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Messages - qoou

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 22, 2013, 08:57:39 pm »
After real-time months of on-off playing, I finally have my magma pump set up. 150 levels, ~20 of them artificially constructed, of masterwork steel pumps and locked steel doors, with a nice, symmetrical, waterwheel powerplant supplying them. I'm afraid to toggle the on-lever. Managed to stay at 30 FPS so far, but that's about to change.

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DF Dwarf Mode Discussion / Re: Job combinations
« on: February 22, 2013, 08:50:12 pm »
Milker+shearer+cheesemaker, recovering wounded + feed patients (Nurse), the other medical skills (Doctor), gem cutting + gem setting, the fishing skills, and the metalsmithing skills.

Looking at my current fort, 35% of my Dwarves are children, 8% are dedicated military, 6% are dedicated garbage haulers (and I can't wait for some kids to grow up, because the garbage is piling), 6% are dedicated builders, ~15% are dedicated haulers (and again, I need more kids to grow up, because hauling is painfully slow; haven't bothered to learn minetracks yet). So that leaves the valuable 30% of my fort, all but a handful having only one skill enabled, and most of them legendary. My most valuable dwarf is a high-endurance badass with Legendary +5 in all the smithing skills. He's burrowed 140 levels below my main fortress in a mini-palace of his own, with two legendary furnace operators constantly feeding him. I should set up a cave-in lever that can cut his mini-palace off from the rest of the fortress in case of !!FUN!!, now that I think about it.


Mason/Growers: I need ~10 dedicated Growers working full-time (so I have 12-13), and my two Legendary masons have a big backlog of doors to make.

Clothing industry: 2 dedicated dyers, 2 dedicated clothesmakers, 1 each of plant processer and weaver, and a web-collector.

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DF Dwarf Mode Discussion / Re: Need an Idea
« on: January 18, 2013, 02:23:49 am »
Step 1: Make a magma pump up to the surface.

Step 2: Cast the Colosseum out of obsidian. Make it large enough for its namesake, include the underground tunnels, as well as the channels that would allow water to flow in for mock sea battles.

Step 3: Lock your entire population of peasants into the stands of the Colosseum. Arrange for Dwarven Wheat Flour (panem et circenses) to be dropped on top of them, or simply prestock the immense stands with hundreds of these. Make sure your King and Queen are locked into a royals' section, with artifact thrones if possible.

Step 4: Come up with some awesome Colosseum fights. If you run out of worthy opponents, you could set up an accessible trade depot in the arena, wait for the dwarf caravan to come, then trigger a loyalty cascade and watch your military fight it out. If you're near an ocean biome, don't forget to make use of the channels to flood the Colosseum and have whale fights. If you have access to a necromancer, or husks, try flooding the Colosseum with magma and setting up a grand burning Husk vs HFS battle (with pressure plated access doors to make sure the battle doesn't move outside the arena).

Step 5: Eventually, as your peasants are sprayed with stray bolts / venom, as their clothes rot away, and as they get tired of eating and drinking the same food, you'll hopefully get a tantrum spiral. Bonus points if a tantruming dwarf gets thrown out of the stands and into the arena. Extra bonus points if this happens during the magma undead vs HFS battle.

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DF Dwarf Mode Discussion / Re: Dealing with migrants
« on: January 06, 2013, 08:27:10 pm »
You know, I might just be very inefficient, but I find that I need all the dwarfpower I can get and more. In my current 250-capped fort, even my 150 adult dwarves aren't enough to do things in a timely manner, and I'm actually down to 8 idlers currently (I usually hover around 20).

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DF Dwarf Mode Discussion / Re: The thread where we ask ifthen questions
« on: December 28, 2012, 09:44:23 pm »
If we're going to derail the thread, then let's at least keep it in the format OP wanted, eh?

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DF Dwarf Mode Discussion / Re: Dwarf fortress Download question
« on: November 27, 2011, 11:44:47 pm »
Does no one use WinRar anymore? I remember it being everywhere when I was growing up.

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DF Dwarf Mode Discussion / Re: Random clothes laying around
« on: September 28, 2011, 04:02:45 am »
Or you could just give your dwarfs cabinets/chests, and let them have some time off to gather their belongings :p.

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DF Dwarf Mode Discussion / Re: How do you keep your soldiers happy?
« on: September 07, 2011, 12:09:43 pm »
If you use cage-traps, move all your prisoners to a room a few z-levels above your barracks, and set up a water blood and guts fall. It gets them to the "Doesn't really care about anything anymore" pretty quickly if you have a decent amount of cage-traps and hostiles.

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DF Dwarf Mode Discussion / Re: Dwarven Super Soldier Project
« on: September 02, 2011, 01:11:48 pm »
Make sure one of the more skilled dwarves has a high level in Teaching. I hear that makes a huge difference.

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It's only cheating if you decide it is. Dwarf Fortress is cool like that.

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DF Dwarf Mode Discussion / Re: Least-favorite/favorite industry?
« on: August 27, 2011, 10:23:50 pm »
Spoiler (click to show/hide)

It's weird, because this is exactly how I went about workshops when I started Dwarf Fortress. All my workshops have a 3x3 stockpile 1z level below and a 3x3 bedroom 2z levels below. Certain materials can't be stored as neatly (barrels/bins) or are more abundant, so I leave enough room for another ~12 stockpile tiles, and make sure to place workshops efficiently (kitchen and brewery by the farm, butchery by the indoor refuse stockpile and eventually by the pasture I move indoors, etc). As my fortress grows, I start adding private dining space to the bedrooms of my more important dwarfs, so they waste even less time going to and fro.

Of course, what fuels all this is the endless stream of beekeeper immigrants. Since I make my skilled dwarfs work as much as dwarvenly possible, they quickly get fast enough that I can make do without extra workshops. I'll have fortresses of ~200, where only ~35 are skilled workers that are taken care of, another ~30 are my elite military (unless the skilled Teacher soldier I embark with dies, in which case my military fluctuates between 5 paralyzed dwarfs and 50 unskilled recruits for a few years), with the ~125 others being haulers/masons who get to eat in one large communal dining room, get to sleep in bedrooms only if I get around to it, become "voluntary" subjects for my science experiments, and always have an endless stream of hauling jobs to do.


I've gotten increasingly good at setting up this efficient caste system, to the point where my last tantrum spiral was solved by canceling all hauling/masonry labors, locking over half my fort (most of them innocent bystanders) inside their dining hall / bedroom complex, indiscriminately executing everyone who got locked out, and having the lever hermit pull the specially marked tantrum magma lever. The only thoughts my surviving dwarfs got were "Urist McExecutioner took joy in slaughter recently". They better not come back as ghosts, or they'll be getting the magma treatment a second time.

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DF Suggestions / Re: Pressurized plumbing....?
« on: August 26, 2011, 06:20:10 pm »
As others have said, a watertower is all you need. Just make a pumpstack that stretches to several z levels above ground level, and bam, you have pressure. Just make sure to not put too much pressure in your "faucets", or you may not be able to turn them off in time.

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DF Dwarf Mode Discussion / Re: Digging Lone Tile?
« on: August 26, 2011, 11:14:37 am »
I don't understand; you said you have a staircase right by the well shaft. Can't you just

1. Pasture some animal at the bottom of the well shaft.
2. Channel into the tile.
3. Hope the animal doesn't move so the dwarf can land on it.

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DF Dwarf Mode Discussion / Re: Whats your starting plan?
« on: August 23, 2011, 04:00:10 am »
Wow, thanks guys. DF community is probably the nicest community ive ever been apart of.

The DF community is the best online community I have ever seen.


My fortresses are always very planned out. I don't plan them beforehand though; I have a loose general formula that I adapt as I find interesting things on the map.

As soon as I embark, I look for a pretty entrance, and start designating. I designate ~20 workshops, ~20 stockpiles one level below the workshops, ~20 bedrooms one level below the workshops, a central staircase, a dining room, a room that serves as a trade depot / miscellaneous stockpile, a hospital, a future dwarven spa, a place for a barracks, and so on and on. Then I have to go through and undesignate little bits so I get the bedrooms and essential workshops dug out first.

After the first two or so years, the hauling jobs are starting to die down, at which point I activate masonry and the real fun begins. I'm talking large towers to house magma guns or orbital magma cannons, elaborate cruel arenas to dispose of elves in, sewage systems, mechanisms for flushing the fortress section at a time (with magma or water), etc. I've yet to get to the point where I run out of FUN ideas; in my current fortress, I'm starting to build an orbital magma cannon (I hope I understand the FPS-neutral magma pump stack right, because I have no intention of dropping under 50 fps, and this will be one tall pump stack), I have a biochemical warfare laboratory up (complete with dwarves lying around dead in failed hazmat suit prototypes) and soon I'll be able to flush forgotten beast syndrome anywhere around the fortress I want through the modified sewage system (though no useful syndromes like blindness or sensory nerve eaters so far; just the usual temporary numbness and chronic deathsies).





Hmmm. Does hand numbness cause creatures to drop their weapons/shields? I have this small population of tame tigers... I could douse some fully-armed goblins in numbness juice in the arena cells, send them up against the tigers, and just as they're sure they'll win, bam, their arms go numb and the tigers are free to tear them up :). And of course, I'd engrave this on the arena walls for the next batch of goblins to see.

Edit: Can water be heated to some point between 10000 and 10180 reliably? Do hot rocks heat water around them?

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DF Dwarf Mode Discussion / Re: embark with magma problem
« on: August 21, 2011, 07:16:27 pm »
Dig out an area with a wavy entrance, the magma won't cross it because of pressure. Abandon your wagon, your supplies, and your pets; they belong to Armok now.

Make sure to keep the anvil though. Everything else you can find in the caverns, but an anvil is vital.

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