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Author Topic: v.34 advice plz?  (Read 3354 times)

lordofgilneas

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Re: v.34 advice plz?
« Reply #15 on: April 13, 2015, 05:19:32 pm »

Well I already have a fishing pond set up so that's not a problem. Main base would be underground, above ground fort would be to guard farmers and merchants, and for kicks really. Perhaps to be our barracks.
Also, does a town portal summon migrants only? Or can migrant waves come out of it instead of map edge?
« Last Edit: April 13, 2015, 05:59:37 pm by lordofgilneas »
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c0mplex

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Re: v.34 advice plz?
« Reply #16 on: April 13, 2015, 06:51:28 pm »

Also, does a town portal summon migrants only? Or can migrant waves come out of it instead of map edge?
I'm not quite sure how it works to be honest. The manual says that it "teleports" the new units into your fort so I would assume it sort of spawns the units on top of the building the same way other similar workshops that make creatures work but I haven't actually tested it. It requires rare reagents to build and is really expensive to use after all so I never really utilized it, only built it just in case I would need it.

I am pretty sure that migrant waves do not come out from it though, it more than likely just creates units.
« Last Edit: April 13, 2015, 06:53:38 pm by c0mplex »
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lordofgilneas

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Re: v.34 advice plz?
« Reply #17 on: April 13, 2015, 07:05:59 pm »

Hhrrmm. Ok then. How useful are turrets?

c0mplex

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Re: v.34 advice plz?
« Reply #18 on: April 13, 2015, 07:45:02 pm »

Hhrrmm. Ok then. How useful are turrets?

My use of them has been limited so I cannot give a full run down of their strengths and weaknesses. Without upgrades, it seems that they are not perfect as a defense. Bullet and slade turrets do not seem capable of killing anything actually threatening without a lot of luck, however they do well in discouraging and chasing off wildlife and preoccupying threats long enough to deploy the militia. Fire and hellfire turrets have a short range and are extremely dangerous since setting everything on fire is not the most controlled and safe method of defense, but I imagine they are fairly lethal. I do not really understand what acid and warpstone turrets are supposed to do (I think they are supposed to weaken their targets) and their range is also pretty small it seems. Web turrets aren't lethal and have a really short range but are extremely useful and lethal when placed near/around traps since webbed enemies can be hit by traps as normal (note that your webbed dwarves also can be hit by your traps as normal so there is some hazard there); they can also be utilized to produce silk if you want to make a complicated set up to do so.

Turrets can have their skills upgraded by a machine factory however I never actually had the chance to do so, so I do not know how much better they get when fully upgraded. Honestly, I believe that they are not as great at defense as guard animals or traps, but they can do things those defenses cannot. They are a supplement for fortress defense but shouldn't be used exclusively for defense and really need good set up and placement and are not really that necessary either outside of the coolness factor.
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lordofgilneas

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Re: v.34 advice plz?
« Reply #19 on: April 13, 2015, 08:11:06 pm »

Thanks for all your advice. Any tips for finding steel mats?

c0mplex

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Re: v.34 advice plz?
« Reply #20 on: April 13, 2015, 08:34:46 pm »

Thanks for all your advice. Any tips for finding steel mats?

Do you mean the materials needed to make steel?

In all honesty it comes down to your embark location. If you cannot find iron by digging, then you need to get iron in other ways; trade, transmutation via the alchemist, processing ironbark logs at the herbalist, and the trading workshops. You can also produce iron and steel via the shrine of Armok by praying for hard metals.

Getting flux usually just means digging until you hit flux stone. Generally I find that most embark sites under the mod's usual map generation formulas have a layer of flux stone, but it may be very deep and does not always show up on the embark site information when choosing a location. You can also grind bones into bonemeal (which is a flux) at a millstone. Boulder Crabs also lay flux stone eggs and can be butchered for a flux material. Finally, you can still get it through trade.

My preferred method is just growing the stuff with ironbark and steeloak trees and getting the bars out with a herbalist. I find that shrubs of ironbark/steeloak is present on plenty of biomes so if you are lucky you may be able to harvest some with the gather plants designation, otherwise you can probably trade with humans, dwarves or elves for the seeds (I do not know if gnomes carry 'em). My second preferred method is through having a cleric constantly pray for hard metals.
« Last Edit: April 13, 2015, 08:42:27 pm by c0mplex »
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lordofgilneas

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Re: v.34 advice plz?
« Reply #21 on: April 13, 2015, 08:54:05 pm »

Well I have struck gold malachite and bituminous coal. And various gems. I'll try the ironbark and steeloak methods. Is it too late to find such mats?

c0mplex

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Re: v.34 advice plz?
« Reply #22 on: April 13, 2015, 09:38:48 pm »

It is never too late. All that matters is if it is on your map or not. You can use the "prospect" command with dhack to quickly survey all the different things that are revealed on your map. The shrubs list will mark off which shrubs are on the map. If ironbark or steeloak is on your map, it will say so. If it isn't listed, that may mean you have to wait for more shrubs to grow or they simply do not grow on your map. If there are none then you have to wait for a trade caravan and either buy it off of them or talk with an ambassador to have them bring the right acorns next year. Just remember that gathering shrubs is not guaranteed to be successful so it may take several attempts to properly gather a sapling. Also, do not forget that once you have a sapling, you need a sawmill to cut it into logs which will usually give you the plant's acorns.

I should also point out that if you do not gather the saplings from shrubs then the trees may not be plantable. It is uncommon, but some civilizations lack certain plants and cannot plant them without a trigger in game. It is a super annoying bug in this version of the game. You can quickly check to see if those trees can be farmed by checking a farm plot and seeing if ironbark and/or steeloak is an option for being planted. If they are not, then they can only become plantable by finding the right shrub, harvesting it and cutting it. Otherwise you won't be able to plant the acorns even if you get them.
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lordofgilneas

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Re: v.34 advice plz?
« Reply #23 on: April 13, 2015, 10:00:30 pm »

I think there might be steeloak available.
Ok I have begun to grow them, barracks is in the works. We don't have a herbalist atm. Btw, how do you choose who becomes a guild member? I tried to make my broker a merchant member, but much to my surprise my military commander was chosen. I have reverted back to the latest season autosave. But I intend to do this again so any advice?
« Last Edit: April 14, 2015, 01:29:25 am by lordofgilneas »
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misiekm

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Re: v.34 advice plz?
« Reply #24 on: April 14, 2015, 03:52:34 am »

Select the Guild Hall and click P. This screen allows you to pick which dwarves will run the reactions in this particular building, so just pick your broker and that'll make sure he's the one to join the guild. Just remember to clear the list when you want another dwarf to join a different guild.
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c0mplex

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Re: v.34 advice plz?
« Reply #25 on: April 14, 2015, 04:03:36 am »

Keep in mind that you can only use the Workshop 'P'rofile menu if you have a dwarf in the manager noble position. Also, you can have dwarves leave their guild for free at the Guild Hall (make sure you use workshop profile to make sure who runs this reaction of course). It doesn't refund you but it doesn't necessitate reloading an old save in such a case as what happened with your commander.
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lordofgilneas

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Re: v.34 advice plz?
« Reply #26 on: April 14, 2015, 12:28:00 pm »

Well... That's true, but he was a legion recruit. So that is why I reloaded, thanks man. So what is the difference between crossbows and javelin throwers?

Emperor

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Re: v.34 advice plz?
« Reply #27 on: April 14, 2015, 12:33:28 pm »

Well... That's true, but he was a legion recruit. So that is why I reloaded, thanks man. So what is the difference between crossbows and javelin throwers?

Javelin throwers throw bigger bolts at the same rate as crossbows, and thus are generally better. You could of course upgrade your crossbow to the repeating variant, making these two comparable in overall damage done.
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lordofgilneas

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Re: v.34 advice plz?
« Reply #28 on: April 14, 2015, 12:37:13 pm »

I see. One of my metalsmith's made a thrower artifact..... Out of orichalcum. Pretty awesome. So javelin throwers use speardwarf skill right?

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Re: v.34 advice plz?
« Reply #29 on: April 14, 2015, 12:39:55 pm »

It depends. The standard javelin thrower is using SKILL:HAMMER, but the bayoneted one uses SKILL:SPEAR.
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