Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gobbopathe

Pages: [1] 2
1
Just goes to show you can always learn something! I've never realised you could have more than one order per month... I've basically been only setting one squad member to train all these years <_>.

No until then you've set one squad member minimum to train. Which is not as bas as you said, but not as efficient as proposed by the OP.

By the way thanks for the guide, I learned exactly the same : didn't know we could set several orders the same month.
Just your link here does not redirect on the page you wanted I guess

Quote
Set a material preference if you want*, and set it so bolts are used for both training and combat. I generally have enough ore that it isn't hard to mass produce copper bolts. They will gum up if bolts for training and combat are different, here's the bug report: www.bay12forums.com/smf/index.php?action=post;board=11.0

2
DF Gameplay Questions / Tweaking animal breeding
« on: June 15, 2013, 05:51:18 am »
Hello fellow Dwarfplayers

I have a question about breeding. I encaged some crundles, trained them and built some nests to let the females put their eggs in it. Of course cooking crundle eggs is forbidden.
But I noticed afterwards the crundles do not have the CHILD token, so they can't give birth.
I added manually in the raw file the [CHILD:1] token and waited several months but could not see any baby crundles.
How is calculated the gestation period ? (I could not see any token for that). Is it a fraction of the number after CHILD ? By the way I assume it is in years, here a crundle should become a child one year after birth, right ?
Do I need to add the baby token too ? (not mandatory if I refer to the wiki)

Maybe the token would be taken into account only for new eggs ? New crundles ? Or a new DF game ? Or maybe only after generating a new world that would integrate this modified raw file ? (sorry I am a totally newby in tweaking)

Thanks for your answers

3
DF Dwarf Mode Discussion / Re: Magma Smelters
« on: April 26, 2012, 09:58:20 am »
Sorry, I just ask to be sure, I have always read that fortification is a good way to prevent such an event, and to
Quote
block creatures from passing through

I quote the wiki
Quote
Fortifications are a special type of wall. They allow the passage of projectiles [in and out] and liquids, mist, steam and smoke, but not creatures

The exception would be vermin.

4
Thanks for the ideas

5
DF Gameplay Questions / Re: Stunties unenthusiastic about training
« on: April 12, 2012, 11:04:30 am »
Quote
I set a training schedule and reduced the number of dwarves required to four across all months.

That part of the wiki is wrong, there is a misunderstanding about this feature. The number you configure here is not the minimum dwarves to start your order (here, training), but the minimum dwarves to actually do the job, which is a bit different :
1) wiki says : if you do not change it to less than 7 (in your case), dwarves will never train
2) truth is : if you change it to 4, minimum 4 dwarves in your 7-squad will train. Never less than 4. But 5, 6, 7 dwarves can also spar.

Consequence : if I "forget" to lower this "minimum" (and that is what I always do for training schedules, I keep 10), the 7 dwarves will always spar alltogether, and no dwarf will leave training (just to eat/drink/sleep)

That's a first idea, but it does not explain why your dwarves are so long levelling up. To train, the most important is teacher's weapon skill (and if you have a good fighter with teacher skill, good to you).
Imagine you have 7 dwarves, only one good and the others with no experience. It doesn't seem the squad levels up quickly : often bad dwarves do lead demonstration, and of course they have nothing to teach.
That's why I prefer to define 2 dwarves squad : a very good one and a bad one. There is only one possibility, the good one will always train the bad, et the latter will level up quickly.

I take 2 dwarves with max weapon skill and shield skill for the embark, make them train together in a 2-dwarves squad from the beginning. They become axelord in one year. After that each axelord leads a 2-dwarves squad to train a newbie, and you get after an extra year 4 legendary soldiers, ... you double each year with this solution

6
ok, good info

7
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 12, 2012, 07:10:54 am »
Dammit, thanks

8
Reply to Gareath
I understand, but I like the way hunters improve marksmanship and being useful to several industries.
My solution is (like it was suggested above) to isolate hunters once they reached a fixed threshold in skill and make them train permanently inside the fortress, not taking risk anymore.
Then the outside hunters would be dwarves I do not care (a lot), the others are well protected (and not hunting anymore)

Reply to humblegar:
thanks, your proposal are quite similar to above : training is enough.

But you confirm there is no way to make a hunter rush properly inside a fortress even if an enemy is visible ?
Maybe a solution is what you write at the end : having marksdwarves patroling instead of hunters. Just to be sure : wild animals killed by markdwarves will be processed in butchery as if it was killed by hunters, right ? In this case I have to specifically attack wild animals via the squad menu, or patrolling is enough ?

Thanks again, and sorry for my poor english, which is not my mother language

9
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 12, 2012, 04:34:43 am »
Is there a simple way of constructing flux stone blocks in masonry without having to mass forbid any other stone in my fortress ?
Simply to store flux stone blocks in bins close to my steel industry instead of having a quantum stockpile by dumping it.
The mass forbid solution avoid me to craft in parallel stuff from other stone from instance, etc...

10
Right, that's interesting ! So even stationning or even training dwarves stop doing it and shooting at any visible enemy, that's good.
Then I should build stuff like statues in the middle of my tower, thanks

11
Thanks for your answer, which confirm my fears (only long solutions)

Quote
And even in this case I would like to be sure that once inside the tower, the "attack" active command would not make exit my dwarves in case the goblin moves out of range.

And what is your opinion about that ?

12
Hello fellowdwarves

I have a military question. I have built a standard 2 z-level fortificated tower surrounded by a moat in front of my main entrance, with food and ammo stockpile in it, accessible from below.
I defined a "safe zone" as a burrow in case of invasions (which contain tower) : civilian alert makes civ dwarves comes inside correctly.

I would like my hunters to rush in the tower in case of invasion to shoot at enemies from inside.

I have defined a squad with all my hunters in it, leaving them in inactive, letting them to hunt when no goblin creeps around.
When an ambush/siege is declared, I would like them to stop hunting and rush in the tower. So I defined a specific burrow containing only the tower. And scheduled for an "invasion" alert the order to defend this burrow.

But I have the feeling that in this case hunters do not rush inside the tower, preferring trying to shoot at (or even worse, using crossbows as blunt weapons) in open land, resulting in mass hunter jam. I guess they try to defend burrow by attacking any visible enemy on the road to the burrow/tower.
I also tried instead of using passive "defend burrow" command through schedule, to give the active "move" command to that squad, but the same : my hunters do run through open land to attack any visible goblin. Maybe only a couple of them already close to the main entrance of my fortress reach the assigned goal. And even in this case I would like to be sure that once inside the tower, the "attack" active command would not make exit my dwarves in case the goblin moves out of range.

I wonder is there is a correct solution for this to work, but maybe there is a better solution than mine. Having to assign individualy each hunter to the tower burrow each time an invasion is declared would be a pity, and I am even not sure the effect would be different. Another solution would be to NOT create a hunter squad : they would be considered as civilians and would be affected by the civilian alert, and once hunters are inside, create the squad by assigning each hunter in it and command them to go to the tower. Pity again.

Short question : is there a way to ask military people to reach a specific point as fast as possible without attacking met goblins on the road.

Thanks to you !

13
DF Gameplay Questions / Re: Mist Radius / Waterfall height
« on: April 05, 2012, 12:52:22 pm »
Thanks once again, have a good day

14
DF Gameplay Questions / Re: Mist Radius / Waterfall height
« on: April 05, 2012, 12:46:40 pm »
Thanks for your answer.
You write "random", but is it a fixed random value or does it vary over time for a given waterfall ? (I guess the second option)

15
DF Gameplay Questions / Mist Radius / Waterfall height
« on: April 05, 2012, 11:55:23 am »
Hello fellow dwarves.

I just have a quick question : could you tell me what would be the radius for a mist generated by a 1 z-level waterfall ? A n z-level waterfall ?

Thanks to you

Pages: [1] 2