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Messages - JmzLost

Pages: [1] 2 3 ... 25
1
DF Dwarf Mode Discussion / Re: Bones. Ugh.
« on: June 04, 2011, 08:21:25 am »
No quality levels on soap, ever.  It's the material multiplier that made dragon soap better than kitten soap.  Or dragon tallow biscuits, back when tallow stayed in stacks.

JMZ

2
The message is for seasonal depletion of fish.  Your fisherdwarves will stop fishing in that area for the rest of the season.  The fish population will reset at the start of the next season.  Eventually you may exhaust all fish in a given biome, in which case you'll get this message the first time a dwarf tries to fish every season.

JMZ

3
DF Gameplay Questions / Re: Beekeeping for dummies
« on: May 31, 2011, 06:16:58 pm »
1) Only permit one dorf with beekeeping labor enabled.
Why?  Is 2 just too many? 
When dwarfs go to collect a hive, ALL beekeeping dwarfs will try to collect the same hive.  One will do the job, the rest will just stand where the colony used to be.
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2) Keep a large supply of empty jugs available.
The small ones, not "large pots"?
Yes, use jugs, not pots.  Honey and royal jelly are stored in jugs.
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3) Do not allow ANY Finished Goods stockpile to accept your jugs. (Either turn off tools in all Finished Goods stockpiles, or only make jugs from one material (i.e. stone) and only permit tools made from other materials into your Finished Goods stockpiles.)
Why?
There is a bug where jobs don't recognize jugs in stockpiles.

JMZ

4
DF Gameplay Questions / Re: Embarkment
« on: May 28, 2011, 09:19:07 pm »
I prefer malachite or copper nuggets to tetrahedrite, the ore is cheaper and I don't care about the 20% chance of silver.  I also replace half of the copper ore with cassiterite, if available.  This let's me make some bronze very early, and I can get 2 bars from 1 smelter reaction, which means less time getting the military going.

I also replace the axes (either type) with some logs.  A carpenter can turn them into training axes very quickly.

Sand and milk are very useful, since both cost 1 point on embark and have a free container.  I turn 10-15 sand into serrated glass discs for trade goods, and the milk into cheese for roasts.

Turkeys produce more eggs than any bird except chickens, and they're larger than the chickens.  Good for egg roasts early, then let the eggs hatch to get a huge mass of turkeys you can butcher for meat, bones, and skins 3-5 years down the road.

JMZ

5
DF Dwarf Mode Discussion / Re: What Luck!
« on: May 24, 2011, 10:35:59 pm »
The Good: Volcano with tetrahedrite, hematite, galena, 2 types of sand, clay, and layer obsidian all exposed on the surface.
The Bad: Scorching saltwater biome, no surface water.  But I do have wild WATERbuffalo.  ???
The Ugly: It's an island at the Northern edge of the world map.  Lots of stuff to work with, but I will never have traders or invaders  :(

JMZ

6
DF Dwarf Mode Discussion / Re: Military Training EXP Analysis
« on: May 24, 2011, 10:26:45 pm »
Jumping in with some early analysis of my own.

Teacher, Student, and Concentration all seem to increase by a fixed amount for demonstrations.  The teacher gains a fixed amount in the skill being taught (half as much as they gain in Teacher), while the student gains a variable amount based on all 3 skills.  I wonder if the teacher-dwarf would get improved gains for teaching more than one dwarf at a time?

Observer trains during sparring (and real combat), and presumably gives a boost to EXP gains.  Can't be proven without detailed combat logs and more detailed tracking of EXP gains, though.

Conclusion-jumping:  Good teachers should go in the military early, good students/concentrators should join later.  Observation makes sparring (and combat) a better learning experience.  This was something I already believed, but now there is SCIENCE! to back it up.

@krenshala:  The point is to test our beliefs.  Sometimes we are proven wrong.  Just because "everybody knows" doesn't mean we're right.

Regarding Leadership, I've only ever seen gains on militia captains.  This doesn't mean other dwarfs can't gain it, I've just never seen it.  Having the leader of a squad gain Leadership makes sense, but sense and DF have a very tenuous relationship. 

JMZ

7
DF Dwarf Mode Discussion / Re: Military Training vs Designations
« on: May 24, 2011, 08:14:19 pm »
This is very interesting.  Thank you for doing !!science!! on military training.  I'm sure this will prove very useful to those of us who don't use danger rooms.

JMZ

8
DF Dwarf Mode Discussion / Re: What have you learned today?
« on: May 24, 2011, 01:02:49 am »
Today I learned that clowns are surprisingly easy to deal with - if you take steps to prepare for them.

This describes EVERYTHING in DF.  The problem is figuring out which things to prepare for first. (HINT: Booze is #1.  Everything else you will probably get wrong eventually, resulting in !!Fun!!)

I learned that *large, serrated steel discs* will at least triple the number of hauling jobs after a siege.  I really need to work on a Dodge This!(tm) trap.

JMZ

9
DF Dwarf Mode Discussion / Re: Surface rock
« on: May 24, 2011, 12:38:19 am »
Building and removing a wall or floor should cause the boulder to revert to the surrounding soil type, which will let you build farm plots over it.  There is no way to harvest the boulders for stone.

JMZ

10
DF Gameplay Questions / Re: Smelter broken! Please help.
« on: May 24, 2011, 12:19:13 am »
You can assign any dwarf to be the manager, at any time.  If you have fewer than 20 dwarves the jobs are automatically approved.  Your manager will need an office, even though he will never spend any time there.  If you have 20 or more dwarves, the manager will have to spend time sitting in his office with the task "manage work orders" before the jobs will be approved.  Dwarves who "like new ideas" make good managers, dwarves who "hate intellectual discussions" make very poor managers.  The organizer skill affects how fast jobs get approved once the manager starts managing.

For an early fort, just make a chair in your dining room into a 1x1 office, assign any dwarf who is at least neutral on intellectual issues, and start issuing jobs.

JMZ

11
DF Gameplay Questions / Re: What is lead good for?
« on: May 23, 2011, 05:42:08 pm »
the romans didn't use lead because it was an incredibly sharp material and held an edge well, they used lead specifically BECAUSE it was a soft metal, and would break off after one use, so they couldn't be picked up and thrown back at the legionnaire who threw it =P
Actually no.  They used it so the tip (which was 12+ inches) would bend after penetrating a shield, making the shield heavy and unweildy, slowing their enemy down... that it was useless to be thrown back was a nice secondary effect.

My point wasn't that it's ginsu sharp, my point was that historically lead was used in weaponry.  I'd have mentioned lead shot for slings and such, but DF doesn't have those weapons.

What about lead boulders for catapults?

Actually actually, lead was used to add weight to projectiles (javelins and darts) so they would have more impact, and penetrate deeper than a lighter weapon.  The bending was caused by the shape of the bronze or iron head, which was a large blade with a very thin piece of metal connecting it to the shaft.  When the point was stuck in something, the weight of the shaft would cause the thin spot to bend.  Lead blades or javelin tips would be about as useful as soft butter.

Lead shot, for slings, cannons, and guns, is about putting the most mass in the smallest place for the least money.  Just like in DF, platinum would be a more effective material, but the cost is prohibitive.  Also, slings and (early) cannons often used stones because they were cheaper and more readily available than lead.

You can fire galena boulders from a catapult, but pure lead won't count as a boulder, so your siege operators won't use it.

JMZ

12
DF Gameplay Questions / Re: Planting / Seeds
« on: May 23, 2011, 05:02:48 pm »
1 seed per plant from brewing/eating/processing/anything that isn't cooking.  A stack of plump helmet [5] will produce 5 plump helmet spawn whether you brew it into dwarven wine [25] or let 5 dwarfs eat the plumps for dinner.  Process pig tail to thread and you get just as many seeds as brewing it into ale.

Planted seeds count towards your 200 seed cap, and show as red in the stocks menu.  Seeds traders have also show as red.  If you expand the list with <tab>, planted seed show as light blue.  The cap is 200 seeds per type, so you can have 200 plump helmet spawn and 200 pig tail seeds and 200 rock nuts and ... you get the idea.  The seeds go in bags, then the bags are put in barrels, so keep a few extra of both around when doing a lot of farming.

There are a few plants that do not produce seeds at all.  Muck root, bloated tuber, and valley herb are the ones I can think of off-hand.

JMZ

13
DF Gameplay Questions / Re: Farm Animal Mortal Combat
« on: May 23, 2011, 04:53:43 pm »
Actually, I've shifted to more small pastures, especially for large grazers, because they spend a lot of time walking in larger pastures, which tramples the grass.  I try to keep grazer numbers low, and large grazers down to a breeding pair and a couple of offspring.  Rotate them through 4 or 5 small pastures and the grass has time to regrow, my haulers have something to keep them busy, and max 2 animals per pasture keeps them from fighting.  Cats get assigned to a food stockpile, dogs get 1x1 pastures near the entrance, most other non-grazers go in a cage.  Wild grazers don't need to eat until you tame them, so wild horses and moose (mooses? meese?) can stay in a cage or get dumped in a breeding pit.

JMZ

14
DF Gameplay Questions / Re: Distractions
« on: May 23, 2011, 04:44:53 pm »
Dolomite has the highest melting point of any stone except raw adamantine, so it would be your best bet against fiery clowns. The best materials are dragon leather and bone, but it's difficult to get a door made of those.  Then addy, dolomite, periclase, fire imp, alunite, chromite, bauxite, and obsidian.  If you're really worried about fire types.  Wood doors would burn but shouldn't melt, which might also buy some time.

If you channel over one of the doors and dump a sock in the doorway, the clowns will stop.  They get confused if they can't make a dramatic entrance because the door is propped open.  Relevant thread here.

JMZ

15
DF Gameplay Questions / Re: Farm Animal Mortal Combat
« on: May 23, 2011, 09:55:41 am »
Does the pasture overlap a meeting area?  If so they will try to be in the part that is a meeting area, regardless of how big the pasture is.  Otherwise, put them in separate pastures.  A 3x3 field should be more than adequate for each of them.

JMZ

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