015 10:00:08 GMT -5
I'll keep that in mind. As I'm playing my current run, I'll keep in mind to avoid aquifers later on.
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Post by aka Cthulhu on Sept 4, 2015 11:52:51 GMT -5
Somewhat amusingly, one of the new dwarf migrants name is Kib Koganusan/Boatmurder.
Well, I'm sure nothing as amazingly disastrous like Boatmurdered will happen.
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Post by aka Cthulhu on Sept 5, 2015 1:33:37 GMT -5
Still alive at 53 population. So far, the only metals I can smelt are zinc, silver, copper, and brass. Better than nothing, I suppose. Silver is the most abundant, and I'm more or less trading out lots and lots of silver maces for supplies.
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Post by El Cokehead del Knife Fight on Sept 5, 2015 3:05:48 GMT -5
Still alive at 53 population. So far, the only metals I can smelt are zinc, silver, copper, and brass. Better than nothing, I suppose. Silver is the most abundant, and I'm more or less trading out lots and lots of silver maces for supplies. Silver is actually really good for crushing weapons thanks to its density. Copper is horrible for making weapons since it doesn't have much of an edge and it's not particularily dense. If there is any Cassiterite ore than you could at least make some bronze stuff which is roughly equal to Iron.
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Post by aka Cthulhu on Sept 5, 2015 6:52:34 GMT -5
Still alive at 53 population. So far, the only metals I can smelt are zinc, silver, copper, and brass. Better than nothing, I suppose. Silver is the most abundant, and I'm more or less trading out lots and lots of silver maces for supplies. Silver is actually really good for crushing weapons thanks to its density. Copper is horrible for making weapons since it doesn't have much of an edge and it's not particularily dense. If there is any Cassiterite ore than you could at least make some bronze stuff which is roughly equal to Iron. Yeah, I read that silver's good for crushing while not being handy for cutting. So for that playthrough I went with silver hammer and macedwarfs with copper armor, with a few other types of armors thanks to trading. Abandoned the fort, though. It was a moderately good run, but I reached 74 population without really taking into account the layout for the base. Due to that, I got swamped and really had no idea who did what save for a small number of dwarfs. Aside from that, production wise things went well. Had a weaponsmith that constantly churned out enough masterpiece maces to pretty much use as trading currency for nearly all items from caravans. Tetrahedrite was super scarce compared to native silver, so there was lots of silver stuff lying about. Lots of prepared fine and lavish meals, farms were churning out loads of plants, enough booze to last for a long long time, and a decent squad. Managed to kill a semi-megabeast. Next run, I have a decent idea now on the layout so I won't get my brain melted trying to figure out who does what and what item goes where.
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Post by aka Cthulhu on Sept 5, 2015 7:00:46 GMT -5
Right now, I'm vaguely considering removing excess migrants via locking them in the room to rot.
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Post by aka Cthulhu on Sept 5, 2015 12:03:23 GMT -5
Embark point was at the top of a mountain, and I decided to go down to ground level and start my base there. To avoid getting swamped with not knowing who does what, I decided to just assign one job per dwarf, with a few exceptions - like farmers can double as brewers or cooks, that sort of thing. Aside from that, unless there's an emergency, masons will stay masons and craftsdwarves will keep on making rock crafts and pots til the end of time. When new migrants appear, I do the same thing to them.
So far, everything is moving quite smoothly than before, though everyone seems to be too damned busy to move rocks and logs to their proper stockpiles. Once again, it's native silver and tetrahedrite, though both are showing up in far greater numbers. So silver maces and hammers and all copper armor. Better than nothing, really. Maybe some copper axes and spears as an emergency measure.
Lots and lots of granite, from the very entrance of the base. Luckily there was some soil for farming since I forgot about the possibility of having only granite on the ground level I set my base on.
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Post by aka Cthulhu on Sept 6, 2015 3:53:59 GMT -5
Damn, another fort abandoned due to things becoming an unorganized mess. I should give then nicknames according to what job they have so I won't get lost.
Need multiple masons and stonecrafters as every place pretty much has tons of rock, and rock crafts have become a decent backbone of trading for me. Get loads and loads of leather and cloth from trading just rock crafts, and having rock crafts being made repeatedly quickly puts a dwarf into legendary status.
Need two or three mechanics. One or two to build mechanisms, and one to set traps up.
Unless I find lignite, I need about one wood burner per smelter or forge.
Food production is just a complete mess, though.
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Post by aka Cthulhu on Sept 6, 2015 12:26:12 GMT -5
Screw you farmer migrants. I don't need more farmers. Stop migrating here for better farmland, as at most we got two decent farm plots that only need two workers at most.
You know what, do peasant work and just haul things to their stockpiles all day.
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Post by aka Cthulhu on Sept 7, 2015 14:51:37 GMT -5
Number of things on playing DF so far,
-Haven't really bothered with hunting and fishing, and a few other jobs. Food-wise I seem to get by well enough by trading for food in caravans and doing a little farming, and butchering the non-pet animals that migrants bring and traders sell. -Customizing the profession names to note what tasks I've assigned them really helps out. Deactivating all jobs of migrants except hauling also works well enough, so I can figure out what job I need them for. Plus I always end up with a lot of things to move to stockpiles, so having them move goods for a few days is handy. -Dwarfs are also idiots. Stop moving items dwarf, I want you to build that f***ing second mason workshop - god dammit don't work on the first mason workshop just because the other mason took a damn break. -Kobold thieves I don't know how to catch. They're usually out of the base entrance when they get spotted.
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Post by aka Cthulhu on Sept 8, 2015 10:38:30 GMT -5
So werebeasts do infect dwarfs. Fought off a werebuffalo, and that one was probably had some legendary stats as he came in the map with a name and a blinking icon like legendary skill dwarfs. Killed 10 dwarfs out of 36 before getting killed by the militia. On the next full moon, several in the militia became werebuffalos and killed nearly all the other dwarfs in the mine.
On the next embark, embark party got killed from the start by an undead wombat.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,293
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Post by Push R Truth on Sept 8, 2015 11:03:57 GMT -5
My last play was more or less a "Moria" retread.
Got into some amazing materials right away, tons of dwarves were knocking at my doors to get in. Beat down a bunch of goblins. Gets destroyed nearly instantly because an underworld monster was discovered in the depths and my entire population was jobbed out like it was a Ryder vs Cena match.
Don't delve too deep.
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Post by aka Cthulhu on Sept 8, 2015 11:12:55 GMT -5
I won't be delving too deep until I can fend off an actual invasion. Right now, I can fight off lone giants and werebeasts entering a map, but so far I haven't encountered a horde since the undead one so many playthroughs ago. Doesn't help that nearly all the maps I've been in the ores have been for mostly commercial ventures, and copper.
So far, I think I can make a metalsmith industry going with about 2 smelters, 2 metalworkers, and about 3-4 woodburners. If I ever find some more lignite I suppose I can remove a woodburner or two.
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Post by aka Cthulhu on Sept 8, 2015 13:57:04 GMT -5
New embark point has hematite, magnetite, and dolomite, yay.
First migrant ground on autumn has three dwarven children, not yay.
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