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Messages - Niddhoger

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136
DF Gameplay Questions / Re: write more books?
« on: January 20, 2016, 01:46:59 pm »
It could be writer skill, it could be a semi-random counter like with artifacts, it could just be entirely random.  We really don't know.  Sometimes dwarves will go years without writing, then they'll write 6 books in a single year.  *shrugs*  It might also be skill driven (when they pass milestones in training scholarly skills?).  When they make a breakthrough (gives them a happy thought) I believe they will always write a book, but all books are not written from breakthroughs.  It could also be linked to historical events, as I've often seen early books written about the scholars journey to my fortress, or the founding of said fortress.  I've even seen books written about books when a scholar wrote a book about writing his earlier book about traveling to my fortress.  I'm sure it was an absolutely riveting read.

137
DF Gameplay Questions / Re: What is "other" food?
« on: January 20, 2016, 01:43:06 pm »
: / 11,000 is beyond overkill btw.  Dwarves eat twice a season, so 200 dwarves would only need 1,600 food a year.  11,000 food might impact FPS as well.  Specifically, when looking for an individual item (like to pick up one prepared meal to eat), the game opens up the entire list of all objects of the same category.  So to find one specific piece of food for one dwarf to eat, the game will load up all 10,000 valid choices to eat.  Then go down that list until it finds the closest one. 

I'd just start selling off food and set your farms on fallow (unless you need to still grow textiles and/or booze).  Then trade away thousands of hte stuff to visiting caravans.

138
DF Gameplay Questions / Re: I am a Very Inexperienced Player
« on: January 20, 2016, 01:37:33 pm »
Ah, good to see another noob running around. Alright, here's the deal. The trick to learning how to play DF is a method I like to call constantly looking at the wiki. Seriously, if you see something you don't understand that you think might be important, look it up. This is assuming you want to immediately play with something that could be called competence if you were drunk and had no eyes.

This was the heart of what I was getting at.  The wiki was what I used to learn.  If you just want to study one specific topic, or even one even more specific sub-topic of that... you can do so with easy search functions and skimming through paragraphs until you get exactly what you wanted.  Its far more concise.  The other point is that you don't have to worry about learning utilities on top of learning the base game.  Dwarf labor management isn't too bad in the first year, something like Dwarf Therapist only becomes crucial when you get close to 100 dwarves.  Or if you want to assign custom professions and start grooming large amounts of dwarves for specific moods- including checking for item preferences.  This is... not something you worry about when just learning to play.










139
Do we know what happens when you put scholars into a library without books, bookcases, chairs, tables and blank scrolls and/or quires to write on? My doctors aren't really doing anything, and short of deliberately injuring my dwarfs putting them in a library seems to be the only way to train their skills.

I think they can ponder without a table, and get into discussions as well. However, the "skill gains" from leaving your doctors as scholars is still pathetic.  Its better thought of as "rust prevention" than "skill gain." 


My advice if you are looking to get a library going is to embark with the academic skills you want otherwise it will take decades of in game years to get anything other than dabbling. I personally always embark with a doctor. Now ill just slap some writer points on there as well and call it good.

Theoretically (bear with me I rarely adventure. It's Dwarf Fortress through-and-through) could you make an adventurer with high doctor skills, some writing or teaching/student  and 'settle' the bugger in a pre-made fortress?

Yes.  People have already talked about making a "scholar" to visit their fort and "argue" values of their dwarves until they get them all as "values hard work, hates leisure time!" People have also been retiring adventurers in their forts to gain super-soldier champions as well.  No reason you couldn't do this with adventure mode.  Make a ton of demi-god adventurers with scholar stats and skills.  You could even run around trying to level these up with discussions and such before dropping him off and retiring at a fort.  IIRC, you have to start your adventurer off from the fort in the first place to gain full-citizenship.  You could possibly achieve it through becoming a hearthperson, but the issue is that you need to become a native member of that fortress's group.  You know, the bug where petitioned citizens can't become scholars?

140
DF General Discussion / Re: Necromancer Towers! Why wont they pop!
« on: January 19, 2016, 03:11:16 pm »
How many civs do you have? Necromancers can only come about if a death god likes a guy so if you don't have any death gods you won't get necromancers

Consequently if you open up entity_default.txt and add [RELIGION_SPHERE:DEATH] to dwarves or humans (or both!) then you'll get at least one death god guaranteed, and probably like... four. Probably thick with necromancers after that.

I believe you need an ardent worshipper that has a live forever goal. But yes, the God has to be of the Death sphere. I'll try drifting raws to add death to all!

141
DF Dwarf Mode Discussion / Re: Creature you hate most
« on: January 19, 2016, 03:07:49 pm »
@Niddhoger:I hope the last part was a joke.  Please tell me the last part was a joke.
Don't worry, they can't read. We're safe. For now.

You say that but... Kea MEN cand read and WILL become necros. I was tooling around legends viewer and noticed kea men inside towers. Not "animated kea men" either, so it had to be a necro.

142
DF Dwarf Mode Discussion / Re: Seed Storage
« on: January 19, 2016, 02:54:12 pm »
It depends on how many spare seeds you have and if they are all in the same barrel. Early on its a larger problem than when you have 200 seeds across a dozen barrels.

143
DF Dwarf Mode Discussion / Re: Export Wealth Problems in .04, any fixes?
« on: January 19, 2016, 02:51:26 pm »
So I choose sites with, at most, 2 metals.
Is that some dfhack feature or how do you find out that?

I ment only embarking on "shallow metal/deep metal" embarks. Otherwise, you'd have to use DFHack's "prospect all" command from the embark screen to ascertain if "deep metals" is 2 or 4. I just look for sites that never have the plural since I don't like waiting for utilities to update.

It's supposed to be fixed now. I had edited the Raw files to remove export wealth requirements, but that didn't let me become mountainhome.

144
Armoursmiths, definitely. Weaponsmiths are just as useful, but i subconsciously consider armoursmiths harder to train due to me melting down and reforging giant axe blades as a source of steel in my first fortresses due to its lack of iron, which left me with quite a few legendary Weaponsmiths. 

You... Do know you can exploit metals with armor too, right? It's not just axe blades and picks that generate free metal. Leggings smelt for 150%, and a few others for 120%. IF you are going to cheat, you could make the most of it and train other professions.

145
DF Suggestions / Re: Children and moods
« on: January 19, 2016, 02:25:05 pm »
I'd just remove them from molding. Aside from killing the kids, the best you can do is exploit mood weights. Smithing moods trigger more frequently than kids.  If you have groomed 30 dwarves for weapon smithing, then you heavily tip the scales against a low-weight craft-by-default mood.

To clarify, a STONECRAFTER has the same weight as a weaponsmith. A child (farmer, trader, or any other "non-mooding" profession) that defaults to crafting has less than a third chance of triggering. Sadly, professions like engraver and miner count as moods, but at least they are also low-weight like children.

146
DF Suggestions / Re: Fortress mode for other races?
« on: January 19, 2016, 02:20:26 pm »
You can actually tweak the Raw files easily and do this now. You just need to find the entity file, scroll down to humans, and add something like [CIV_CONTROLLABLE] to them. Just check the wiki page on humans. Apparently this works for elves and goblins too.

147
I thought the two were mirror less even. Bronze hammers being superior, and iron armor being preferred due to weight.

If you are sourcing fuel from charcoal, it should be noted that 8 bars of bronze come from one smelting job.

148
DF Gameplay Questions / Re: I am a Very Inexperienced Player
« on: January 19, 2016, 02:08:19 pm »
Other than a graphics pack. I wouldn't recommend learning with the LNP. It's just another layer to learn (DFHack. dwarf therapist, other plugins) without even understanding the base game and what these aim to fix. I'd also caution against over-reliance on copying whatever you see in LP videos, but I just can't stand those in general. DF is a slow enough game as it is, without your host spending half his time thanking people for subs and money, then most of the rest having one-sided conversations (since you often don't get to see the messages the host responds to).  So its taking a slow game and slowing it down several more notches. They are in serious need of some editing. Stick to strict tutorial videos only where they will explain everything. Even then, they weren't as easy to scan as the wiki, where you can quickly scan for and read only the exact passages you want.

I learned a couple years ago with a tab to the wiki open and a ton of experience. Every so often you'll fall into bad/inefficient habits, so it does help to be active on the forums and skim through videos to see how others are playing/learn new things gs, but you'll need a foundation to base that upon. You need a basic understanding of how the games works before being g bombarded by alternative styles of playing. How can you weigh the pros and cons of different building styles, when you don't know what they are even talking about?  Then later I added therapist and DFHack when I could appreciate their added utility.

149
DF General Discussion / Re: Current state of World activation
« on: January 18, 2016, 12:46:54 am »
Ok, so I poked around in Legends viewer in a world after retiring a fort.  It appears that world activation goes into a form of hibernation after a certain year, then reactivates when you embark.  What I mean is that no one founded a site after year 71 in a world with 550 years of generated history.  Wars were being fought and sites conquered, but nothing outside of human tombs were being built after that ~70 year cutoff point. 

The lack of sites generated after year 71 is likely due to your world's site cap being hit. It would be interesting to start in year 10 and see if you get sites built after gen since you won't have hit the cap yet.

Hmmm I had forgotten about the site-cap, but is it only for civilization-site or any sites? The humans were still building tombs (creating new sites) throughout the generated history.  Hundred+ years after everyone stopped settling villages and fortresses, they were still create new sites (tombs).  However, what I found most interesting was that all the civilizations waited until I embarked a fortress to reclaim their previously lost sites.  Dozens of sites that had been lost for centuries each... all reclaimed in the same year I started playing.  I didn't notice any reclamations before this.

150
DF General Discussion / Re: Necromancer Towers! Why wont they pop!
« on: January 18, 2016, 12:43:27 am »
Don't forget that necromancers need non-savage unclaimed land to settle on.  So if there are too many civs, it'll crowd them out.

On top of that, a necromancer has to amass 50 zombies before building his tower and taking on apprentices.  Before that, they tend to take over bandit camps and human towns.

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