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 - Urist McShire

Pages: 1 ... 6 7 [8] 9 10 ... 22
106
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 26, 2016, 10:50:11 am »
Do you have metal ores and wood? If yes, build a wood furnace and make charcoal. Use the charcoal to smelt the ores into bars, which your dorf will then be able to use. It's better for him/her to become a legendary something than to lose that dwarf to insanity, even better if said dwarf claimed a metalsmith's forge.

Also, unless you edit the raws so that your dwarves will butcher and eat sentients (like those cursed elves do), you can't butcher the enemies you kill for bones, meat, and such.

107
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 25, 2016, 08:24:17 pm »
I haven't done an evil biome embark myself, but I would try to avoid rain and I'm not sure about whether or not reuse stockpiles anywhere re-animate or if that's just refuse and corpses that are outside.

Regardless, I would initiate a reserves program so that most, if not all, dwarves have armour and a degree of combat readiness.

108
DF Dwarf Mode Discussion / Re: Need general fortress layout advice
« on: May 25, 2016, 02:26:30 am »
I use lots of ramps, almost no stairs, and almost zero stockpiles.  I quantum stockpile inputs like stone and wood, which are more efficient to move in large quantities, but not inputs like sand, which can be generated quickly when needed.  I don't use output stockpiles at all, except for food and booze.  Made stuff stays in the workshop where it was made until it is used, traded, or melted down.  This completely solves the tied-up-container problem for virtually all resources that aren't on the food stockpile list, and it ensures that trade goods are moved to the depot ONCE, and then stay there until traded and are never moved again.  SO MUCH HAULING never happens anymore.

So, for instance, the workflow for clear glass involves 1 quantum stockpile for the wood, and 1 normal stockpile for the sand.  Ash moves from the furnace straight to the ashery, and from there straight to the kiln, and from the kiln straight to the magma glassworks, without touching a stockpile in between.  If these workshops are aligned in a row, very little dwarf movement is necessary, and NO hauling of the intermediate products.

Dangit. I should just do that instead of quantum stockpiling everything! It would save me so much time on hauling everything. The only thing I may actually stockpile besides food/booze would be ammo near my archery towers/ranges, but that's about it.

109
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 25, 2016, 02:04:55 am »
An ettin just arrived, right close to where a couple of my marksdwarves were on patrol. They shot it dead before it could move from the map's edge. Now I'm Danger Room training some human mercs that wanted to join my militia to get their armour skill up to snuff with my dwarves.

110
DF Dwarf Mode Discussion / Re: How to fortress mode?
« on: May 24, 2016, 10:42:42 pm »
Especially for those elves, making the journey without any escorts whatsoever. Who knows what perils could await an elf caravan on its way to a dwarf city...?

111
From what I can see in the raws, it takes 300 days between shears for a sheep's wool to be long enough to be sheared. So without modding the raws shearing animals looks to fall in 10 month intervals or so. I haven't played the newest version yet with the new work order system, so I'm not sure how much that helps, however I do like your automated mead/wax industry work orders!

112
DF Dwarf Mode Discussion / Re: How to fortress mode?
« on: May 24, 2016, 10:25:36 pm »
They want 50% profit on just about every transaction? Damn, those merchants are ruthless.

113
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 24, 2016, 10:19:50 pm »
Also, ice has melted under my dwarves while they were fishing. Many were killed.
Wait, what? How were they fishing if the water was frozen?

How did the first dwarven anvil get made?

114
DF Dwarf Mode Discussion / Re: How to fortress mode?
« on: May 24, 2016, 05:27:05 pm »
Farmers also manage to grow more crops per seed used as they gain in rank, so if you start off with a high level grower you should be able to avoid running out of seeds early. I know that I just reached the point in my fortress where I really have too many plants due to all my farming (3k+) so I'm putting a halt to it until I truly need to again. It also helps that I have herds of cows, regularly butcher rhesus macaques that try to steal my stuff, and slaughter elf caravans, so I'm rolling in food.

115
DF Dwarf Mode Discussion / Re: You're petitioning to join what?
« on: May 24, 2016, 10:38:04 am »
I'm pretty sure they are petitioning to join your civilization, or if not that, your fortress. They're not asking to join the name of your fortress, though, they're asking to join the name of your local government, which is the group name you picked or was generated for you at embark.

At least, that's how I've figured it for citizenship requests.

116
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 23, 2016, 11:49:10 pm »
A weresloth just popped up outside my fort. Fortunately, an entire contingent of war grizzly bears were waiting for it.

Now I just have to put down the one bear the weresloth bit, and all will be well again in Combatcloistered.

117
DF Dwarf Mode Discussion / Re: Defensive Castle Design
« on: May 23, 2016, 09:19:33 pm »
I usually always integrate some kind of exterior above-ground fortress design into my defence plans. Currently Combatcloistered is in the process of roofing over the higher interior walls while keeping the exterior walls open to the sky, though the majority of the fort and its operations are conducted below-ground.

118
DF Dwarf Mode Discussion / Re: How to fortress mode?
« on: May 23, 2016, 09:13:37 pm »
In addition, if you so choose to trade with those tree-hugging elves, if you offer them anything made of wood, clear glass, or crystal glass either as an offering or in trade, the merchants will immediately become offended and leave without further trading. It's a good first step towards fostering hostile relations between yourselves and the elves if you want them to attack, but on its own it may not be enough.

119
DF Dwarf Mode Discussion / Re: How to fortress mode?
« on: May 23, 2016, 08:03:18 pm »
Which menus are you referring to?

120
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 23, 2016, 05:40:23 pm »
Human trade caravan came to town. Decided to bring in a specific roast that I made that was too large for a pot.

"This is a stack of 192 exceptionally prepared hen egg roast. The ingredients are exceptionally minced dragon meat, exceptionally minced rye beer, exceptionally minced hen egg, exceptionally minced hen egg, superiorly minced hen egg, and exceptionally minced hen egg".

Trade value is 47,000+. I could probably buy out everything I want with this one meal alone.

Pages: 1 ... 6 7 [8] 9 10 ... 22