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Messages - WoobMonkey

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586
DF General Discussion / Re: What Would Urist Do?
« on: November 20, 2013, 12:44:08 pm »
Wow, a necro and a derail, all in one post!

You, sir, win the DF forums.

587
DF Dwarf Mode Discussion / Re: Debating on making a DF Tutorial series
« on: November 20, 2013, 12:26:53 pm »
There are already a bazillion newbie tutorials, all over YTube and Twitch.

And most of them are completely stupid, incomplete, or downright wrong.

IMHO, what is needed is less of a 'how to start' tutorial, and more of 'how to start with a major goal in mind' sort of tutorial.

For example: if one plans to use minecart QSPs, it's best to plan for them before even starting digging.  If one is aiming to embark on a dangerous map (haunted/terrifying), is it more important to bring military to hold the surface, or to turtle up in a hurry, and rush the caverns?

I, personally, learned much more from watching through SnarlingUrn (CapnDuck) than from the DFVIDTUTS series'.  Andrakon's and your Single-Pick Challenge videos were more informative (and entertaining) than anything done by 5ippycup or RiotHouseLP.

I would suggest, instead of doing a straight up tutorial series, instead doing a few different embarks in different situations, and simply explaining what, and especially why you're doing what you're doing.

Also, bonus tutorial points for not wasting time with Dwarf Therapist; once I learned my way through the UI, I started finding it faster and easier to use than DT - and probably a little dwarfier.

If I were doing tutorials, I'd do one on a calm/mirthful biome, detailing the hunting/butchering/leatherworking/food processing industries.  I'd do another on a savage desert with a volcano, to show glassmaking, metalworking, and clay (as well as military, perhaps).  And, finally, a challenge embark - something like FurnaceClans, where the surface is lost from the start.

I recommend checking out Arumba07's 'Ideneral' fort; he's got a knack for explaining things that gets to the heart of the matter.  Sadly, he seems a little obsessed with DFHack and Quickfort, as opposed to DF itself; but still a good watch, if you're looking at how to do a tutorial in an informative, breezy, and fun way.

Just a couple more pennies for the pile.

588
DF Gameplay Questions / QSP - minecart vs. zone?
« on: November 20, 2013, 11:35:05 am »
Hey all -

Has anyone done the !!SCIENCE!! on the pros/cons/interesting points of Quantum Stockpiling with zones vs. minecarts and stockpiles?

My visceral reaction is that , despite using more materials and time to set up, minecarts dumping to a 1-tile stockpile are more efficient (and less micro-manag-ey) than mass dump/reclaiming items (especially raw materials, like stone, ores, and wood).

But has anyone done a controlled experiment?  It feels like a minecart track, 2 stockpiles, and some wheelbarrows are more controllable, with less hassle - but is that setup as efficient, in dwarf actions, than just setting a garbage zone and dumping?

Please forgive me if this has been covered in detail elsewhere.

589
DF Community Games & Stories / Re: Competitive Dwarf Fortress
« on: November 20, 2013, 01:36:59 am »
When do we start on this?

590
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 20, 2013, 01:36:01 am »
Pretty sure it was sphalerite.  If you found cassiterite; awesome - bronze is good enough to outfit an army.  Brass is decent, however, for leveling up a metalcrafter, and buying the entire caravan. 

One of the reasons the bar stock is low, is that I made up some bronze disks to trade, last fall - we needed the supplies pretty badly.

As to hiding behind the walls - who did that?  Not once, did I raise any bridges, and in fact I put an extra hole in the defenses, to expedite trade.

591

That's fine, though we should keep this thread active in the meantime. What's everyone's plan for defeating weaponizing the husk menace?

There, FTFY.

592
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 20, 2013, 01:24:45 am »
Yeah, umm... there's no bars.  Like, none none.

...which is why I focused on armor over shields and weapons.

I had just started digging out some copper veins when my turn ended.  There is sphalerite on the map, somewhere; I'm pretty sure I saw it, in one of the cavern levels or something.  There's also candy a-plenty.

593
Are you trying to pull water up through a staircase?  Make sure you've channeled out the tile from which the pump is pulling water.

Otherwise, I dunno.  works fine for me.

594
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 19, 2013, 08:55:27 pm »
Everything is QSP'd, that's my point.  Where you see wheelbarrows are piles that are picking up either stone, or ore, feeding a minecart, and dumping into a QSP.  Check the routes information.  Like I said, I micro'd the hell out of all of them.

The only piles that aren't Quantum are the trade goods pile (by the depot; accepts only tradeable items, fed from workshop OUT QSP line), the food piles (separated by type), and maybe a couple that I haven't gotten to separating yet.

Basically, all raw materials are either going into the Wood/Stone QSP line on the workshop level, or the Ore/Economic/Clay/Sandbag QSP in the foundry.  All outputs from all workshops in an area are feeding into their respective QSP lines (except food processing, of course), which are then feeding disparate parts of the fortress.

Remember, we have 5 picks to 40, not 80, workers.  And each one of those workers needs to be busy elswhere, rather than ineffectually chipping at rock.  A pair of legendary miners oughtta be enough for now, IMHO.  What we really need is to get the clothing industry started, before everybody's everything rots off.

But, hey, neither of us is overseer anyways.  It's 4maskwolf's game now.

595
DF General Discussion / Re: What Would Urist Do?
« on: November 19, 2013, 08:14:55 pm »
Suicide by Sunshine barrel.  No more dilemma.

WWUD if he ran a convenience store?

596
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 19, 2013, 08:09:13 pm »
How are stockpiles inefficient?  Double-check what links to what, before you get too drastic with the changes, there.  I micro'd the hell out of a few of them, especially the minecart piles.

597
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 19, 2013, 06:28:57 pm »
Looks like.  BlackMuffin, care to update the OP?

598
DF Community Games & Stories / Re: IronFist
« on: November 19, 2013, 05:59:03 pm »
Name a child '<Urist> Jr, and appoint a regent from among the unnamed dwarfs?

599
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 19, 2013, 02:34:39 pm »
Okay, my turn is finished; here's the update for y'all.

Here's some pictures, in half-assed order:

http://imgur.com/a/lEQPn/all


So, it was a rather uneventful year.  We lost a miner, while I was channelling out the drop pit.  Somehow, while my attention was elsewhere, a snatcher made off with one of our babies - but happiness isn't down, and we had a few births.

We now have exactly 40 male dorfs, split into 4 squads; 2 hammer and 2 axe.  I've also set up a couple uniforms, but we don't yet have the materials to replace clothing yet, so they're 'over clothing' right now.

There was a minor food and beverage crisis toward the end of summer; turns out the main stockpile was set to take from links only.  Derp.  All is well, now.

I've started to claim the way to the river, at the south edge.  We keep getting fisherdorfs; if we need to use them, hopefully we'll be able to have a secure fishing jetty.

I didn't quite get the purpose of having both an airlock and a long, twisty entry corridor, so I dug out a stockpile for tradegoods, and a bridged shortcut to the depot.  We didn't manage to offload all our crafting crap on the dwarf caravan; the pathing was ridonkulous.  Now, once a caravan arrives, we can drop the bridge and move our stuff.  The lever just to the left operates the bridge.

I built us out a hopital, and set up a few beds, tables, and traction benches.  I also but beds, cabinets, and coffers in the main barracks.  There is also a new barracks for my squad, guarding the front airlock.

A few thieves have wandered in; they didn't make off with anything as far as I can tell.

The forges have been set up, and melt orders have been assigned to everything I could find in the stocks menu that didn't seem strictly necessary to the fort.

I was in the process of getting the cisterns filled when spring arrived.  If you have any questions about the pictures, the state of the fort, etc., just ask.

Save is here: http://dffd.wimbli.com/file.php?id=8148

600
There's a better option than surface farming.  Dash down to the caverns, instead, and get some spores going.  Cavern nasties tend to be less deadly than surface corpses; if you have enough food to wait a litte bit, you don't even have to gather from the caverns - just dig out a bunch of the sand layer, and wait for stuff to sporulate.

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