My fort continues. A short update.
The medical Mr Hooves went crazy and killed the wounded Power Drill, then attacked Yellow Flower and fell unconscious. Sigh, the hospitals are one of the prime causes of death in Ponderplanned. The security was told to deal with the murderous robot before it gets to the dining hall. Ham got there first and bashed it with his -steel security baton-. It didn't do much, barely damaging the robot's case before Library Card got there with her =steel chainsaw=. She quickly pierced the hull and cut some wiring, spraying the area with sparks. After a few cuts she destroyed the robot's processing matrix, shutting it down. Yellow Flower wasn't saved.
The second Mr Hooves got upgraded to Nurse Redheart. Hopefully it won't go crazy this time. It is time for a flamer turret.
It seems that the ghouls and dogs have left us alone. There are some wolves, but those are quite docile and avoid confrontations. Well, eventually some vultures come at the gate and are shot.
The military is expanded. Vet Redheart joins the ripper squad. Scorpion Bolt becomes the chief of internal security and gets a BB rifle. Together with Radhog Scraps and Orange Juice, they are going to train gunnery. Cream and Orange form a second BB rifle squad and are going to be using up all those bone pellets to learn shooting.
Come to think of it, the only reason I have a Ripper squad is that I didn't have enough chainsaws when they got formed.
Before Silver Anvil manages to install the flame-thrower turret, it shoots flames at the vultures, but fortunately the pony is not in the jet of flames. The flamer turret is dragged into position and fires again, setting the snow-covered grass aflame. The conflagration spreads quickly, but so far nopony is hurt. A cat, whose legs were broken in the past, and never properly healed, tries to get inside, but the fires are cutting off his way. He makes it to a safe road. Also, the trees don't burn, but the grass does, leaving ashes.
A slaver ambush shows up. The military isn't given any orders. It is time to
cleanse the heretics test the turret. Most of them get slowed down by the approaching fire. When the smoke clears, their leader is a pile of leather, metal and ash, while one of the invaders gets wounded and stopped in his approach by a normal security turret. The rest of them just mills around what's left of their commander. It would be a good time to mop up, but a second ambush comes along. I want to see this.
As they chase a cat towards the gate, a third ambush pops up. Let's see how this ends. Only the first squad have ranged weapons. The cat is killed. The slavers who make their approach are met with soldiers shooting at them, because I forgot to pull a lever. It may be that the flames are only effective on the same level as the tower, as the slavers aren't set on fire.
(( Seriously, I expected more from this turret. It didn't do much except setting the grass on fire. ))
Some slavers get caught in cages, other get killed by Brasses squad to test his minigun. Library card is there first, blocking or dodging their shots. She enters a martial trance and begins cutting them with her =Stel Chanisaw=. Before Brass even gets there, she is done with one of them and halfway through a second one. Brass sprays them with no-quality medium calibre bullets, which prove that his battle saddle does indeed work. Even his title in the reports screen changes to "Minigunner".
The fires spread on the outside of the wall, stopped only by ice or lack of grass. Shooting range is rebuilt and assigned for training to the new squads. The captured slavers are killed by the soldiers. The fortifications around the wall are finished. The second turret stays as it is for now. We are ready for the caverns. I haven't noticed earlier, but Library Card got wounded in her leg. This is bad, she was promising. She isn't infected, but she now needs a crutch and that will slow her down a lot. Since I intend to upgrade all chainsaw and ripper soldiers to improved combat rifles anyway, this isn't vary bad.
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We have some plasteel plates, right? Maybe they could be used for robot upgrades to make them even more resilient. Either as an alternative potion to upgrade a Protectorpony or Mr Hooves, or as a "Tier 2" upgrade potion, that makes an already improved robot even tougher.
I have the feeling that having a minigun actually makes Brass less effective in combat. He hits his marks, but medium bullets kill slower than a chainsaw. It should improve his survivability, though. Still, 5 or so of ones like him would own.
I was wondering what weapons should I make and use at the beginning, so I think I figured that out by now. Hacksaws. Not because they are the best starting weapons, but because they are part of the best weapon progression.
0) Hacksaw -> Chainsaw -> possibly Chainsaw rifles, but those will kill slower than chainsaws. (Possibly miniguns too. These ponies should be the prime candidates for SATS.)
1) BB gun -> Combat Pistol -> Combat rifle -> Chainsaw Rifle. (A good path, but those mares need some dodge and shield training too, so it's probably best to alternate these two trainings. I haven't figured out the how of this yet, but one ranged per one or two melee squads, alternating their uniforms once a year, seems like a good idea.)
2) Security Baton -> Hunting Rifle -> AMR -> Spitfire's Thunder. (The baton part is just there to make the elite soldiers last longer in melee)
3) Combat Knife -> Ripper -> Ripper Rifle and possibly flamer upgrade. (This probably won't be as effective as the others, but sure seems !fun!)
4) Combat pistol + Battle Saddle upgrade: Only if I can mass-produce minigun battle saddles. Combat pistols will train misc object user. Once that's mastered, it's probably best to move on to chainsaw rifles.
Ranged weapons make heavy armour more viable as gunners don't have to catch up to the enemies quickly.
Has anyone figured out a sane way to give upgrades to soldiers yet? I pretty much have to remove a soldier from the squad (which is troublesome for commanders), assign mechanics to them, set them in the workshop profile, wait till they drop and pick equipment, then lock them in the upgrade room until they get thirsty. Or just watch them for signs of installing a pipbuck. Setting their squad to inactive doesn't cut it as they just go to individual combat drills. Then after the upgrade, I have to assign them to squads again and wait for them to re-equip.
Sigh. DF really lacks a few tags. The system would be much less cumbersome if it was possible for the reactions to interact directly with the creature performing a reaction, not by producing a haxy boulder or a potion. Also to be set to [ONCE], so that no one will do it a second time if successful. With just these two things, each basic spell could just have it's own terminal set on repeat and all unicorns would learn it.