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Messages - Urist McShire

Pages: 1 ... 14 15 [16] 17 18 ... 22
226
DF Dwarf Mode Discussion / Re: Inheritance might be working now.
« on: September 09, 2014, 01:45:01 am »
I had a fortress in v.40.08 where my founding miner became queen of my civilization soon after the start of year two. I was constantly under siege by goblins and it wasn't until about year four that I was able to get a 'liason' and caravan in. Apparently the goblins had been doing a good job of conquering our sites over the past few years, though mine was still going strong what with its steadfastly closed gates.

227
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 09, 2014, 01:42:16 am »
Dealing with an overall decrease in FPS from 120 to ~40 or so due to forty dwarves being in the military and practicing and from a constant boom of animal births. I'm starting to have more sheep, grizzly bears, foxes, and cows than I know what to do with, and my stockpiles can't hold all of their bones, fur, and meat even if I were to slaughter them all except for two children of the proper genders to supply breeding pairs.

Meanwhile, I've been inviting the goblins to come and say "Hi!" by exporting loads of valuable goods, but I haven't been getting a single siege or ambush. Now I'm not quite sure if I embarked upon an island that just had me, the elves, and humans on it or not, but the kobolds have been coming by to say hello.

Perhaps I should just piss off the elves to give my militia some live training when going out and killing coyotes, badgers, and giant wild boar doesn't promise enough excitement.

228
DF Dwarf Mode Discussion / Re: Dwarves at war
« on: September 08, 2014, 05:44:58 pm »
That's harsh. I've had a fire-breathing snail megabeast before, and a FB made of fire, and a green dragon, but I can honestly say that in all the forts I've done I've never seen the feared deady dust beasts. I'll continue to count myself lucky.

229
DF Dwarf Mode Discussion / Re: Dwarves at war
« on: September 08, 2014, 05:29:22 pm »
Well... right now, it doesn't make a huge difference how I do this, because just after getting the chute set up, my civilisation crumbled to it's end... Something about a fire breathing giant bat I think

So your fortress fell? How did it happen?

230
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 08, 2014, 11:35:57 am »
Decided that I didn't have enough meat and that my military was sitting idle a little too much. Instructed my swordmasters to go out and kill a pack of giant wild boars to celebrate our becoming a barony. Now my chef is making masterpiece giant wild boar roasts.

Let us feast!

231
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 07, 2014, 08:47:08 pm »
Loving my newest embark. Casseterite, tetrahedrite, malachite, lignite, bitumous coal, limonite, hematite, and marble all within six z-levels of the surface stream, both up into the hills and down into the earth. Trained my smiths up on copper and bronze and now they're working with steel all before a major invasion has come. I forsee good things with this fort.

232
DF Dwarf Mode Discussion / Re: Badly interpret your reports!
« on: September 05, 2014, 02:41:25 pm »
Couldn't your miner have used her pick?

Probably, but she (hadn't noticed that my miner was a female) chose not to. Just like my Spearlord chose not to use his spear, it was a fist fight after all.
It wouldn't have been fair, the Giant Olm didn't have a weapon

We create magma flood chambers, drowning pits, spear trap halls of death, coliseums, crossbow bunkers, archery towers, pens filled with giant war tigers, and train up legendary combat dwarves in order to beat up kobold thieves and wood-armed elves. Since when do dwarves fight fair?

233
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 05, 2014, 02:19:28 pm »
I have had the same weaponsmith create two artifact weapons. One was simply an iron spear, with no glitter to it, and the other was an iron shortsword. The shortsword had glitter, but it was iron, and at the time I was working with steel.

WAIIIIT, dwarves can't create two artifacts in their lifetime, only one. Unless you savescummed to reroll the artifact RNG.

Pretty sure it was the same dwarf and I didn't reroll the artifact with the RNG since I didn't save-scum. He's the only dwarf I've got with any skill in weaponsmithing and the only one with the labour enabled. The iron spear buffed him to Legendary in the first place.

I'll have to double-check that later.

234
DF Dwarf Mode Discussion / Re: New uses for lead?
« on: September 05, 2014, 12:41:17 pm »
I use lead to make goblets and sell them to the Elves. Let the bastards die slow painful deaths from trading their fruits, berries, and tamed animals for my more 'ethical' works.

235
DF Dwarf Mode Discussion / Re: Dwarves at war
« on: September 05, 2014, 12:15:17 pm »
I learned about them to clean up a large workspace for my forges and smelters and create a number of quantum stockpiles so I wouldn't make massive stockpiles filled with rocks, blocks, or bars just taking up space.

236
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 05, 2014, 11:49:08 am »
I have had the same weaponsmith create two artifact weapons. One was simply an iron spear, with no glitter to it, and the other was an iron shortsword. The shortsword had glitter, but it was iron, and at the time I was working with steel.

237
DF Dwarf Mode Discussion / Re: Dwarves at war
« on: September 05, 2014, 11:26:33 am »
Since it's his first time using minecarts, I think making a 100 z-level ramp track down is a little too ambitious a project until he's got the basics down.

238
DF Dwarf Mode Discussion / Re: Dwarves at war
« on: September 05, 2014, 12:40:01 am »
Working on the chute now... That'll free up an extra guy. How do I set up the minecart?

To set-up the track you are going to want one of two options. The first is to build the track (as a construction) and the second is to carve the track (into stone, through the designation menu). If you have a stone floor, carving the track is what you want.

I'm not sure how you're oriented, but let's assume that your track is running west-east with the chute at the east end.
S=hematite stockpile
-=track
X=track ends
O=chute

SSS
SSSX----------------XO
SSS

Once you have that completed, you're going to go 'b' 'C' and built Track Stops on either end of the track. These are going to require a dwarf with the mechanics labour enabled, but it will not require mechanisms, so don't worry about having to have any of those on hand. So your track will then look like this.

S=hematite stockpile
-=track
Q=Track Stop (construction)
O=chute

SSS
SSSQ----------------QO
SSS

When you're building the TS at the end point closest to the chute, you will see that there is a little bit of information in the sidebar while track stops are being placed. It will talk about friction and dumping, and by default friction will be at its highest point (stopping the minecart) and automatic dumping will be disabled, thus forcing a dwarf to come by and dump the minecart's contents himself. You don't want that, so hit the 'd' key until it says to automatically dump its contents on arrival to the east. This will then dump everything in the cart into the chute one square to the east of the track. The default settings can be left as is at the 'input' track stop.

Congratulations, you've built your first minecart track! However, it won't do anything yet besides sit there and look pretty. This is where the hauling menu 'h' comes into play. Create a new route, and then define stops on the route by pressing the 's' key first on your input track stop, and then on your output track stop. It'll give you yellow exclamation mark warnings at the start because the direction is incorrect. Highlight the stops and hit enter in order to edit them. You'll want to hit the 'd' key to change the direction you want the minecart to travel when it leaves that stop. So since the first order will say to 'Guide North immediately when full of items', you want to hit 'd' until it says 'East'. You can also hit 'p' to change it from guide mode to push mode. Guide mode has a dwarf pushing it from behind along each piece of track, while Push mode a dwarf comes along, gives it a shove, and the cart goes down the track until it reaches a track stop with high friction or hits something that makes it stop. You've now set the direction you want it to go when it's full, but the route doesn't know what it's supposed to be hauling. You then have to make a stockpile link so that it knows from which stockpile to take from. Press 's', then move your cursor to highlight your hematite stockpile, and hit 'p'. That makes the link. Then hit enter, and pick out hematite and/or any other ores or economic stones or whatnot that you want the minecart to take. Now hit escape to return to the main hauling menu, cycle down to stop 2 on your route, and hit enter to edit it. Hit 'x' three times to delete the conditions, then hit 'n' to add a new one. Change the direction to 'west', and you can either have the dwarf guide or push it.

Now your track is setup with all of its orders, but you still need a minecart for it all to happen. Go back to the main hauling menu and highlight your route. Press 'v' to assign a vehicle, scroll until you've got the minecart that you want (you'll need to have one built previously out of wood from a carpentry shop or metal from a forge), and hit enter to assign it. Your dwarves will the haul the vehicle to the input stop, and then start filling the cart up with the desired items from the input stockpile and sending it on its merry way. Bonus: you now have a quantum stockpile of hematite.

Make sure that there is an appropriately designated stockpile at the bottom of the chute, though, or else your dwarves will start hauling what just fell 100 z-levels back up to the input stockpile, loading them into the minecart, and sending them down the shaft again.

239
DF Dwarf Mode Discussion / Re: Dwarves at war
« on: September 04, 2014, 07:19:39 pm »
I've only started using minecarts on my current fortress. Once you get used to setting them up they're really handy to have. If you don't want a 100z-level chute, you could make your dwarves create a 100z-level winding track down and have them push it so that it goes down on its own and then guide it back up to the top when the cart reaches the bottom, but that involves manual dwarf labour.

240
DF Dwarf Mode Discussion / Re: Dwarves at war
« on: September 04, 2014, 06:46:37 pm »
Or instead dig a 100x-level chute down, set up a minecart track next to the chute, and tell it to dump in the direction of the chute. All of the hematite stored in the cart will be dumped down the hole and ready to be used for your smelting and smithing needs.

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