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Messages - Niddhoger

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286
DF Dwarf Mode Discussion / Re: Getting sick of greedy dwarven caravans.
« on: December 22, 2015, 01:29:21 pm »
Funnily, I usually go with about a 15-20% profit margin.  AND IT USUALLY WORKS.  Sometimes I have to hit trade twice or three times, or they haggle, but it works fairly well.
Then again, my first two caravans are extremely light tradegood wise as I do not want to attract early ambushes.

Do you start with a broker that has decent appraiser/judge of intent skills?

287
DF Dwarf Mode Discussion / Re: Getting sick of greedy dwarven caravans.
« on: December 22, 2015, 01:28:35 pm »
Actually, all caravans will check your stocks before appearing at the edge of the screen.  If you have too few (unforbidden)  cloth/clothing, logs, or food per dwarf, they'll spawn with more of that.  So right before you think a caravan will arrive, go into the stocks screen and forbid all your spare clothing and cloth stockpiles.  They should bring in 10-20 bins of the stuff.  You can then unforbid as soon as they arrive.  Its a trick many of us use to bilk extra fabric out of caravans, cuz its a pain to get a thriving textile industry up early. 

Btw, elven caravans only use pack animals instead of wagons.  This drastically lowers their carry weight and thus their selection they can bring.  You can make lead furniture (or other heavy, low value stuff like cinnabar and cobaltite) and easily overload their donkeys.  They'll refuse more trade due to weight limits. 

If nothing else, I'll always buy their food out.  I know you only need 2 types of food and 2 types of booze, but I like to give my Urists some more variety.  The cloth also helps, and you can buy up their clothing (since its small sized) for your dorfs as well.  Occasionally they might bring you a giant tiger breeding pair, and who doesn't need a pride of giant war-tigers!?  Those things are... 32? times the size of a normal Urist!

288
DF Gameplay Questions / Re: Artifact #9
« on: December 22, 2015, 01:15:26 pm »
Well... I can't think of much use for an indestructible bin... at least you got an extra bin without using wood/metal?

289
DF Gameplay Questions / Re: Do traps work anymore?
« on: December 22, 2015, 01:14:26 pm »
Well, you could always just drop several hippies, goblins, and puppies into the "farm" and hope that it shoots several webs first.  Then you lure it back into the far room, clean out his cage, and move him back again.

Honestly, FB's lack any value multipliers last I checked, so the silk is worth the same as normal cave spiders.  They do live a long time (lol), but when the silk is this hard to farm and is less valuable than pig tails...

Personally, I just capture every FB/Titan anyway (generally with the bait/drawbridge method).  I then set up some under the throne room for a jabba-the-hutt style rancor pit, or leave them in moats around the fort.  Flying ones are obviously kept in sealed rooms with the occasional goblin or cave troll tossed in for "food."

290
DF Gameplay Questions / Re: Fortress Guard
« on: December 22, 2015, 01:03:39 pm »
I don't mind making jail cells luxurious, mostly because its bulshit nobles making bullshit demands that get them there in the first place. Urist McFancypants, you know good and God-damned well those lead goblets were traded to the elves BEFORE you issued that export ban! *sigh* Sorry, Urist McSmith,back to the slammer with you... We'll reconsider your request to get some "magma plumbing" installed in his highnesses bedchambers...

That has been fixed in this version!

You can now sell off goods in the brief moments your nobles have no export bans. Even if they re-instate the ban before the caravan leaves, you are safe as long as you made the trade while there was no export ban.

Oh thank God, this one drove me crazy.  I've lost a few smiths from an export ban going into effect after the caravan had started moving.  And while we can control mayor and baron appointments, there is still no way to prevent that Duke who arrived from spamming you with anvil mandates. When you have to import iron. Magma.  Plumbing.

Btw, about pimping out 20 jail cells... just put a bed, chair, table, statue, and rope in each ahead of time.  You can worry about setting up the stockpiles after an inmate gets incarcerated.  I seriously doubt you'll have 20 prisoners at any given time, but just putting in the furniture should be easy enough. They don't have to be masterwork platinum and engraved with diamonds... just owning some middling quality wood stuff is usually enough to give them some warm fuzzies. 

291
DF Dwarf Mode Discussion / Re: Getting sick of greedy dwarven caravans.
« on: December 22, 2015, 12:42:05 am »
you need to give them a 50% profit margin
* means dwarfbucks since i cant be bothered to use the alt code to get the right simbol

if your taking 100* from them you need to give them 150*

if your taking 100000000* you need to give them 150000000*

i reccomend giving them a bunch of deals for things that cost under 100*
if you take 10* from them you need to give them 15*, just spam those tiny offers to make them happy, once they are really happy with the trading then you can give them stuff for 0 profit

i.e. if you take 1000* you need to give them 1000* of stuff



this is info from the wiki btw, ive just put it into my own words

I also do this. It's a bit tedious, but your broker gains some social experience for every trade. Thus I make my expedition leader a broker as well. The little trades help float his skills to stay ahead of the brats that just socialize all day. For the same reason I don't make him my bookkeeper, but I don't think manager takes up much time for the dorfs.
BTW, this definitely makes a difference. The 5* extra profit on all those small food trades will lower the price for those iron/steel items you want to smelt down. You'll notice the merchant's attitude plummet after swindling them like this.

Also, just dedicate a broker.  You need one to see wealth and what the merchant's mood is. The higher the mood, the less he'll accept. BTW, you don't have to accept counter-offers. You can cancel what the caravan adds and just offer the same trade again. Most of the time they'll still accept.

292
DF Dwarf Mode Discussion / Re: Library woes with Bookcases!
« on: December 22, 2015, 12:28:36 am »
I use stone. Its economical and more dwarfy.

Wood is for the elves! True dorfs only use logs for ash and charcoal. One of these days, dwarven science will finally discover the secret behind making stone beds. Probably before we discover the secret of making those mythical loaves of "solid beer" the humans use to make "sandwiches."


293
DF Gameplay Questions / Re: Fortress Guard
« on: December 22, 2015, 12:14:06 am »
I don't mind making jail cells luxurious, mostly because its bulshit nobles making bullshit demands that get them there in the first place. Urist McFancypants, you know good and God-damned well those lead goblets were traded to the elves BEFORE you issued that export ban! *sigh* Sorry, Urist McSmith,back to the slammer with you... We'll reconsider your request to get some "magma plumbing" installed in his highnesses bedchamber's...

294
That reminds me... A mother carrying her infant that goes into a fell mood will turn that baby into an artifact... Like dwarf baby gloves (so smooth, they are to die for!) However, creating an artifact is more happiness than murdering your own kid and wearing his remains is stressful...

Comedic sociopathy, what DF is truly about!

295
One -very- important thing about dwarven healthcare... don't ask us why, but sick/injured dworfs don't get to drink booze.  A dorf will watch his wife die of dehydration from a stubbed toe if you don't have access to drinking water (but otherwise are drowning in booze).  Combine this with the need for clean water to wash out wounds with, and a clean-water well is an indispensible part of any hospital.

Trees and fruits and figs oh my! There are a ton of surface plants that were added, however anything that forms a "pod" is still bugged iirc.  Which is another point, plants have "growths" now that change via seasons.  Leaves give way to flowers which give way to fruits and veggies.  Some plants have edible leaves and edible fruits, but otherwise you have to wait until summer to harvest from them (like most berries).  This is also the time that fruit/nut trees ripen.  We are seriously not kidding, a single tree can give 100+ edible food.  A grove can give you thousands.  I went crazy and dedicated all starting 7 as herbalists, and then drafted the rest of my migrants from the first two waves as haulers.  I wound up with 10k food before the first year was up without ever putting down a single farm plot.  Another tweak that made herbalist OP as @#!& was multi-hauling.  Dorfs can carry ~30 small stacks at once, so an herbalist will pick up to 30 odd shrubs before returning home... instead of the infuriating "pick a shrub, run and grab a barrel, drag barrel to shrub, drag barrel back to stockpile, then repeat the whole mess with the shrub directly adjacent to the last one" madness.  I've seen herbalist return with over 150 units of plant matter from just a couple of weeks harvesting in dense vegetation.  There are new plant fibers to collect, they don't do anything special.  However, its much easier to find plant-cloth aboveground for year-round growing with cotton, hemp, flax, etc.  Hemp is a little hilarious in that its the only plant that can be both woven into cloth and ground into four.  Thus, you can store hemp flour in hemp-cloth bags.  You can also press hemp for oil, along with the cotton, flax, and olives (from trees).

Taverns and temples and spoony bards! Breaks are now a relic of hte past, as dorfs instead go looking to fulfill a "need."  Tied in with the personalities system, religious dorfs will go "on break" to pray in a temple.  Social dorfs just want to gossip.  Cantankerous dorfs will get drunk and start arguments and fist fights in the tavern.  The taverns and temples are locations you designate from a new command ("l" iirc).  The temples are from a table, but the taverns get designated from a meeting area.  They need booze and mugs (mugs/goblets have a use now!) Also, the game will look for a clear flat rectangle of space to use as a dance floor.  Dorfs will sing, play (procedurally generated) instruments, and dance.  You can designate performers (who have related skills and attributes) and attach them to sites, and other dorfs will boo/cheer them depending on their skill.  Taverns also attract visitors from other settlements, mostly performers mercenaries and scholars.  The mercenaries can be hired into your military and adventures might want access to your caverns.  Scholars are tied to the libraries (another location), and will research topics and write books.  You can also copy existing books (either on scrolls or bind in books.  Can use a few different materials like leather, papyrus, and plant cloths).  Scholars can form mentor-apprentice relationships and pass on skills! You can also get in an argument with people and change their beliefs.  One guy on reddit became a hearthperson as an adventurer, and then began "tutoring" the lord's son.  He made the little tyke into a tyranical psycopath. Another wants to make a demi-god scholar to send into his fortress and convince all of his dorfs about hte values of hard labor and a good work ethic.  Another just made a brown recluse spider man dancer to create flash mobs with his mad dance skeelz :p 

You can play as animal-people now (you can fly as a bird person!), and even get them as permanent recruits in your fortress.  A serpent-man mercenary might petition for long-term residence, and then you can add him to your military.  He can then bite people in combat to inflict syndromes.  Wren women bards can become residents and be assigned as a permanent performer to your temple.  Tigerman scholars can write books on how math is GGRRREEEEAAAATTTT!!! Along with world-activation, these visitors are real historical figures.  If there are no giant louse-men in the nearby settlements, you won't get any visitors.  If you are at war with the hippies, don't expect them to wander into your tavern (unless they are from another civ).  You can even hit a key "n?" at a forge to select what race you are forging for.  Since humans are considered "large," they can't wear the small armor that dorfs, goblins, and elves can swap around.  Thus, if you get several human soliders (or some exotic animalmen), you can forge armor just for them! This also makes hte armor you get from human caravans slightly less useless.

With the personalities... they can get pretty sick actually.  One guy posted a screenshot of a soldier that was getting a string of warm fuzzy thoughts about having a good fight, enjoyed their sparring match, reveled in the slaughter of another, and then was "sad at losing a loved one."  She had killed her husband in a sparring match gone wrong, but was such a psycho the loss of her spouse was drowned out by her love of fighting.  You can also appoint a broker who hates commerce and gets grouchy when you send him to work.  Then there is Bob.  Bob is a neurotic mess.  He sneezes and gets a panic attack.  Before the 2nd year is out, Bob is running around the dining room naked and gibbering like a loon.  Bob then dies the next month of dehydration, as he refused to eat because of the crazies.  Bob is an extreme case, but dorfs do handle stress differently.  One even found a dorven woodcutter who had talked to long with the hippies. This dorf was "horrified at the destruction of plant life."  She had picked up hippie ethics, and was getting appropriately stressed about it.

So yeah, a whole ton of junk has been added :p

296
DF Dwarf Mode Discussion / Re: getting rid of useless artifacts
« on: December 16, 2015, 11:29:08 pm »
Metal preferences are only enforced is you have produced (not bought) a metal of that type. So if your weaponsmith likes tin and SWORDS, just don't directly sdmelt casseterrite or/melt tin items. Otherwise, he'll go insane refusing steel until you find him another bar of tin.

There are weights in the skills, too.  Woodcrafting and such have a much lower priority than the metal jobs, I think it's 2-3 times less likely?  So if you are good at screening migrants and grooming them for weapon/armor moods, you'll trigger far more of these. Otherwise, your 1-2 smiths get drowned out by the unwashed masses wanting to make artifact toy wooden anvils.

Clothing artifacts never degrade, so they aren't that terrible, but its hard to get as full set, obviously.

297
DF Dwarf Mode Discussion / Re: zombies too tough to survive evil region?
« on: December 16, 2015, 10:56:16 pm »
I did an evil embark, once. A murder of undead ravens killed everyone before my miner could do so much as channel a ramp by the wagon... I haven't yet tried again.

298
DF Gameplay Questions / Re: Embarking on Worldgen Roads
« on: December 16, 2015, 10:47:27 pm »
I reclaimed a worldgen fort that had tunnel access. The only visitors I got were of the cave troll and FB variety :(  The really annoying part is that they have constructed floors that spread from the ramp to the map edge, so I had to deconstruct the floor and reconstruct the blocks as a wall.

299
DF Gameplay Questions / Re: deep fort glass
« on: December 16, 2015, 10:43:26 pm »
Seriously, just move a couple of magma tiles up to the sand. You said the glass was for building on the surface, yes? Even idpf you get the sand/bag rotation going, you'll still need to transfer the blocks back up. You can make glass crafts/trap components to sell and have them be close to a trade depot too. I suppose the same track that ferries the bags up could also bring the blocks, but that might create a bottleneck depending on how much you plan on building. It's be simpler to just create the glass on the surface, where neither the bags nor blocks (nor sand in the first place) would have to move far. If you want to churn out furniture for your fort below, dumping the finished goods down a shaft wouldn't be too troublesome considering the bags stay up top.

300
DF Gameplay Questions / Re: Useless artifacts? Noob here!
« on: December 16, 2015, 01:28:21 pm »
Be careful with that artifact bed, as higher classes of nobles get pissy when a lower cost upstages him. Your Baron will throw a fit if the mayor has a better bedroom, for example. That artifact bed will be worth a small fortune, so just keep assigning it up as you get classier parasites. Otherwise you are going to have one hell of a time constantly having to upstate from an artifact bed.

BTW,we sent kidding on that never-burning thing. Sphelerite played with a burning artifact bucket, once. It evaporated all water in it. I think the dorfs trying to use the well were getting steam damage too.  You can force enemies to path over a burning bed for !FUN! You could drop them on top of it too. Booze is explodivelyflammable, don't let flaming dorfs into your stockpile >.>

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