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Messages - Samyotix

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1
To prevent my miners from getting stuck when channeling, I usually have them carve ramps (which also removes the floor above, but leaves a way to get back), then remove the ramps. Twice the amount of work though.

2
DF Gameplay Questions / Re: Humans alongside Goblins
« on: October 16, 2010, 04:46:47 am »
Normal AFAIK: During world generation, babysnatchers steal children, and civs can take over another race's towns, so sometimes you'll get mixed attacks.


3
DF Gameplay Questions / Re: Bookkeeping and bin storage
« on: February 13, 2010, 07:35:28 pm »

(...) - put her onto book-keeping, at full precision.

You will lose her for a short time but her attribute gains will give you that back (and then some) in productivity.

Spoiler (click to show/hide)

I did the same with some success, mainly as training for recruits ... The slight downside to this: My engravers love doing "Dwarf gets fired from noble position" engravings in the dining halls. I dug these out and replaced them with grates ... not sure if seeing engravings (of himself getting fired from the Bookkeeper job) would've caused unhappy thoughts for the dwarf though.

4
DF Gameplay Questions / Re: Bookkeeping and bin storage
« on: February 13, 2010, 05:57:06 am »
I think it works like this:
a) You have a bookkeeper, and set the precision level
b) When he/she has time (i.e. finished the current job) the bookkeeper checks whether the books precision has been reached or not. If its currently below the one you set, they start bookkeeping. If the books are in order, they do something else like haul or hang out near a statue.
c) If he/she doesn't interrupt the bookkeeping job  (e.g. to drink or eat or sleep), he/she will continue working even after reaching the level of precision you set. After a certain amount of time the bookkeeping task is completed.
d) Go to b

5
Melt all the copper and bronze armor. Equip your huge army in Masterwork Steel.

... I was working on that in my last fort, but got bored because I had not a single goblin invasion in eight years :)

6
DF Gameplay Questions / Re: Overfished - can it be undone?
« on: February 01, 2010, 05:16:38 pm »
Erm, how so? As far as I know, if you have a small fishing zone, and only allow fishing in it, darves will ignore the fish outside the zone, allowing them to replenish each season. I think it having 0 critters left at the end of a season that makes them die out, but I may be wrong :)

7
DF Gameplay Questions / Re: Overfished - can it be undone?
« on: February 01, 2010, 03:06:20 pm »
Overfishing

Overfishing can exhaust the fish population of a pond or river, both temporarily and permanently. If a dwarf can not find some fish in a specific area, you will get the message "there is nothing to catch in the [directions] swamps" and the area will no longer be used for fishing. When the season changes, all areas will become available for fishing once again, though eventually they will remain permanently empty and simply give the above message on the first fishing attempt of every season.

http://dwarffortresswiki.net/index.php/Fishing

Some fish are vermin, others are catchable, apparently.

If you set a fishing zone, and set orders to only allow in-zone fishing, you're safe from overfishing.

If you don't set zone-only fishing, and have several fisherdwarves, their skill will increase, making them fish faster... if you ignore them running all over the map to grab the last turtle, they will completely deplete aquatic wildlife. No more fishies.

... I'd suggest switching to farming.

To get shell for moods, just import turtles and lobsters, and forbid turtle and lobster from being cooked.

8
DF Gameplay Questions / Re: 'Tarded soldier
« on: January 29, 2010, 02:12:11 pm »
I've had soldiers just running around as well ...

One kept picking up the only two-handed sword in the fort, dropping it, going for a drink, then going for the sword again ... he was set to have two weapons and a shield. Dunno if I forbade the sword or just set him to one weapon.

Another refused to drop a barrel he was holding, he was wielding it while sparring ... guess I dumped it or something.

Hm. You checked patrol routes and re-stationed him, right? You could force him to different jobs by e.g. setting him to "Clothes" armor level, he'll drop his armor, and set him back to Leather / Chain / Plate to make him grab new armor. Check his inventory to see if he's trying to pick up a barrel but can't because his hands are full of someone else's underwear he grabed while wrestling? Maybe remove that booze stockpile, see if he goes to another one. Hm, did I suggest anything that wasn't mentioned before?  ::)

9
DF Gameplay Questions / Re: Can babies tantrum?
« on: January 19, 2010, 05:16:40 am »
Wrestling accidents, I suppose...not sure I'd want to see the combat report on that though.

10
DF Dwarf Mode Discussion / Re: How many people use an orc mod?
« on: January 04, 2010, 08:04:31 am »
I would use it ... if I could figure out how to add orcs without breaking everything else *g*.

Bascially I download complete DF packages (i.e. mike mayday redist) and then despair because I can't even repair the key assignation that seem to change for every release...
... so while I'd like to try playing as Kobolds, or against Orcs, I've been too lazy to try to get either to work with the Mayday graphics and my preferred keyboard setup ...

11
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 23, 2009, 12:25:06 pm »
1) My fort can now support a noble. The wiki was helpful as to their function, but my questions is, do I really need one at all? Will my dwarves misbehave more if I don't have one?


1. Some nobles will arrive as immigrants. The Dungeonmaster usually becomes my best smith within two years ... apart from that, dwarves may get unhappy thoughts if you do not assign a Sheriff, but it may prevent hammerings (--> dwarven justice).

Their likes (e.g. loves Gold or Axes) are random; they base their demands and mandates on them. I'm not sure how far you have to savescum back to get e.g. a different Baron. The king has no likes or dislikes.

My tip would be not to ignore the fact that you'll get nobles & especially (?) a king.
I restarted the same location a few times... the first time, I started making high-value (masterwork, gem-studded, bone-studded) furniture when he arrived, and he went berserk fairly soon so I restarted. The second time around, my first mood was a gemsetter and the second a bonecrafter ... King had a royal room when he arrived, and stayed ecstatic until I got bored. (Other players just kill nobles who become annoying).


12
DF Gameplay Questions / Re: Goblin Attack Ruined Fort
« on: December 15, 2009, 06:08:11 am »
My first forts all died that way - an Ambush comes out of hiding next to the main staircase while your woefully small military is either drinking or sleeping.

Tipps to prevent this:
a) You want a safe outside area around your fort entrance. Early on, preferably in the first year, try to make it so anything approaching your fort will have to go through some chokepoints.

b) When you get immigrants, turn one into a Mechanic and one into a Mason, unless you have these already.

c) I've had fewer random deaths since I build walls around a large "courtyard" area, so you can have outdoors farm plots, a fishing area, refuse pile for anything except bone&shell&skull ... surrounded by walls. I usually build 2 or 4 gates.

d) Surround the walls with channels, so that "building destroyers" cannot reach them. Build bridges over channels and add levers so you can open and close each gates, making your fort pretty much impenetrable to ground units.

e) Build another wall in front of the gate, to prevent marksgoblins who approach the gate from shooting into the fort. Just maike sure the paths are all 3 tiles wide.

f) Fill the approach to each gate with traps. I usually have an area covered in weapons traps with 2 wooden or glass spiked balls each, and a few cage traps further out.

g) Add more traps near the walls. When invaders come from the South, just lock all gates keeping the North Gate open, and they'll path through the majority of your traps.

... unless you modded the game, with this approach you hardly need a military except to dispose of the occasional Kobold. I built the above, and have 75 military and a full guard ... the fort is now in its eighth year and has not had a siege yet, only two ambushes :/

13
DF Gameplay Questions / Re: Aquifer from hell
« on: December 14, 2009, 08:12:27 am »
Erm. That looks like natural stone around your stairs. Like, the squares directly adjacent to the blue X?

--> Each tile of an Aquifer level will constantly produce water.


-> IMO you want to dig out the squared around your stairs and build walls there.


14
DF Gameplay Questions / Re: Water management
« on: December 14, 2009, 08:08:02 am »
I found it helpful to designate several "Pond" areas to fill one single area.-

(I think, but am not sure, that each pond can only have *one* active dwarf trying to refill it. If you make four small ponds instead of one large pond, you get four "fill pond" orders instead of just one.)

15
DF Gameplay Questions / Re: Trade agreements question
« on: December 11, 2009, 09:59:45 am »
@qoonpooka: Try making Copper crafts studded with platinum.
Copper craft by itself? Around 20 dwarfbucks.
Platinum studded copper craft? 1600 dwarfbucks or so.

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