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Messages - AutomataKittay

Pages: [1] 2 3 ... 163
1
DF Gameplay Questions / Re: Question about workshops.
« on: November 18, 2013, 04:40:54 pm »
I'm sorry but I am unclear on when a job on repeat is "done"

It get cancelled or removed, all of workshop jobs take turns and job goes back to bottom of the list when it's finished. I usually uses it for brewing and it stops ( removes itself ) when I either runs out of barrels or brewable plants.

Lets say I say make pots, then put it on repeat. Then say make something else, lets say blocks. If I put both on repeat, does the dwarf alternate making them both repeatedly or does he only make the top one over and over.

Down the list, pretty much, each job takes a turn and goes to bottom of list when done. It's particularly useful for glassmaking, setting a few sand collection to repeat and equally much glassmaking job after it on repeat with some buffer is pretty fun.

2
DF Gameplay Questions / Re: Any tips on seed management?
« on: November 18, 2013, 04:34:59 pm »
The problem with that is that if seeds are in a stockpile, they will be put in bags if bags are available.

Doesn't even need a seed stockpile to be bagged. I've been operating a farm complex without seed stockpile recently and any workshops that have seed get bagged unless it's set to give to another stockpile that don't accepts seeds. It's even happened with dwarves eat plump helmet without any seed stockpiles and free bags around.

I wonder if a simple quantum stockpile would work for seeds.  They'd be sitting out in the open though with no bags, would the vermin get too bad?

Surprisingly I've never seen bagged seeds affected by vermins, even ones long abandoned and forgotten for a decade or two with just a couple seeds in it and not in stockpile. I don't think I've seen seed rot either, since it's almost always in workshops now, and plant do rots if I cancels the job in middle without enough stockpile. Quantum stockpiles does works for seed, and won't give any trouble if you don't allocate any barrels, dwarves will bag it as soon as there're a free one.

3
DF Dwarf Mode Discussion / Re: Goblin Killing Goblin?
« on: August 23, 2013, 06:08:01 pm »
Sounds like different goblin civs, I've seen it reported a lot with multiple goblin civs and enough reclaim after being slaughtered by them. If you had any idea what civ was the old and the new that's attacked, then you could tell. It can be found under 'c' in fortress mode, but I don't think that older one will be remember on reembark.

4
DF Dwarf Mode Discussion / Re: Caravan wars
« on: August 23, 2013, 06:04:04 pm »
I suspect it might be lost profit threshold, elves doesn't usually bring as much high value material as humans would ( metal and all that ) and much less stuff without wagons. At least that'd explain all the complaints of elves not ambushing and humans springing with just a couple lost caravans.

Killing diplomats are much more reliable, but it takes modding or a utility to get elves to bring one.

And on method of death, nope. At least not that I could tell since I've gotten human siege from their caravan being ambushed by goblins. Haven't had any elf ambush-siege despite losing a LOT more elven caravans though.

5
DF Dwarf Mode Discussion / Re: Personal Bedroom and workshop?
« on: August 23, 2013, 05:58:42 pm »
Build Pillars everywhere. Have all your non-crafting builder masons assigned to architecture and constantly build pillars. Remove them if they are not masterfully crafted, repeat. Eventually you'll have all these fantastic pieces of architecture your dwarves will constantly admire. You can also "carpet" a room with floor grates for extra value.

I also construct roads down your pathways inside your fortress. The roads can be admired as well.

Dwarves also want to be happy in their work, so having a society of dedicated haulers is senseless. Make a community workshop for these tasks and then make a dedicated workshop for your special goods. A dedicated home/workshop would be perfect for your master crafters.

Not sure if the economy is still enabled but it used to be that dwarves liked shopping and buying things, so if a dwarf only does hauling they don't get paid much. Adding small pool crafting jobs allows untrained dwarf haulers to earn extra money.

Economy's been disabled since 31.01, but if someone's still playing 40d or earlier version, that part of advice would be good. Everything else works in current version, though dwarves seem to be a lot slower at noticing things than they used to be.

6
DF Gameplay Questions / Re: Protecting against thieves? Newbie question
« on: August 23, 2013, 05:55:04 pm »
Thats interesting to hear that war and hunting dont do anything. I thought I read on the wiki that war did more damage and hunting had a higher chance of observing hidden units. My experience with both types (limited) suggests little to no difference.

If the only difference is that war AND hunting will engage hostiles there seems no point to having two training options ? Maybe just a placeholder for the future.

Also Ive never seen my standard dogs run from a thief.

Those are from much older version, 40d and earlier. War makes them more aggressive, though. Hunting training let them sneak with hunters, too.

The observing sneaking unit, I have no idea if it ever worked that way, not really useful in practice anyway since you can just clump more animals or dwarves in the way to make absolutely sure, and sometimes they manage to sneak past everyone somehow.

7
DF Gameplay Questions / Re: Couple of newbie questions
« on: August 23, 2013, 05:47:51 pm »
Pot have more than twice the capacity of barrels, any large pots will store drinks and foods. Clay pots will need to be glazed first, though. Pots can't replace bags or bins, it don't stores non-food items nor powder/leaves on their own.

Wooden large pots are my favorite, it's lighter than barrels and have more than twice the capacity :D
Pots made from fire clay do not need to be glazed to hold liquid.  Also, I like that idea about wooden pots, I never thought of that!

http://dwarffortresswiki.org/index.php/DF2012:Earthenware Just checked, only pots made from this kind of clay need to be glazed, my mistake, I don't uses clay for pots much :D

8
I think that the main cause of any incoherences that DF has with real life impact calculations is that the game is completely ignorant of material thickness.
I have a hard time grasping how could you realistically calculate the rupture or deformation of an armor plate without really understanding how thick it is, but that seems exactly what DF is doing every time in every step of combat calculations.

adressing Hugo_the_Dwarf's question. albeit unauthoritatively, I'm sure that Toady would incorporate community's more presice raws for materials' strength's and yield values, after all, that's what he did for stone/wood weigth values collected by Uristocrat and others.

There are thickness, but it's not modeled very well. Large creature's clothings can block what smaller creature's clothing cannot block, when it comes to edged weapon and the like. It's not very realistic there either, but it is modeled in some fashion.

And taking a peek in the raws, for iron entry there was "Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely" so it seems intentional that some numbers were tweaked. I checked some numbers and they indeed are 'adjusted' from common material property, not high quality alloys or tempered metals as would be expected for most part. Though I think he wouldn't mind some help in finding more fitting numbers.

9
DF Gameplay Questions / Re: Dwarves Not Planting?
« on: August 23, 2013, 12:04:37 pm »
How hard do you think it would be to mod the game so that dwarves took seeds out of bags to plant them rather than taking the container?

They does that by default. It's -gathering- the seed -to- stockpile that causes the spam, since they takes the container to pick things up.

Also hauling behavior's not moddable, either.

Ah. Well crap.

Perhaps I'm being dense but can you explain in short terms what adding a second stockpile with the take from first stockpile command actually does for you?

Making the second stockpile take from first stockpile and having it set to take only from linked encourage dwarves to use multiple bags and reduce the issue somewhat of not being able to get the bag of seed that they need. It's not really a perfect solution since not being able to get seeds still happens, but it's an improvement. And if you can make seed faster than they can plant and you doesn't uses more than 100 squares of farm plot for a specific plant, it works out pretty well.

Make sure both stockpile are set to a specific seed you want, it doesn't works well for multiple seed types in same stockpile.

10
Maybe they are tired of the same old booze and are not drinking at all
This. I've lost an entire embark to the purple scourge. Mostly because I never bothered planting anything else, and they drank dwarven wine until they preferred water. And shortly after chose to drink nothing. I didn't notice until the first casualty, by then it was too late.

Haven't had this happen to me since 31.xx. My dwarves are pretty okay drinking dwarven wine for 20 or 30 years currently with nothing else, most of them aren't happy to have same old booze, though, and none lacking alcohol thoughts so they're not drinking water.

I think it did happened back in 40d, though.

11
DF Gameplay Questions / Re: Couple of newbie questions
« on: August 23, 2013, 11:18:46 am »
rock pots for everything. Every civ will take the pots and I almost always have plenty of stone to spare. I haven't made a barrel in a very, very long time.


I didn't realize you could store booze in rock pots. Do they hold as much as barrels/bins/bags?

Pot have more than twice the capacity of barrels, any large pots will store drinks and foods. Clay pots will need to be glazed first, though. Pots can't replace bags or bins, it don't stores non-food items nor powder/leaves on their own.

Wooden large pots are my favorite, it's lighter than barrels and have more than twice the capacity :D

12
DF Gameplay Questions / Re: Protecting against thieves? Newbie question
« on: August 23, 2013, 11:16:26 am »
Just scaring off thieves are usually just fine, you just need enough pets or dwarves to make it difficult to take a direct route to their target. Fancy loose objects for Kobolds and children for Goblins.

I personally uses crossbow dwarves sitting around armor stand in the entrance to fill thieves with bolts, so far haven't had one make it out. Goblin ones can be caught with traps but kobolds are trapavoid.

Also make sure you disable hunters' hunting job, it'll conflict with their military uniform.

13
Any shield can block anything that moves and attack, short of cave-in, if successful. They'll even use shield to block fall damage if you let them.

Even dragonfire doesn't scratches a badly made leather shield when blocked :D

Armor doesn't do anything since flame breath from dragons are way too hot, above melting or boiling point of bluemetal. Shield's just... odd.

14
DF Dwarf Mode Discussion / Re: Antivegan
« on: August 23, 2013, 07:20:18 am »
Is the sixteen per year what the dwarf would drink with no booze restrictions?

4 drinks per season, 4 season a year, yeah around right. They'll drink water as frequently if there're no booze available, though. Dwarves need to eat twice a season as an aside.

I think having booze once a year would help to manage the slow-down, at least it only took one drink to get them back to speed last time I did alcohol-less embark as an test. It takes around.... I think three seasons before they starts to feel the effect in their thoughts.

15
If the hole is deep enough you might be safe from their arrows/bolts. Flying mounts will be an issue though.

I think that might need to be around 20, 25 levels down to be absolute, angles would make it difficult with more than 10 z though. And flying mounts doesn't seem to path if there're no land access, something about buggy pathfinding otherwise. Mounts do wanders around, so unlucky will do it :D

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