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Messages - Niddhoger

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151
DF General Discussion / Re: The mighty RNG favored me!
« on: January 18, 2016, 12:41:09 am »
The only wall that is inherently unscalable is a smoothed NATURAL stone wall.  Other than that, you have to provide a ledge over the top of the wall to prevent enemies from being able to climb straight up.  Also watch out for trees.  They'll grow and provide excellent purchrase for an invader to climb over your walls.  If you don't want to make your wall higher than the tree-line, you can build a ring of paved roads around your fort.  They can be built cheaply, prevent trees from regrowing, and improve fortress wealth. 

152
DF Dwarf Mode Discussion / Re: Seed Storage
« on: January 18, 2016, 12:35:37 am »
Bags can go in barrels.

Its just a bad idea to do this.  When a dwarf picks up a seed from the dining room/still/mill/whatever, it'll mark the whole barrel full of seeds as busy.  This causes cancelation spam messages that tie up your seeds behind bullcrap and slow your farms down. 

In particular, this is why you shouldn't set up cloth/thread stockpiles in your textile production.  As soon as a thread is produced, a dwarf will run and flag an entire bin full of threads.  Instead, I just put all my textile workshops in a row with a cloth-plant stockpile in front of the farmers workshop.  Each workshop will then pull from the one behind it (with a mill and dimple cup stockpile to the side of the dyers shop, which is itself wedged between the loom and clothiers).  Even when/if that bug gets fixed, you'll want to keep the cofiguration to cut down on stockpile tiles (kill FPS/take up space) and simple efficiency (can build them touching).


153
DF Dwarf Mode Discussion / Re: Creature you hate most
« on: January 18, 2016, 12:26:18 am »
inb4 keas
agreed, they are just kobolds with wings

Kobolds, with wings, that arrive in hordes, that "visit" you 10 times a season, every season.  The more intelligent among them have even learned how to become necromancers...

So yeah, i LOVE Keas!

154
DF Dwarf Mode Discussion / Re: mountain embarks
« on: January 18, 2016, 12:25:27 am »
Mountain embarks have less soil/clay/sand and completely block surface farming. Many of us prefer surface crops due to their ability to grow in all seasons (rope Reed > pig tail). Trees won't grow either, so it makes wood difficult too.

They also tend to have thicker embarks- a mountain will easily top 100 zlevels from surface to magma sea. I had one that tipped 150.

It may feel dwarfy-er, but they are annoying. Less iron, less coal, less trees, fewer shrubs, harder to get magma...

But I saw my civ is at war with  goblins in the mountains and my plan is to help them with my fort! I dont know if this works...
and relating to iron; I think stone swords will do the job against the yetis at the start

EDIT: I will trade the minerals i find for iron.

You can definitely embark in the foothills that overlap with (habitable) biomes.  In fact, without DFHack you can't embark entirely within the mountains (which seems really odd... ) Mountains also block army/caravan movement, forcing visitors to path around them, but if the mountain range is narrow your embark tile might form a "tunnel" and connect two sides of it.  Any REGION tile with a fort in it is rendered 100% passable like a normal land tiles for world-map movement.  You can even create a series of forts directly into the ocean (100% of embark area is water) as a glitchy bridge.  Your dwarves will be drowned on embark, but the region tile will be marked as "passable."  String 5 of these in a row and you create a bridge to an island! That will even let armies and caravans march across the ocean on the bloated backs of your dead dwarves and discarded pieces of wagon.  ... Er, my point is that this works for mountains too.  If you embark on a region tile where the mountains are just one world-map tile thick, it will connect both sides of hte mountain range and form what you can think of as a "mountain pass" for goblins or other civilizations to access you.

However, if they show up on the map screen when you embark, they should be in range.  The kicker is that if you are just on the edge of their range, they'll probably just attack closer targets.  You'd have to -really- crank up wealth and hope there aren't any -really- wealthy targets closer to them.  Then hope that there are actually still enough goblins in the site to launch a raiding party.  Sieges are comprised of historical figures now, so the sites can't have just 50 goblins and trolls -combined- and still send out epic sieges.

155
DF Dwarf Mode Discussion / Re: mountain embarks
« on: January 18, 2016, 12:18:27 am »
Mountain embarks have less soil/clay/sand and completely block surface farming. Many of us prefer surface crops due to their ability to grow in all seasons (rope Reed > pig tail). Trees won't grow either, so it makes wood difficult too.

They also tend to have thicker embarks- a mountain will easily top 100 zlevels from surface to magma sea. I had one that tipped 150.

It may feel dwarfy-er, but they are annoying. Less iron, less coal, less trees, fewer shrubs, harder to get magma...
Volcanoes are pretty much better in every way.

Indeed! Easy magma already on the surface and ready to melt hippies and goblins! Also some trees and stuff to smelt steel with (generally will never find coal around a volcano).

156
DF Dwarf Mode Discussion / Re: Farming on Murky Pools?
« on: January 18, 2016, 12:16:40 am »
The tile was definitiely completely drained. I was trying to use that space specifically because it was kind of already specified as the space I would use, I had a grid of farms and that pool was in the grid.
Anyway, building a floor over it then removing the floor worked. Thanks.

Aye, this is actually still in the current versions.  The murky-pool tiles have a script in them to generate water when it rains.  Thus, they have to be destroyed (and have said trigger removed) before you can farm over them.  I think making a dirt road also works, but its been a while since I had the exact same problem (need to expand farm grid into pool).

157
DF Gameplay Questions / Re: Wall height
« on: January 18, 2016, 12:11:38 am »
You could also combine the wall with a moat into the stone layer, then smooth the bottom layer.  Smoothed natural stone is unclimable (think shiny glass surface- no seams for footholds).  You could also just dig into the stone layer, but make the bottom layer one tile wider.  So if the "moat" is 2 tiles wide, the bottom level is 3 tiles wide and the extra thickness is expanding under the walls/inwards towards the fortress.  This will also create a "ledge/lip" that invaders can't climb over.  Since you will be digging this out of dirt, it'll go much quicker than building the ledge over your walls (will still need walls to block enemy archers, but can stay at 1-zlevel).  You can then build an exit out the "far" side of the moat and seal it up afterwards. 

158
DF Suggestions / Re: Item inaccessible.
« on: January 18, 2016, 12:06:16 am »
This would help so much! The usual culprits are bits of stone walled off in an old mining tunnel or even dead cavern beasts that last FB killed but your butchers want to recover.  Make sure to forbid everything behind a wall/locked door when you seal up the area.  Try disabling stockpiles and see which ones stop the message when you turn them off. 

159
DF Dwarf Mode Discussion / Re: mountain embarks
« on: January 17, 2016, 07:15:16 pm »
Mountain embarks have less soil/clay/sand and completely block surface farming. Many of us prefer surface crops due to their ability to grow in all seasons (rope Reed > pig tail). Trees won't grow either, so it makes wood difficult too.

They also tend to have thicker embarks- a mountain will easily top 100 zlevels from surface to magma sea. I had one that tipped 150.

It may feel dwarfy-er, but they are annoying. Less iron, less coal, less trees, fewer shrubs, harder to get magma...

160
DF General Discussion / Re: Current state of World activation
« on: January 15, 2016, 06:07:07 pm »
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. 

Then, everything happens in year 550 (when I did my first embark).  Just about every civilization stopped to "reclaim" 1-3 sites.  Conquered civilizations without a ruler suddenly gained one (much like my own site).  I saw an elven king get proclaimed in a site a human civ had conquered hundreds of years ago.  This wasn't uncommon either.  Wars also picked up tempo as well.  Most wars were fought in the 100-200 year range.  However, about 1/3 to 1/2 the civs immediately started getting their war on around hte year 550.  Several wars were started a year afte rthat.  So wars at 550, wars at 551, wars at 552, etc. 

So again, it looks like world activation enters a "lite" mode for most of the generated history.  When you embark, it gets reactivated on turbo mode.  I'd have to play for several more years to see if anyone will ever "found" a site again, but I've only seen a flurry of "reclaims." I didn't try to parse through and examine the performing troupes and master/apprentice relationships, though.  You'd need a program to scan through all the logs to keep track of that mess.

161
DF Gameplay Questions / Re: Stockpile usage
« on: January 15, 2016, 06:01:34 pm »
Whether to link stockpiles or not is a matter of play style.
In your case it sounds you want your mason to realize he should haul stone to the stockpile and then draw from it, but that's not how it works. Hauling stones to stockpiles is a hauling job that's separate from the mason one (hauling a stone to the mason's workshop from either a stockpile or wherever they happen to be is a mason job, however).
If you link the stone stockpile to the mason's workshop it IS out of stone when the stockpile is empty, and the mason takes some other available job (which MIGHT be to haul a stone to the stockpile, but probably something else). If you've got loads of haulers that ensure the stockpile is stocked, linking is great, but if you're short of haulers that can cause production to stall whenever the haulers fail to keep up with demands.
If you don't link the stockpile to the workshop the mason MIGHT get the next stone to process from the stockpile, but he can just as well haul a recently dug stone from across the map. The production rate is lower, but the risk of production stalling is rather small (for stone; wood hauled from outside would stall immediately when you apply a civilian alert to keep your civvies from running out into the goblin siege).

The default behavior is to go after the last generated stone first.  This is why masons are so derp-tardedly stupid.  They will trip over the stone 1 tile from their workshop, just so they can head down 100 z-levels and chase after a miner searching for rock crystals under the third cavern layer.  If you watch your stone haulers, they'll ignore the fresh stone left behind in the bedrooms, and follow the miner down to wherever the freshest quarry is too. 

Its an incredibly stupid behavior, and its the main reason I use stockpile links.  Another problem is that large stockpiles tend to fill with a certain bias in mind, so if its half full a work must run several more tile to get to the far end.  So you build a giant "mega" stockpile that can accomadate hundreds of stone... then link it to "feed" several smaller stockpiles closer to your workshops.  This generates more hauling jobs, but keeps the mason busy making actual furniture while the worthless cheesemonger migrant is stuck hauling stone.  It also makes sure replacement stones for your workshop stockpile are only a few more tiles away.  You could even put the mega stone stockpile 1 level above/below the other stockpiles that draw from stone, then put some stairs leading up/down for access points. 

162
DF Gameplay Questions / Re: Dwarves not Hauling to Stockpiles
« on: January 15, 2016, 02:27:10 pm »
I think it's a bug as I've noticed it happen before and I always set up more or less the same every time, I always make 3 food stockpiles, one for seeds near my plots, one for plants, fruit & leaves near the still and another for all other food & drink items, sometimes they haul everything correctly and other times they just ignore the custom stockpiles, this is always early game so I've not had chance to change any hauling preferences or set up multiple stockpiles with instructions to take or give from/to other stockpiles or workshops, it's just hauling stuff from the wagon to the first few rooms I dig out so have no idea why it happens.

I've found just setting up generic stockpiles then q>s on them and changing them to whatever you wants works better than using the custom option in the stockpile menu.

I noticed a few odd behaviours, like purple amaranths kept getting dumped into my plant-fiber only stockpile near the textile workshops.  I kept checking the settings and only rope reed/pig tails/hemp were enabled.  They just kept bringing more to it.

One thing I have noticed that isn't so much a bug, is that if you create a stockpile without pausing the game it'll immediately search for items before you can tweak its preferences.  So before you can tap "q" to turn off barrels/bins and fiddle with settings, it'll already be grabbing barrels and lye buckets, and all sorts of stuff you don't want.  Even if you turn off the setting, they'll still drop off the item.  They won't take it out either until another valid stockpile space opens up for it.

It seems to be "solved" by creating a temporal stockpile where the goods were laying and making the original one taking items from it, also checked all the things in the list and everything seems to be how it's supposed to be. However thanks, the checklist gave me the idea of the temp pile.

If that worked, it makes me strongly suspect that the issue has to do with the stockpile you want the things in being set to only accept from links. It worked because you gave it a link to accept from.

This, though.  If making a temporary omni-stockpile under the items and linking them to the other one worked, you likely hit "a" on accident when setting up the stockpile.  "a" is the toggle for accepting from links only, and it is also the toggle for mining-designations... Much agony and despair has been had by us on account of accidently hitting that key at the wrong time. 

163
DF Suggestions / Re: Menu Sorting
« on: January 15, 2016, 02:22:09 pm »
And having a last used item at the top for constructions and other building menus (placing chest and cabinets for one.) so you don't have to search through the list each time.

That is nearly my number one feature in DFhack.

Pretty much this.  I always snubbed DFHack (no I dont want to CHEAT! keep your reveal-all and ore-vein transformations to yourself!), but when I learned DFHack has a search function for menus AND remembers building materials I had to break down and use it.  I'd still give it up before dwarf therapist, but DAMN if its not convenient.  Especially since you can also force construction of items with specific materials.  So I to make a few magma-safe items.  Instead of setting up a stockpile that only accepts the stone in question then linking it to my masonry, I can just press "alt+a" and select quartzite (or gabbro, or w/e) blocks for that magma-pump.  I can do the same at the carpenters workshop to make just nethercap pipe section/corkscrew too to save some iron.  If I want to make ZOUNDS of magma-safe (or color-coordinated :p) stone items, would set up that stockpile and keep it topped off.  However, if its just a few items here and there? Definitely a time saver.  And if I am setting up that stockpile? Just flip over to the material selection and hit "s" then type in the item you want.  So (query)->other stone->(s)earch->(cobal)tite.  Enter x2.  Woot! no spending 5 minutes searching through the ridiculously un-sorted stone menu! Blue furniture for all!

164
DF Dwarf Mode Discussion / Re: The Mountainhome Liaison is a Goblin?
« on: January 14, 2016, 10:53:50 pm »
Racial discrimination doesn't exist in dwarf fortress.  So when one race conquers a site of another race, that population becomes fully integrated into that of their new overlords.  Considering that elves and goblins are immortal (along with demons, vampires, and necromancers), they have a loooong time to build up their social skills and patiently wait around to "ascend" the ranks.  Its not uncommon for them to rise into high positions in other societies (diplomats, liaisons, barons, mayors, kings, etc). 

There is even a well-known story of the Elven King of the Dwarves, Cacame.  Shortly after his birth, dwarves took over his forest retreat.  Later, a raiding party (from his old civilization) killed his wife and ate her corpse in front of him.  Fueled by a raging hate-boner for all elf kind, he enlisted into the army to make things PERSONAL.  On the field of battle he racked up many kills, but the dwarven king also fell that day.  Seeing that no dwarf could match his burning hatred for elves, they elected him king on the spot.  He went on to tame zombie dragons and some other stuff.  All of this is world-generated btw.

165
I honestly don't know.  I also picked a dwarven civilization that had had no king for ~500 years and no listed sites.  As soon as I embarked, apparently, a dwarf living in a goblin-controlled fortress declared himself king.  I didn't get a liaison that year, but got one every other year.  I double-checked in legends viewer after retiring the fort, and my site was indeed the only fortress for my civ.  I got migrants up to the population cap, even! I let in about 10 humans a couple elves as citizens, but the last migrant wave was just 3 people to fill up my fort to 200.  I forgot to check population on legends viewer before embarking, but I think afterwards it was still just w/e my sites population was plus a handful of others.  In my second fortress in that same civ/world, all of my migrants seem to be from the first fort as well.  However, all of the migrants were pissy from "joining an existing conflict."  Every last one of them felt "vengeful" over it, and the civilization was still at war with the goblins MY VERY KING was living with (he crowned himself in the old capital, long since a goblin bastion).

I was hoping to get a "repopulate the world, the hard way" fortress run going too...

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