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Messages - Rokdog

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DF Dwarf Mode Discussion / Re: Fort Full of Heroes
« on: December 01, 2012, 01:03:11 am »
Hm, strange, but what you're saying is consistent with what I'm experiencing. I used the "Play Now!" option (no shields on embark), and have ONLY crafted Leather Shields. My uniform has the shield set to any material, so the only shields equipped are the leather ones. I guess trading off/atomizing any unwanted shields is one way to get dwarfs to use leather shields, but that sucks. You could also force your dwarfs to use the shield by picking a specific shield, but again, ew. I see what you're saying now how you can't make it part of the actual uniform template. Seems like an obvious oversight to have left out leather from the materials list eh?


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DF Dwarf Mode Discussion / Re: Military...how?
« on: November 30, 2012, 01:27:59 am »
Ah, gotcha. So accept it and deal with it. I think I naturally got better at this without realizing it because I've started doing the things you suggested (personal rooms, waterfall, etc)

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DF Community Games & Stories / Re: The Hall of Legends
« on: November 29, 2012, 11:39:11 pm »
I vote for Dwarven Child Care

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DF Dwarf Mode Discussion / Re: Fort Full of Heroes
« on: November 29, 2012, 10:26:13 pm »
Quote
Shield: Initially wood (only because leather isn't a selectable shield material)

Not to nitpick, but I guess you didn't know: Leather can be used for shields. In the Leatherworks, near the bottom if you scroll all the way down or reverse-scroll up, it's there. You can also queue up jobs for leather shields in through the Manager interface. Thanks for the replies about layering.

EDIT: To get this thread back on topic, I had an idea:

This... is... GIRDERGROOVES!

1) After your fort's basics are setup (farms and minimal workshops), throw every dwarf into military training (6 of 7 so someone can keep food and booze going) until the first migrant wave shows up.

2) Assess all of your dwarfs at this point, migrant wave and original 7 both.  Anyone with military prowess gets the nickname 'Spartan', everyone else gets the nickname 'Slave'.

3) Spartans train non-stop, live in a separate burrow, have personal grand bedrooms, and their own legendary dining hall sustained by the Slaves, which is the only contact the Spartans and Slaves have.

4) The slaves have minimal everything, living in a giant dorm and toiling all day for the Spartans.

5) Slaves have their own militia, clad in leather and armed with bone, wood, copper or bronze. Only Spartans touch iron or steel.

6) As Slaves train, if one begins to show promise and stand out from its peers, they may ascend to Spartan-hood.

If I do this, and I think I definitely will, I'll try to write it up somewhere around here.


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DF Dwarf Mode Discussion / Re: Military...how?
« on: November 29, 2012, 10:11:02 pm »
Quote
Military in DF is super easy but people get into trouble when they try to make it more complicated than it actually is.

Here's my foolproof strategy:

When the first migrant wave arrives, choose the 2 best soldiers and put them in a squad of 2, training constantly non-stop, with wooden shields and training weapons.

Same for each new migrant wave.

When the caravan arrives, buy some metal armor and weapons for your 6 soldiers (3 squads of 2). Switch the squads to "metal armor" uniform. If you have metal on-site and can forge your own, even better, but not strictly necessary.

If you stick to the plan you will have 6 soldiers per year of your fort, and they will be Legendary in their weapon skill in no time at all. The trick then is to put their training barracks at places where they will be useful, like your main entrance, your cavern entrances, the trade depot, etc.

For marksdwarves, I train them as hunters, so they will become Legendary while simultaneously providing the fortress with huge amounts of food, which I cook into lavish meals to trade for all the weapons/armor/ammo/bars/anvils I need.

I was under the impression that making 100% of your squad train 24/7 with no relief or rotation really pissed them off. I've had dwarfs' happiness tank because of "patrol duty" even if they're only ever set to train, and that was in a squad where 8 of 10 were training. I know if their skill gets high enough they upgrade to their 2nd tier unit and this ceases to become a problem, but I can rarely get most to that point (especially melee) before they run out of happiness and need some off-duty time. What am I doing wrong?

6
DF Dwarf Mode Discussion / Re: When it rains, it pours...
« on: November 27, 2012, 09:40:27 pm »
Thanks for the advice and humorous replies everyone. The community that's formed around this game is definitely one of the factors sucking me into it.

Quote
For future forts if you are fine with sacrificing a little bit of FPS you can build a Mist Generator that is powered by a DWR.

I *just* pulled this off in my next fortress (but windmill-powered) in a legendary dining hall and was pleasantly shocked by the results. In regards to dwarfs getting too chummy, it's one of those things that is now on my "list of things to keep in mind" that I didn't even realize could become a problem. One solution I've thought up that I'm currently failing at trying is heavy decentralization of the fort. This comes in two varieties:

1) Self-sufficient mini-forts that have everything they need packed into 4-5 floors that fit into a 30x30 area or less

2) Interdependent, industry-isolated burrows that are connected via haulers + minecarts (inspired by the "Fortress Divided" thread http://www.bay12forums.com/smf/index.php?topic=119333.0)

I'm still working on the first style of decentralization right now, but I really like the approach. I've worked out something that goes roughly like this:

Spoiler (click to show/hide)

Floor 1 is my militia, and floors 2-5 are my specialists and crafters. Floors 2-5 each hold 16 dwarfs (64 total), and the rest go to militia, usually 15-30. Once my first mini-fort is full and all roles and militia are covered,  I plan on having the next immigrants "start over" with floor 1 nearby.

Each mini fort then holds 80-90 dwarfs, meaning 4 of these would be more than enough to accommodate everyone up to the pop cap. This design is working well for me so far, although I just restarted it because I made a mess learning how pumps & gears work and know I can do better now. One of the perks is that I now have a "game plan" to approach my fortress with. Starting with the upper floors and working down is a logical progression to getting set up, beginning with farms at the top and working down to industry and hospital.

It also helps me as a "newer" player to be ready for migrant waves. They begin by hanging out in my awesome "Water Hall" to start increasing their mood as I sort them out and specialize them. I have a good idea of where I am progression-wise and am often eager for new migrants. This is much nicer than being overwhelmed by the 20+ population spikes that occur. It's more like, "Woohoo! The industry floor just showed up!" The multiple workshops and redundant industries are there to either meet the demands of my playstyle and/or accommodate for the fact that dwarfs don't work 24/7. Three to four workshops for full-time industries seems to be a good number to have at least 1-2 dwarfs always working while others take care of their needs.

Finally, specializing my work force has been very rewarding as I'm getting higher level dwarfs than I've had before, and it seems like tasks get done much quicker. I queue up something in the manager screen, and now instead of waiting for my generalized crafter to finish the 20 other things I had him/her doing, they hop right to it and quickly crank out a high quality material.

I've rambled enough and basically hijacked my own thread, so I'll stop myself h

7
DF Dwarf Mode Discussion / Re: A Fortress Divided
« on: November 27, 2012, 04:40:05 am »
Has anyone tried this yet? This really piqued my interest, and I'm probably going to try it and report back here with my results. So many thoughts to organize about this! Would love to hear others' experience if they do get around to something like this before I do though.

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DF Dwarf Mode Discussion / When it rains, it pours...
« on: November 26, 2012, 09:54:38 pm »
On my 4th or 5th fortress now and it went absolutely splendid. 270+ population, over 1.4M wealth, huge, sprawling fortress chugging along at ~40 FPS... regardless of what I'm about to tell you happened next, I am was very proud of this fortress. My one and only gripe in this playthrough is that there wasn't a whole lot of Fun being thrown my way, so I did what any self-respecting dwarf does... I go look for it. I found some in the caverns and that definitely started spicing things up. But I'm sitting here thinking, "Wow, nearly 1.5 mill wealth, I've gotta be attra..." <Sassafrass the Unpronouncable the Dragon> has arrived! *gasp* Me first dragon! Zounds! Raise the alarm, bring in the hounds and set the children loose! Er, maybe do that the other way around.

Long story short, I end up with one dead dragon, 12 dead dwarves, and one completely incinerated mass storage area! But hey, I survived! So what killed my fortress?

Well, just as my dwarves get back from their dragon encounter, licking wounds and dead-in-arms, a posionous cloud-breathing Forgotten Beast from below shows up. *sigh* Send more dwarves in (I started with a military of ~100, but I'm still a noobtard, so the only dwarves with impressive skills were in the 8-10 level range and most of them died fighting the dragon.)

Somehow, miraculously, I manage to kill this toxic fuck bag with minimal losses. So what killed my fortress?

Well, just as my dwarves get back from their forgotten beast encounter, still wiping dragon blood off them, I started getting spam that children everywhere in the fortress are "randomly" dropping dead from suffocation! What in the f'ing H?! So I zoom to one, and it jumps to my hospital where the dwarves who survived the dragon encounter are unconscious and recovering. And littering the floor around them is a pile of their suffocated children who were waiting for mommy and daddy to wake up from the dragon attack (or the Forgotten Beast attack now, whatever.) And standing over this horrific pile of dwarf-chub is a cackling, vengeful ghost, just daring another dwarf to enter this death-hospital; one of my own who slipped through the cracks. Maybe literally? I don't even remember it happening or would have made his slab awhile ago...

I eventually get his soul put to rest. Phew. So what killed my fortress?

Well, as my dwarves dust themselves off from all this, I do a headcount and go white. My burgeoning fortress of 270+ dwarves had dwindled down to the 160's in less than an hour of real time. I now got to experience what I believe you guys call a "tantrum spiral." Children turned on parents, doctors turned on patients, pets turned on each other... It was as hilarious as it was sad. I didn't bother to sit and watch the whole thing take over, but I realized that 270+ dwarves sharing the same space for years on end tends to bring them together. I guess losing half of their entire community in 3 encounters in a span of a week was too much for them. Softies.

So what killed my fortress? Not the dragon, or the Forgotten Beast, or even the homicidal-child-smothering-ghost. ALL OF IT. Last time I ever complain about it being "quiet" in one of my games  :P

Thanks for reading.

9
DF Gameplay Questions / Re: Here is why your Marksdwarfs won't practice...
« on: November 26, 2012, 12:24:54 pm »
Thanks for the confirmation, Finn, and for commenting on quivers and bolts. I agree, completeness is a good thing here. I'm going to do this in my next playthrough and report back with my results.

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DF Gameplay Questions / Re: Here is why your Marksdwarfs won't practice...
« on: November 26, 2012, 02:03:37 am »
So for clarification and my understanding, the best way to train archers is as follows:

1) Assign Marksdwarves to squad, assign uniforms, etc.
2) Set their orders to off-duty, year-round
3) Turn off ALL labors
4) Build Archery Target(s) (1 per dwarf?)
5) Assign squad to {T}rain at the target(s) but leave their orders 'inactive'

Correct? (and any idea how many targets is enough?)


11
DF Dwarf Mode Discussion / Re: Fort Full of Heroes
« on: November 25, 2012, 04:12:18 am »
How many of you who have replied in this thread who have had successful armies practice armor layering? I just learned about it, and it's a real pain and makes gearing my soldiers up take 2-3x longer, and I don't have enough experience yet to tell if it's worth it. Is it just assumed that everyone knows about armor layering and does it? Are most of you just using default templates or some variation of them?

I'm on my 3rd or 4th 100+ pop fortress now, and I still feel like I'm doing something fundamentally wrong with soldiers and combat, but with all the randomness it's hard to pin down what it is. I haven't been able to get full steel in any game yet due to the lack of flux and trading for it is slow. My squads are in full layered iron+leather for the most part with a sprinkling of steel weapons. Doing "okay" in my current game but I still feel like I have a lot of casualties and I'm training wrong.

The only philosophy I've seen on training is to have small squads of 3, with 2/3 training all the time so that they spar or do more individual combat drills to avoid demonstrations which are somewhat buggy and slow right now supposedly. Is this also what everyone else is doing? How are you going about training?

Sorry for the random, rambly questions. Loving this game and I'm past the basics, just hard to figure out where to go from here. I guess I have months of figuring this out on my own to look forward to as well :P

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DF Gameplay Questions / Re: My First Caravan... Wat?
« on: November 16, 2012, 03:42:51 pm »
Hm, alright, seems like solid easy-to-follow advice. Trade for what you're missing. Thanks for the reply!

13
DF Gameplay Questions / My First Caravan... Wat?
« on: November 16, 2012, 03:02:31 pm »
First-timer here, and I've been following the current 2012 Quickstart guide with great success so far and I'm having a blast. So proud of myself for sticking with it and getting over the learning hump because now I'm having a blast. I'm also just as confused now as I was when I started, but about all kinds of fun new things.

As per the subject, I've successfully received my first caravan. Yay! ... Now what? I read the entire article on the wiki about Caravan Trading, so it's not that I don't understand what's happening or how this works. More specifically, what do I want from them? I also have the problem of having basically nothing to trade them, unless they want some of my surplus stone I suppose. I've just barely gotten my industries going, and I do have a Mason's Workshop, but he's barely able to keep up with the doors and containers he's having to make. I know you can mass-produce things like toys, instruments and statues to sell to them early on, but this Caravan got here so quick I have none of this.

In any case, even if I did, again, I don't know what I'd want from them. I already have an anvil, and I am of course always in need of food and drink, but I know I'm too ignorant at this point to even know what I want from them. I haven't fully finished the guide so I imagine that will help some, but a quick Ctrl+F for 'Caravan' seems like it doesn't go into details about your first visit.

Enough rambling, thanks for any help and I apologize if this information was already out there in some easily accessible place. I make honest efforts not to be one of those people.

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