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Messages - Thisfox

Pages: 1 ... 66 67 [68] 69 70 ... 108
1006
DF Dwarf Mode Discussion / Re: quick room assignment in next version?
« on: June 20, 2015, 06:05:06 am »
Someone once informed me that he never assigned rooms, just left a whole lot of rooms designated as bedrooms but unassigned. His reason: Vampires never feel the need to sleep, so they never assign themselves a bedroom. He could check periodically as to which dwarves were still not assigned bedrooms, and make a pretty accurate guess as to who was immortal.

1007
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 14, 2015, 02:49:36 am »
Embarked on an aquifer. Went to get the rocks unloaded from the cart. No rocks.
....Forgot to prepare carefully. Whups.


.... I designate ALL of my stairs to be channeled. Next thing I know my miners are splattering on the floor of the dining hall as one after another they plummet to their deaths.

It's raining dorfs! Hallelujah!

1008
DF Dwarf Mode Discussion / Re: How do dwarves choose where to dine?
« on: June 14, 2015, 02:43:57 am »
I'm not convinced it has to be a chair adjacent to a table. I used to get a lot of complaints from various dorfs about the lack of chairs. The dining hall had plenty of chairs, one to each of the fine tables.... But the hospital had tables without chairs, as I hadn't thought they would be necessary for an operation. Turns out, several dorfs decided it was much more fun to eat in the hospital than in the dining room, possibly because they were working on the new hospital cisterns, and thus were in location at the time that they got hungry. Added chairs to the hospital tables, and that ended the problem of lack of chairs.

1009
I'm a bit appalled at the trend of people continually bashing the justice system or calling it broken.

Only caviar is needing to make a candy hammer.
Mandates? Once the justice system is set up, you can forget them entirely.
NO beatings ever take place

That's pretty much a broken justice system you're describing there.

Doesn't seem broken to me. No beatings, just occasional imprisonments.

I have a few chains next to my well and waterfall, where dwarves can come and feed the prisoners and feel better about themselves. No beatings ever take place, and the chains seem to work fine. Personally I think imprisoning someone for not doing work seems a bit counterproductive: They can't do work! I wish chains were longer so that I could give them a larger area to work in while they're imprisoned. But otherwise, it seems to work fine. I've never seen the need to mine candy, so I keep to the wooden crossbow method if for some reason I can't pump out a few copper-plated bone-decorated gold and electrum chains.

1010
Wouldn't all the retirement/reclaim chaos make this a less than efficient method? Also, I was under the impression he wouldn't necessarily stay "owned" by your fort.

1011
DF Dwarf Mode Discussion / Re: Defending with Water
« on: June 08, 2015, 03:45:16 pm »
Gobbo McGreenskin cancels attack fortress: Interrupted by carp.

1012
DF Dwarf Mode Discussion / Re: Whats wrong with my justice system?
« on: May 25, 2015, 05:57:15 pm »
I concluded one of my captains of guard was deaf (or possibly a Vogon) because although every dwarf and his cat would go report crimes (usually when they were meant to be doing other things like digging or trading) no crime ever came up.... or maybe the captain of the guard was just lazy. It is possible he had a high level in comedy (I was experimenting with embarkation skills at the time, and can't remember if he was a starter dwarf or not) but whatever his reasons, he just didn't tell me about the crimes that were reported to him.

1013
It depends on what I'm doing: Lots of dwarves is great if I have a new plan to dig a super fort with a huge dining hall and tombs 200z's below ground level. Lots of dwarves is less great if I'm trying to work out a new way of piercing 10 aquifer levels.... Nothing worse than a huge migration wave when you haven't an underground z-level you can build beds on...

Generally I cap at ~50-60 dwarves for most of my forts, and I might well cap lower at first, then slowly scale up, but usually it's just 60 dwarves and yay that's done, now I'm off to dig an interim camp, while the carpenters get to work with wooden pipes and corkscrews...

1014
DF Dwarf Mode Discussion / Re: Super lazy demons?
« on: May 19, 2015, 04:54:45 am »
I once ended a goblin siege by cutting a tree down into a pit.
Can you expand on this?
(...)
Dwarves before I learned how to set up a military/proper entrance traps was very rube goldberg DWARFY.
"Urist. There's one goblin remaining. And we have a master plan for getting rid of both him and the nasty tree he's sitting on. But we need your sacrifice in order to do it."
"Yes, Overseer!"

Awesome story. Thankyou for sharing it.

1015
I tend to read the good bits of Boatmurdered to people on a regular basis. And I'll play the game while letting them be a backseat driver. I play vanilla, so teaching them what they're seeing is a great big part of that process.

To be fair, the addiction of DF is dangerous, so I try not to actively recruit people to the game {grin}

1016
It seems that different jobs make different dwarves happier. For example a dwarf that value hard work would be quite happy to be a miner, since they work all the time. Compared to a dwarf who hates hard work, they will usually get a minor unhappy thought from consistently mining, and they will usually go on break more.

Well, one that doesn't value hard work won't do any OTHER work either. I was under the impression it didn't matter what work you gave him, he'd go on break more often. So mining, or making furniture, or making crafts, or glazing pottery, or even hauling stones, he will still damn well go on break too often.

1017
You're doomed to wait till he dies, and the most inappropriate possible dorf always seems to manage to inherit (if they're of the fort at all).

I do think it's a feature, not a bug. It's the exact inverse of the "oh god we're the last fort alive, and everyone's a noble now" issue seen in other forts. 

1018
She did well, actually. She reached the age of child, and moved into an apartment between the kitchens and the hospital that had belonged to a noble until I'd made him a better suite of rooms in the bedroom levels. She liked the statues in it, and I allowed a few other children to migrate to the fort, so she had company her own age. They would play chasings in and out of the aquifer-fed kitchen waterfalls.

At around her age of five, the caverns were hit by multiple Forgotten Beasts. I did my best to wall them up, and we survived for a few months, while I watched those brave dorfs who had been walled in with the beasts do their best to survive. One of the beasts turned out to be firey, and the fps was shot to hell. I played for as long as I could, but when a werebeast arrived, all hell broke loose. With horridly bad fps, I did my best to wall in the victims of the werebeast attack, and the children were locked in a suite of "saferooms" with food and a well. Things went from bad to worse, and I eventually saved and stored the fort as a sad monument to what can happen if you don't have a good Forgotten Beast Plan made before you breach the caverns.

She's still alive, I guess, and about six years old. I just haven't loaded up that fort, as I'm not sure how I could do anything which won't lead to the inevitable...

1019
I'd give him the title of Champion and have him lead a battle troupe. Also, I see no problem with making him a Smith. Smiths often have odd shapes: Look at Hephastus! Very appropriate, in my opinion.

1020
DF Dwarf Mode Discussion / Re: Weird migrants
« on: May 12, 2015, 03:49:29 pm »
Well... best you can do is overlapping burrows to force only the kids to harvest, I guess.  Basically, burrow in the farmers with field+ seed stockpiles and the children within a burrow including fields+ food stockpiles.  Without access to empty (crop) stockpile space, your farmers shouldnt harvest while your hoard of freeloaders actually work for their dinner.  In the meantime, you can add some other work into the farmers burrow to keep them busy between plantings.  Charcoal burning? just toggle suspend after the harvest/when planting is finished.  Obviously you'll go nuts farming (so stop fishing after you gain some shells).  Grow your cloth/dye and massive food surplus on the backs ofchild labour!  Keep the freeloaders as busy as possible so one of the little shits won't become mayor!

That seems a little drastic. Interesting though. If you're going that far, you should put in a childrens training area as well, and make them your new model army.

Will kids gather from fruit trees and other "wild" crops as well?

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