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Messages - SlyStalker

Pages: 1 ... 12 13 [14]
196
DF Gameplay Questions / Re: Discipline Skill
« on: September 30, 2014, 11:00:08 pm »
Hm. So this skill is tied in with the morale system?

197
DF Gameplay Questions / Discipline Skill
« on: September 30, 2014, 10:10:58 pm »
I noticed that the 'Discipline' skill was added recently. What does it do? My soldiers are nearly Legendary in it, but does that help them in any way? It seems to me like it makes them spar during training and do their individual combat drill when not in training more. When they just started out they almost never sparred, but now that they are almost Legendary, sparring is all they do. If I'm right about how the skill makes them spar more, does anyone know how to boost it faster?

198
DF General Discussion / Re: Dwarven Science: EXP Gains (0.43.13)
« on: September 30, 2014, 09:30:16 pm »
Um, you have the version as 43.13, just noticing.
Isn't Dwarf Fortress 0.43.13? Or is it a convention to leave off the '0.' at the front?

199
DF General Discussion / Dwarven Science: EXP Gains (0.40.13)
« on: September 30, 2014, 07:43:04 pm »
Using DwarfTherapist, the EXP gains that dwarves receive were observed. Apparently the material nor the quality of the completed item contributes to the EXP gain in any way at all. All these EXP gains are flat bonuses, regardless of any other circumstances. All items were made three times to make sure.

1. Forge Iron Spear: 60 EXP
2. Forge Copper Spear: 60 EXP
3. Forge Iron Helm: 60 EXP
4. Forge Iron Bolts: 60 EXP
5. Forge Copper Bolts: 60 EXP
6. Make Bed: 60 EXP
7. Make Barrel: 60 EXP
8. Make Door: 60 EXP

Not all items were tested, but it's safe to say that they all have the same yield. By simple mathematics, for a completely unskilled dwarf, it would take:

9 items (total) to reach Novice level
19 items (total) to reach Adequate level
30 items (total) to reach Competent level
44 items (total) to reach Skilled level
59 items (total) to reach Proficient level
...
300 items (total) to reach Legendary

The fact that all items give the same EXP means that the most cost efficient way to level up your dwarves is to keep pumping out the cheapest items (spears and flasks for metalsmith/s for example).
I hope someone out there benefits from this.

200

+++ 24th Granite, 253 +++

Progress is good, and the basic areas have been cleared out. All food is safely indoors and the excavation of a dormitory has been started.



A small undercover area has been mined out for the future construction of a Trade Depot, where trade caravans will be received. Adjacent to this is a small guard house, which is placed conveniently next to the main entrance. Morale is lowering among the expedition due to a recent snow storm, but Vucar is not worried. His dwarves are tough and hardy, and can shrug off a lot more than just a snow storm.


+++ 10th Felsite, 253 +++

The spring thaw has come! The fortress is looking good so far, and all the outpost needs now is a dedicated mess hall and a barracks, along with its armoury. Danglebanners will soon take up arms! Nothing of note has happened, though.



+++ 14th Malachite, 253 +++

All is well. Every single room has been dug out by the lone miner. Vucar eagerly awaits fresh arrivals.



201
Major Vucar Rimtarshadmal was summoned by the Board of Generals, a collection of the highest-ranking commanders in the whole of the Imperial Dwarven Army.

"The enemies of our dwarven empire are both numerous and terrifying," began the commander-in-chief, "and it has come to our attention that we must establish an outpost further south for our military to protect the mainland from attacks being mounted from that direction. Major Vucar Rimtarshadmal, you are hereby tasked with establishing this much-needed outpost at once. Take four of your finest soldiers and the necessary supplies and be ready to embark by the 1st of Limestone. Your journey will take six months to be exact, arriving on 1st of Granite at your destination."

"Sire, with only five dwarves, including myself, it will be hard work to set up the outpost. Is it possible for me to take more dwarves?" Vucar pleaded. He knew it was protocol to embark with at least seven dwarves.

The generals exchanged looks and there were nods all round. The commander-in-chief spoke again, "We suppose you could take two completely useless and expendable peasants to aid you... yes, that is what you shall do. Assemble your troopers and the two peasants and be ready to embark by the 1st of Limestone. Good luck. You are dismissed."

Greetings, and welcome to my part-playthrough part-story! It is my first go at something like this, but I hope that you will enjoy it. I will post on a regular basis about how the fortress is going in a sort of story/narrative form. I don't think I'm very good at DF in general at the moment, so if you see something I should improve on, please post here! Also post here if you have a suggestion for the fortress, e.g. "Build a lava pit!" or "Build a massive vault with gold and shiny stuff inside!" etc. etc.

On embark, I will take five dwarves with military skills (Feb and the four our soldiers) as well as the two skill-less peasants. Basically, this fortress will be a military outpost, and every dwarf must be in the army (excluding those two peasants). Also, no personal bedrooms for the grunts. Private quarters only for officers and high-ranking troopers. Feel free to suggest some more restrictions/rules.

EDIT: You may notice some... erm... references to some other, non-DF stuff a little later.

+++ 1st Granite, 253 +++

After a grueling trek, the group have finally arrived at their destination. The two peasants were quite cold, as they were not fore-warned of the 'slight chill' here.



Vucar was very glad to have brought a load of logs with them, as he could see that the vegetation was indeed very sparse. He also congratulated himself on making it all the way here. Once he got over himself, Vucar immediately ordered the construction of Danglebanners to begin. He wanted all the supplies inside as quickly as possible, so they would not freeze up. More importantly, though, a place to sleep must be quickly cleared out if they were to survive until the autumn caravan that the generals promised would come with supplies and other goods. They would most like charge exorbitant prices, but what could he do about it? He set aside these thoughts for later, and put his back into working for the glory of the Empire.


202
DF Gameplay Questions / Re: Troop Training
« on: May 27, 2014, 03:10:45 am »
Thanks for the advice, everyone. One of the problems I'm having is that there are mainly two schools of thought on training. The first is to bring drill sergeants on embark, and the second is to focus on sparring. I'm not too sure on which one is more appropriate.

@fricy - So you're saying that I need to have the archery targets inside my barracks/training area, and they must be defined as rooms within the barracks?

Danger rooms are a bit too exploity for me 

203
DF Gameplay Questions / Re: Troop Training
« on: May 26, 2014, 03:10:47 am »
Thanks for the replies!

@Flare - I like the wooden bolts/arena idea. I supppose it wouldn't really be an exploit, because it's not a glitch... And with the archery targets, I just set them up as a room, define the shooting direction and tell both squads that they can train there. They do actually go there occasionally, but not enough for some major skill increases, I'd say.

@Larix - Both of my squads are correctly attired, have proper ammunition (wooden for training, metal for combat; this part works) and now have the hunting labour disabled. When I said that I cross-trained them in the hammer skill, I meant that I gave them hammers for a little while, until they gained some skill in it, then replaced the hammers with crossbows, so they only have a crossbow as a weapon, not both a crossbow and a hammer. And about your tip about putting them on 'Inactive', I did that (and turned off all labours), but only a couple dorfs practised, and only occasionally. The rest were described as lazy in their dwarf description.

@Victor6 - I tried danger rooms, and they were too exploity for me personally. I do also have every single thing I need for my Marksdwarves (ammo, quivers, crossbows).

I was actually quite excited when a titan appeared, so that I could train up my guys, but it was felled by a (un)lucky shot to the head.  :-\ On the other hand, it was about to enter my fortress, so maybe it was a lucky shot.

204
DF Gameplay Questions / Troop Training
« on: May 25, 2014, 05:33:55 am »
Hello everyone,
I've played DF for a while now, but I guess I'm still new compared to a lot of you guys, and I was just wondering how to train my dwarves faster with exploits or anything. I've read a bunch of stuff, and so to make my melee dwarves spar more, I've scheduled the training so that there are 5 'Train, 2 minimum' orders instead of a 'Train, 10 minimum' order every month. This seems to work alright, I guess, but it's been a really long time and the highest level there is Talented.  :-\
I've also found that a Marksdwarf militia blob works well, but I want a professional core of archers, so I've got two squads of them. I've also cross-trained them in the Hammerdwarf skill a little, so now they're all at least Adequate in that one. Problem is that they almost never go to archery practice. I have eight targets properly set up, all within very close proximity to my barracks areas. They also have all the necessary equipment. I read somewhere that you have to set them to 'Inactive' so that they train by themselves, so I did, but they never train, they just idle around. I also tell them to do some hunting while they're on break, but they do nothing after picking up all the equipment they need. Is this a bug?

205
Although entertainment of Amberfortune's warriors are rather... low priority, the captured goblins should be caged up and released in Amberfortune's very own colosseum, where they (and other captured prisoners) will be pitted against wild animals and beasts, to be torn apart savagely.

This fort is awesome! Posting to watch.

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