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 McWangchuck

Pages: 1 [2] 3
16
Oh look.  My first sig.

17
DF Gameplay Questions / Re: Automatically refilling reservoir?
« on: July 04, 2014, 07:38:47 pm »
Can't you just hook the pressure plate up to a drawbridge instead of a floodgate?  Set for 5/7, it should shut the water off before the reservoir is full, and then open flow again 99 ticks after it drops below trigger.  Unless you were burning a lot of water fast, sloshing shouldn't have much impact either. A few extra open signals only means that you might not start filling again until 3/7 instead of 4/7.

Or am I misunderstanding the question?

18
DF Dwarf Mode Discussion / Re: Apparently Lungfish can fly.
« on: July 03, 2014, 07:40:44 pm »
For real fun, give it the [IMMOLATE] tag and a high body temperature like a fire snake...though if you do, you may want to remove its ability to move through water.

Well, I guess we're a lot closer to the answer to the question "how can we weaponise this?"

19
He was our broker and the original expedition leader and in less than three years guided Roughstrike to a community of 100 beards.  All was well in the fortress, with the food situation well under control and multiple industries chugging along nicely.  Booze was never a problem, as a talented Brewer Rovod saw to that personally.  Aside from an early run in with the were-elk Leba Innahade which cost the fort a hunter and a herbalist, you had to concede he did a pretty good job.

He had just fully outfitted the hospital and supervised the completion of private bedrooms for everybody with plenty to spare.  Roughstrike had long outgrown the cramped twelve seat dining hall, but the new 11x21 Great Hall carved into a magnetite deposit had just started dishing out lavish roasts.

The curtain wall was up in the first year and the roof was well underway.  Snatchers and thieves were pretty constant and soon being supplemented by goblin ambushes, but with a dozen steel axes always training in the courtyard, the drawbridge was never raised, with Roughstrike welcoming all comers, though invaders found in that welcome a rough strike indeed.

That was the beginning of his fall.  The second migrant wave of the year 253 brought more strong backs to carry stone and ore, but it also brought the bewitchingly charming Melbil Paddletwisted.  Rovod's life was to serve Roughstrike, to keep thirsts slaked and the drawbridge lowered.  He had proven himself a capable leader and justifiably anticipated being named mayor.  It was not to be and it was for Melbil that the mayor's quarters were commissioned.

And then the bloodless body turned up.  No one cared too much, Zas was once a Fish Dissector but now spent most of her days carting stone from one pile to another.  But, no one wanted to be next.  Within the walls of the fortress was a cursed being, one that had somehow so profaned a deity that he was to sentenced to forever wander the earth with an unslakable thirst for blood.

It didn't take long to find him.  Despite the plentiful bedrooms, one dwarf had not claimed one.  One dwarf who was a former member of over a dozen different groups.  One dwarf who despite needing alcohol to get through the working day, had never even tasted Rovod's fine brewings.  The mayor.

Being overlooked for mayor was an insult, but knowing that the dwarfs he nurtured chose a creature of the night over him was too great an indignity to bear.  Oh he put up a brave front, claiming to be ecstatic with his modest quarters instead of the decent office that should have been his.  But then, with No Job pending, he walked past that infamous open drawbridge and discovered the ambush squad of goblin pikemen (pikegoblins?). He was struck down before the Axe Lords could do anything about it.

He will be missed.  You can tell by how far the happiness levels have dropped.  It was a lot, but I think the fort has weathered it without any tantrums.

Moral of the story?  Dang, I really gotta figure out how this civilian alert thing works.



20
DF Dwarf Mode Discussion / Re: Most stylish doomsday lever
« on: June 17, 2014, 04:29:27 pm »
Each dwarf gets their own atom smasher.  Station them for positioning. Atom smashers are triggered individually by their own pressure plates all along one long long hall. Lever opens floodgate and water or magma flows out triggering each pressure plate in turn. Widen hallway between plates to add delay. Bonus points for syncing the atom smasher timing to music.

Edit: just realized that plates send open signals. I guess a fixed volume reservoir at the start of the trigger hallway and a drain at the end might work, but the timing is probably going to be harder. Maybe replace the atom smashers with floor hatches that drop them into the trigger hallway?


Edit 2:  durrrr. Just realized that you want open signals. Atom smash away!

21
Can you convict them of a crime and have them dragged to a chain?

22
So, what is the purpose of bringing those two soldiers?

Yeah I usually find that there's not too much reason for bringing soldiers early on, as I've never needed that until the third migrant wave when I can make a full squad.

I thought the point to having two military on embark was so that they could spar and teach each other Armor Use and Dodger.  I am now starting by assigning one to wood cutting and one to plant gathering and don't militarize them until they are at least Novice (in case I need to civilian them later on).

23
Do I have room for a hunter, and if so, which of the dwarves should I get rid of, other than the two military dwarves?
(They are, at this time, inexpendable, although the same cannot be said for any of the other bastards.)

As has been pointed out, all sorts of approaches to embarking are viable, so I'll suggest that you do it and report back how awesome or FUN it turned out.  Having an embark hunter means a lot of Marksdwarf training before the first ambush appears. Also, pincushioned thieves. That's gotta be worth something.  I'm also going to suggest bringing a dedicated bonecarver to supply bolts through year 1.  Don't forget a butcher.

Bonus points, use a wood crossbow and make him your Sheriff for ineffectual beatings.

Even when hunting becomes less effective due to your fortress being surrounded by sieges or whatnot, you still have one highly trained Marksdwarf early in your fort's life cycle.

One other thing to keep in mind, that as awesome as free range meat is, you will still need agriculture of some sort. Meat isn't brewable and your fortress needs booze to survive.

24
DF Dwarf Mode Discussion / Re: A lot of child immigrants
« on: June 09, 2014, 05:26:26 am »
I had the same thing. World gen stopped at 125. In 128, I had a population of 145 with almost 50 children.

25
DF Gameplay Questions / Re: Suggestions for the careful embark.
« on: June 04, 2014, 11:48:58 am »
Not every civ has access to bituminous coal or lignite but every civ has access to certain types of wood.

Great point.  I didn't understand about FOREIGN stuff and available resources until the one time I found I couldn't forge High Boots and started reading about why.  I guess I've been really lucky so far.

26
DF Gameplay Questions / Re: Suggestions for the careful embark.
« on: June 04, 2014, 10:19:24 am »
The centerpiece of my careful embarks is saving lots of embark points by returning the axes and picks, and instead bringing 50 logs, 3 stones, 5 copper nuggets, 5 cassiterite ore.  It only takes a few moments to make some charcoal and smelt yourself some bronze bars, and making picks or axes from there.  The leftovers can be used for weapon traps, chains, etc.

Wouldn't it be more efficient (in the context of embark points) to bring bituminous coal instead of logs?  I bring one coke with loads of coal for fuel and don't build a wood furnace until much later.  7 coal and one coke is 31 embark points and converts to 56 fuel, although it does tie up your smelter.  Two stones gets me a Mason's shop and 4 blocks which then get used for a smelter and a forge and whatever else I want blocks for.  I take the copper axe because training axe woodcutting seems too-exploity for me (unless you're doing a zero-point embark, which I don't think I'll ever attempt).  I also take a pick because I like to start digging right away.

27
DF Gameplay Questions / Re: Suggestions for the careful embark.
« on: June 04, 2014, 05:36:48 am »
Having your woodcutter and carpenter be the same dwarf is a bottleneck. Don't forget to give someone a point in Appraiser.  Consider one point of Armorsmith or Weaponsmith for your Farmer and Brewer in case of Moods.

You haven't listed an anvil in the stuff you're bringing. Sure you can always trade for one, but anvils are nice to have on embark.  You'll need two picks for two miners. Don't forget that your first item of any sort that needs a container gets a container free.

I think the key part is to have a plan. You need to be flexible about it, but it's helpful to have an idea of what you want to do.  Top priorities are shelter, food and booze. Also at the early stages, you'd probably want beds and security. Security probably provided by curtain wall and drawbridge. Thieves will still sneak in, so you may want to supplement with traps, guard dogs, military, etc.  Will your fortress engage in trade?  What will you export?  If you want self-sufficiency, remember all the other needs your dwarfs have. Clothes wear out, so a sock making industry is nice, or you can just import all the latest fashions from the Mountainhome.

You should probably take advantage of the plentiful metals.

Final note, wealth attracts attention.  My first fort (started a few weeks ago so grain of salt with my advice since I too an newbish) was an island with only Dwarfs as neighbours. No thieves or ambushes or sieges. And then a minotaur came to visit. He was dispatched easily since I had a steel-clad militia that had been in constant training for a year and a half, but I have no idea what would have happened if I didn't have any defense plan.

28
DF Gameplay Questions / Re: Lava Breaching
« on: June 03, 2014, 02:58:25 pm »
I just created a volcano embark to test the following:

z=0  Workshop level

7#j...
7#....
7#....

j is a down stairs

z=-1  Channel level

7#i###
7#.###
7Fo..to magma channel

i is an up/down stair
F is where I will carve the fortification
o is an open to below

z=-2  extra reservoir for time delay

7#u...
7#....
7#....


Do all the digging and stairs first. Channel the open space in z=-1 next. The fortification is carved last, with the open space forcing the carver to work from the diagonal, right next to the escape stairs. I actually forgot to designate another tile for smoothing so my Novice Engraver just stood still there for a bit with 2/7 magma washing over his shoes. No ignited clothing, no problems. My sample size of one test is definitive.

The square you do the carving from, I guess you could replace it with a floor grate if you're uncomfortable with the idea of magma shoes.

Edit:  okay, just tried it with the floor grate and a huge 11x11x3 z level reservoir. The square does fill to 2/7, but then drains again. It's 2/7 about half of the time and empty half the time.  For the purposes of delaying the magma long enough to escape, you could probably make do with a very small z=-2 reservoir, say the minimum of 1x3.

29
DF Gameplay Questions / Re: What to embark with?
« on: May 30, 2014, 02:39:52 pm »
I find one Mason can't keep up with the output of 1 Miner, let alone two.  Here's what I'm trying now for embark:

Miner 5
Furnace Operator 5 - Negotiator, Appraisal, Judge of Intent, Recordkeeper 1
Mason 5 - Weaponsmith 5
Carpenter 5 - Armorsmith 5
Dodger 5 - Teacher 3 - Woodcutter 1 - Axe 1
Armor Use 5 - Teacher 3 - Herbalist 1 - Axe 1
Grower 5 - Brewer 5

I bring 1 pick, 1 axe, 1 anvil, food, booze, a couple stones, some ore for smelting bronze, breeding pair of dogs, breeding pair of cats, 1 coke, a lot of coal.  After about a month of aboveground gathering, the woodcutter and herbalist go on full time military training schedules.  Furnace Operator doesn't seem particularly useful in Year 1, but I like the idea of the expedition leader being a founder.  Mechanic is probably a better choice.

When picking roles for the dwarfs, I assign the Creatives to smithing first.  The Miner is the most physically adept with spatial sense.  Then the expedition leader based on preferences for easiest mandates.

30
Well, Violencehall is not exactly the New World.  It is an island that takes up one tile on the World map.  Ellis Island might also be pretty small, but it`s clearly just the gateway to the Jersey Shore, or something.  Also, Ellis didn't start accepting immigrants until 1892, centuries after the first colonies were established so I don't think that's a fair comparison.

For me, the disconnect is that I was under the impression that pre-Puritan Great Migration most of the immigrants were indentured servants, i.e. young single men.  Mostly as part of a business undertaking to extract the natural wealth for the empire - an enterprise requiring strong backs and few attachments back home.

Browsing the Winthrop Society's settlers list (http://www.winthropsociety.com/settlers.php#vital) gives me the impression that while children were not unknown as arrivals at the Massachusetts Bay colony, they certainly were not common either.

Perhaps a better comparison would be Nova Scotia.  I`m going to use Wikipedia as a source here, so grain of salt and all, but the following is pretty non-controversial: http://en.wikipedia.org/wiki/Scottish_colonization_of_the_Americas

Quote
Due to difficulties in obtaining a sufficient number of skilled emigrants, in 1624, James VI created a new order of Baronets; admission to this order was obtained by sending six labourers or artisans, sufficiently armed, dressed and supplied for two years, to Nova Scotia...

Sufficiently armed, dressed and supplied for two years!  LUXURY!

Pages: 1 [2] 3