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Author Topic: Werellamas!  (Read 2315 times)

Thisfox

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Re: Werellamas!
« Reply #15 on: November 29, 2017, 06:51:33 pm »

So as a returning fortress designer... is there any way I can reduce the *fun that is were-beasts.

It's not like I've had the worst kind but (werecivets, wereasses..) I kinda want to have a slower start than I can get so far as I've had 100%  loss rate (5 for 5 so far) to moon-tide-monsters..

If you just want tips on surviving early werebeast attacks, instead of reducing/removing them entirely, a couple of suggestions:

1. Pasture large animals (such as your draft animals) outside your entrance as a combination early warning system and distraction.
2. In the narrow entrance tunnel leading into your fort, install two or three rows of cage traps followed by two or three rows of doors. The werebeasts will avoid the traps and try to destroy the doors (even if they destroy one, the rest should delay them); once they turn back they won't be trapavoid any more, so they should cage themselves.
3. Make a quarantine hospital, which can have wardrooms walled in when you have werebeasts. Wall victims in after the attack. Once a month has passed, if the injured dorf hasn't turned, open the ward up and give him medical aid.
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Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
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Skullsploder

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Re: Werellamas!
« Reply #16 on: November 30, 2017, 01:59:28 am »

So as a returning fortress designer... is there any way I can reduce the *fun that is were-beasts.

It's not like I've had the worst kind but (werecivets, wereasses..) I kinda want to have a slower start than I can get so far as I've had 100%  loss rate (5 for 5 so far) to moon-tide-monsters..

If you just want tips on surviving early werebeast attacks, instead of reducing/removing them entirely, a couple of suggestions:

1. Pasture large animals (such as your draft animals) outside your entrance as a combination early warning system and distraction.
2. In the narrow entrance tunnel leading into your fort, install two or three rows of cage traps followed by two or three rows of doors. The werebeasts will avoid the traps and try to destroy the doors (even if they destroy one, the rest should delay them); once they turn back they won't be trapavoid any more, so they should cage themselves.
3. Make a quarantine hospital, which can have wardrooms walled in when you have werebeasts. Wall victims in after the attack. Once a month has passed, if the injured dorf hasn't turned, open the ward up and give him medical aid.

Bring along a dedicated axedwarf or two with your starting 7, and immediately make a barracks for them to train in, even if it's just an armour stand sitting outside your fort entrance. Bring along some bituminous coal or lignite, some malachite or other copper ore, and some cassiterite so that you can immedeiately set up a forge and make some bronze weapons and armour for them (alternatively you can bring an ore of iron and some flux stone if you want steel right off the bat, but if you want lots of iron-quality metal then bronze is by far the most economical option). You can usually have a couple of full suits of armour + weapon done before the first migrant wave arrives. Have at least 1 migrant from the initial wave join them in training.

Just two dedicated bronze-clad dwarves training from the first couple of months onwards should be enough to handle all early game threats with direct violence, and full bronze armour means that it's highly unlikely that a bite from a werebeast will break skin.
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Jazz Cat

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Re: Werellamas!
« Reply #17 on: November 30, 2017, 08:48:09 pm »

Out of curiosity, why bronze over copper? I don't recall it being a significantly better metal.
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Fleeting Frames

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Re: Werellamas!
« Reply #18 on: December 01, 2017, 02:35:16 am »

Well, wiki does list it as better:

In regards to edged weaponry: Adamantine and steel take first and second place respectively, with iron the third best material in the game, matched by the bronzes. Beyond that is copper, the second worst material, and silver is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).

Besides that, bronze is quicker and cheaper to make, being that 1 fuel + 1 cassiterite+1 malachite = 8 bronze bars, where 8 copper ones would take 2 fuel and jobs. Embark point wise, it is even slightly cheaper to bring more bituminous coal and bismuthine to make bismuth bronze, though obviously this takes substantially longer.

Of course, situation may change if you're going for silver hammers with tetrahedrite.

Jazz Cat

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Re: Werellamas!
« Reply #19 on: December 01, 2017, 08:11:42 pm »

Oh, I think I was thinking of bismuth bronze vs bronze.
Logged
Give your dwarves a pet
My holiday mod (only offensive to elves)
The check-laundry script

Quote
Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.
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