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Author Topic: Pits / Ponds and Weapons  (Read 400 times)

sutour

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Pits / Ponds and Weapons
« on: November 07, 2010, 01:54:37 am »

So I've been playing a while and reading a bit. I read about this thing called a pit which can work wonders to train crossbow skill. My first attempt -7 levels deep, worked wonderfully except for the miasma :(. My second attempt I've walled off on the outside with access only through my fortress, works way better, though I've already had some cave adaptation issues and I don't want to know what the wet season's going to do to it.

So I've been wondering, if I build a floor over it, will that make the miasma return and thus make moving it worth only as a second spot so as to alternate killing grounds?

Secondly I've got this issue of 30 caged crossbow and archer goblins, I've been trying to find out how to dissarm them (even just removing the ammo) so that they can't take pot shots at my new marks dwarfs while I'm trying to bruise their toes. Or for that matter even dissarming others when I put my axe dwarves in the pit with training axes.

Thirdly, while I was trying to find info about how to dissarm the goblins I read a comment that hinted towards sending war animals (esp sturdy ones) ahead to eat up the ammo of an ambush. Is it possible to mobilise war animals and if so how?

Lastly I've had some attempted escapes, they've not been very successfull with my platoon of war elephants following all the citizens. I am however wondering if there's a way of moving items between stockpiles. This would come in handy for multiple applications.
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rephikul

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Re: Pits / Ponds and Weapons
« Reply #1 on: November 07, 2010, 02:08:46 am »

microing archer units is a big hassle, I suggest just dropping them 10-15 levels and get them killed off for good measure. Also, as with everything that can rot do it outside to avoid miasma. Or even if you dont, make the pit accessible somehow (door, raised bridge etc) so you can dump the corpses later.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Zaius

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Re: Pits / Ponds and Weapons
« Reply #2 on: November 07, 2010, 02:16:58 am »

To disarm the archers, while they are in their cages in the stockpile, use d-b-d to massdump them, then use the k menu to undump the cage (and goblin, iirc) only.

Thieves can often escape their hauler, but soldiers should be fine.

For animals, assigning them to a dwarf is the only method I know of, other than... maybe...

Ok, burrow all civilians into the fort, then delete all of your meeting zones (and dining rooms and statue gardens and wells), and create a meeting zone over the enemy...
There is a half mad chance, that every animal in your fort will march against invaders.

I have discovered the Kitten Army Arc.
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Nameless Archon

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Re: Pits / Ponds and Weapons
« Reply #3 on: November 08, 2010, 12:03:19 pm »

If Mohammed will not go to the mountain, make the mountain come to Mohammed.

Create a grid of walls and open space in a checkerboard pattern near the entrance of your fortress. Tie an animal to a chain on one side, accessible only by walking THROUGH the checkerboard - it's important that there is NO line-of-sight without walking through the checkerboard! Place cages with war animals in the open spaces of the checkerboard. Link the cages to levers. Wait for invaders to seek out the chained bait animal. Pull lever to release caged war animals at the appropriate time.

Example:
Code: [Select]
X X X X X X
XX X X X XX
X X X X X X
XX X X X XX
X X X X X X
XXXXX XXXXX
XXXXX XXXXX
XXXXX XXXXX
XXXXXAXXXXX
XXXXXXXXXXX

...where A is a chained bait animal and X are walls and open space is blanks. Replace blanks with cages containing war animals at your convenience/according to supplies.
You have just created an instant "from nowhere" ambush on the invaders in the checkerboard (animals attacking from all directions with no advance warning or clear LOS) with your war dogs starting right in the middle of their formation. Expect losses on both sides, and suggested clean up involves stationing your archers to pick off any goblins that retreat "north" out of the example checkerboard.
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