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Messages - yggiz

Pages: [1] 2 3 ... 13
1
DF Gameplay Questions / Re: No migrants? D:
« on: October 31, 2014, 10:13:38 pm »
Does the game still give you a message if migrants don't come or if the wave is reduced? Keep an eye out for announcements like that or that some immigrants have braved the whatever to get to your fort. It might hint at the problem. I used to routinely murder a lot of immigrants for their clothing a few releases ago, and even with that artificial death trap, some suckers would continue to make their way to the fort. Check your pop cap, and if all else fails, set the child stuff to 100:100 and wait a dozen years lol.

2
DF Gameplay Questions / Re: Anyone else new and frusterated
« on: October 31, 2014, 10:05:14 pm »
Greycat how do I do any of that?
I am having hard time maintaining control of world map generation as it is.

I can successful do channels so far and make the downstairs openings but I can't seem to figure out how to get my mining dwarves to keep digging down anywhere.

Once you have the downstairs on level, and the upstairs on the level right below it, you should be able to d->mine the squares adjacent to the upstairs on the lower level. Be careful to only designate areas that you want your miners to dig through, if you dig into a river or a lake, you will learn some stuff about !!FUN!! lol. This way you can designate your mining areas and your miners will get to it when they look for a job to do. Your miner must have mining labor enabled and have a pick, that shouldn't be a problem if you were able to connect the stairs. If you are waiting awhile for your miners to get to work, they may be asleep, or eating, or drinking, or doing another job that you can see in the "U"nit screen.

Once you mine out a large area underneath the surface, try making another set of stairs to go down another level, and dig a large area on that lower level. It is a good way to get familiar with what things look like underground, and while your miners work, practice changing z-levels with the < and the > keys, and F1 to center on wagon if you get lost. Press TAB a lot to browse the command menu, and watch the minimap.

Keep it up, and the rewards will be great. Welcome to the game!

About stairs, downstairs must be designated on top of the level that the upstairs is designated. Without the upstairs, your dwarves will not have access to the lower level. Once you get the connected stairs, you should be able to dig anyway on that lower level that you see fit.

3
DF Dwarf Mode Discussion / Re: Do dwarves eat more all of a sudden?
« on: October 31, 2014, 09:12:53 pm »
Food needs to be kept in a stockpile, and I think vermin can eat it if it is loose out of a barrel. I do the "all the 2 point meats" barrel cheat on embark, and sometimes I make so many biscuits out of it, they will start rotting in kitchen, not hauled to pile fast enough. Something else to check. I don't experience any fast eaters currently, maybe your FPS is screaming fast lol.

4
My mistake. Not sure how I missed what you said.

You could use stockpiles set to feed the specific workshops. You feed the kitchen from a stockpile that contains only things you want cooked and fat (for tallow). They shouldn't then cook anything not in that stockpile like tallow, booze, or milk.

This. I was always a quantum stockpiler so that I could always choose what materials were available to any job, like only the trash stones for crafts, all olivine when I make doors, etc. Now I just set the feeder stockpiles for every workshop I build. I have seen 99% effectiveness this way, and the 1% was probably my fault. So if you designate a food stockpile, forbid everything in stockpile detail screen that you don't want cooked, and point the pile to your kitchens, it should control everything that way. I haven't tried it for cooking, but it works for stone/wood/etc.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 13, 2013, 04:20:26 pm »
He became a fucking TROLL MINER because of how he used the pick.

God, that is awesome.

In other news, none of my useless crap trade goods are showing up on the move to depot screen. Any thoughts?

Make sure your junk isn't forbidden, and not out on a bring to stockpile job.

6
DF Dwarf Mode Discussion / Re: Why does everyone use the default graphics?
« on: September 12, 2012, 09:36:06 pm »
For me, the more basic the graphics the more alive the world seems. To quote Sheldon Cooper: "It runs on the world's most powerful graphics chip, imagination!"

Amen brother.

And I grew up playing ascii-tiled ADOM, a roguelike that is a better diablo clone than a lot of diablo clones

7
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 08, 2012, 08:43:49 pm »
What about jump gates? I've come across one of those leading to a black hole.

lol, Precursor practical joke!

8
DF Gameplay Questions / Re: I'am a Perfectionist
« on: July 23, 2012, 12:27:57 am »
Sometimes I like to pick a z-level and mark the center of each region tile with a 2x2 designation. I get pretty used to typing something like to go 48 squares (for example) east:
SHIFT+RIGHT x 5, LEFT x 2

From there it's really easy to find the center 2x2 of the map.

If I feel really ocd, I will dig-designate 5x5 or 6x6 tile areas, separated by a 1 or 2 tile black non-designation, throughout an entire z-level, and use this framework to plan a fort layout in. Easier for me to use these designations and make them into rooms/halls/hallways, and helpful for planning multi-z level pits and towers.

9
DF Dwarf Mode Discussion / Re: does anyone use castes
« on: May 25, 2012, 09:47:55 pm »
Not really heavy into castes, but I enable all farming labors on all my farmers, that way anyone brown can butcher the cow or thrash the pig tails. Once a crafter gets legendary, I may diversify him and get him training on a new craft. My miners engrave stone, my masons engrave stone, that sort of thing. Trash immigrants are recruited into the military, and are more disposable than the home grown heroes.

10
DF Dwarf Mode Discussion / Re: Laugh at my pain
« on: May 02, 2012, 06:46:55 am »
How do you do surface farming again?

D->P first of all to gather plants. If untrained, it may take a good deal of shrubbery to gather enough. Then brew for your starter seeds. Then build a farm plot on surface grass, shrubs, stones, boulders, trees block the plot. You can remove shrubs and saplings I think by building a dirt road before the farm plot. Then, as long as your plot is in the same biome you got your plants from, you should be all set.

You can start your fort on plant gathering only, as well. It is easy and effective.

11
DF Dwarf Mode Discussion / Re: Relocating a Fortress
« on: May 02, 2012, 06:28:06 am »
For your future ventures, backup a copy of a clean world as soon as you generate it. That way you can have a few different alternate paths playing out on the same world, or trash the whole thing and start over "fresher".

I've adjusted my playstyle over the years to not sweat the small stuff. If you have a flawed fortress, try to bring it to a dwarfy end if you can.

12
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 16, 2012, 10:28:47 am »
I love the goblin supercollider ideas. So far, the mountainhomes have only theorized on the smaller component parts of goblins. I can't wait to recreate some Temple of Doom cart running as well down near the magma level.

13
DF Dwarf Mode Discussion / Re: What do you request from the caravan?
« on: April 16, 2012, 10:17:33 am »
Kaolinite, Bauxite (a throwback to tradition for magma-safe stone), Gypsum stone, Native Aluminum, Platinum Nuggets, Flux/Coal/Iron Ores, all availiable wood, expensive cut gems, or ones found in preferences for some dwarves. Rhino Leather if availiable, else I'll make my own from my livestock. I will buy a variety of food to be processed into roasts in my kitchens, and will buy a sack or two of seeds to cook into biscuits each visit.

14
DF Dwarf Mode Discussion / Re: New to this, and just WoW.
« on: April 03, 2012, 09:32:25 pm »
I started back when df was 2d, and got hooked then. A Strategic Roguelike, kickass! I had played nethack, and ADOM, so the ASCII style and cumbersome interface never wore me down. I would always keep the "Tab" command menu open, and examine everything in the playarea. I kept up with it as the versions progressed, so I had an easy time gradually learning the new additions. I imagine it would be tougher trying to absorb everything availiable now in the game all at once.

DF is really a great game for detail and depth and replayability. I don't think I have ever played anything like it.

15
DF Dwarf Mode Discussion / Re: Best Floorplan for...
« on: March 19, 2012, 06:52:55 pm »
Even though the days of the 7x7 big room cave in are over, I still enjoy leaving unmined "pillars" standing in large common areas or halls. I leave them to separate 5x5 or 6x6 open areas to break up the 7x7. Looks great once the entire hall is smoothed.

Code: [Select]
............
............
..#......#..  A simple pillar
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............
..#......#..
.###....###.  Larger for more flavor
..#......#..
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