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Topics - Gigaz

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Has anyone else experienced this in the latest version? Dwarfs seem to shoot away a stack of bolts in seconds and crossbow goblins seem to shoot similarily quick. Which kind of makes the crossbow even more overpowered than it used to be.

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DF Dwarf Mode Discussion / xkcd about Dwarf Fortress
« on: June 10, 2013, 01:37:56 am »
http://xkcd.com/

It looks like Randall Munroe is a huge fan, too. Great advertisement.   :)

3
DF Gameplay Questions / Booze efficiency
« on: March 08, 2013, 12:55:07 pm »
Hi all

Not long ago, I got the idea to enforce a legal drinking age of 12 in my fortress. I have no efficiency gain if my children drink alcohol, so I can save a lot of dwarfpower.
Not difficult at all, because children obey burrows.

Now that got me thinking that this idea can be extended. A dwarf drinks 4 units of booze per season. According to the wiki, he won't start to work more slowly from drinking water until 3 months have passed. From the children I know that they don't get any negative thoughts if they get a proper well for drinking.
It should in principle be possible to run the fortress on 25% booze and 75% water without any negative impact.
So this got me thinking about engineering the whole thing without extreme micromanagement.

I think the most straightforward method would be the following:

The brewers must be completely locked away from the rest of the fortress. Plants and barrels go in with minecarts, seeds and booze go out with minecarts.

The booze stockpile is open for everyone (except for the brewers), but it can only be accessed for 21 days per season. Minecarts can be utilized to make dwarfs leave the stockpile without being able to enter it again.

The remaining problem is now: How can I create an easy timer to lock and unlock the booze stockpile? It doesn't matter if it's 20 or 22 days and it's not supposed to be some kind of megaproject. Any ideas?

4
DF Dwarf Mode Discussion / Job combinations
« on: February 22, 2013, 06:25:21 am »
We all know the story. Some migrants have arrived and they usually are high master soap makers, milkers or woodcrafters. They have to get a useful job or rather a useful combination, because if they have only one job they'll be idle half of the time.
But which jobs go well together and which combinations should be avoided?

In my games, I usually go with the following rules:

Mason+Grower: Both have to work upstairs, leads to short walking times.
Plant Processing+Weaving+Clothsmaking: The whole clothing industry is usually pretty compact, but if the dwarfs are too specialized they will quickly run out of threads or cloth.

Miner/Woodcutter+Nothing: Miners ans Woodcutters choose a new job every three seconds and it is much more efficient if they stay at their mining/woodcutting site
Manager+Not military: A manager in combat training will not manage jobs for months. Terrible.

What job combinations do you use?

5
DF Gameplay Questions / Inheritance of nobility
« on: April 20, 2012, 03:54:15 pm »
So I have a king who likes to suck a dwarf dry every now and then. The last one he drained was one of his sons and unfortunately the only one of his sons that lived in my fort.
The son left behind a wife and three children.
If my king happens to have an unfortunate accident, who will become the new king?
His eldest son, who might be dead or somewhere else in the world?
His daughter-in law?
His underage grandson?

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DF Dwarf Mode Discussion / Forgotten Beast silk farm
« on: April 08, 2012, 04:57:35 pm »
Catching the thing will propably be the easy part. But how do I control the emission and safe collection of webs?
Has anyone done this yet?

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