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Messages - Niddhoger

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571
DF Dwarf Mode Discussion / Re: Strange Strange Mood Facepalms
« on: February 28, 2015, 11:22:52 pm »
I wouldn't go so far as to take -no- moodable skills with you on embark.  You can pick your armor/weaponsmith to bring based off any nice preferences (You like both Platinum AND warhammers, you don't say...), but I wouldn't go so far as to take none.  In fact, you can min/max that stuff by taking pairs of moodable skill/non moodable skill.  Things like wood cutting can't trigger moods but carpentry can.  Others will pair gem setter with diagnostician and other weird combinations.  Weapon smith/cook.  Miner/brewer. 

Later on its generally best to stick with a skilled crafter than retrain a weaponsmith from nothing just to accommodate a legendary cheesemonger that likes battleaxes. 

572
DF Gameplay Questions / Re: Storing booze in large pots
« on: February 27, 2015, 04:47:43 pm »
Aye.... featherwood pots are very nice!  The point of rock pots is that they don't need glaze and can be freely traded to hte elves (too bad we can't have rock bins >.>)

However, the reason I said clay pots are only feasible with magma is that you often use charcoal (wood) to fuel your kiln.  You are taking a unit of wood to make a pot out of clay when you could just make a pot out of wood in the first place.  Its mostly for trading with elves.  Ofc, if you then have to use ash (tree) glaze to make those earthenware pots hold booze its even worse.  Especially since booze is a terrible trade item- no need to worry about selling to the elves.  Otherwise clay is mostly a waste of time over wood/rock pots (stoneware is almost as heavy as rock!).  Clay (and stoneware) are also much more valuable than wooden/rock ones- particularly if you start glazing them.  Building 100's of stoneware pots (or glazing earthen ones) can easily push your wealth up too soon. 

573
DF Gameplay Questions / Re: Steel door
« on: February 27, 2015, 03:20:16 pm »
Damn, nethercap mine carts don't work? I've always just used magma pistons or settled my fort over the magma sea/in third cavern layer (like for glaciers).  I never felt like fooling with impulse ramps and minecarts in general.  I also thought the concept of the self-replicating magma-piston was dorfy as all get out too.  After that I just need careful planning of tunnels+magma safe pumps to control it all.

Hmmm so you don't have access to iron on site, your civilization doesn't ever bring any to trade/can't request it, you don't have access to human merchants (they almost always have some), nor do you have a nearby tower/source of goblinite? I don't think that has ever happened to me, but then again I tend to always settle near at least a goblin or tower for "fun" Same for trading partners, even the elves.  Makes the game more interesting.

574
DF Dwarf Mode Discussion / Re: Strange Strange Mood Facepalms
« on: February 27, 2015, 03:03:06 pm »
Exactly my point! We have freedom to create our own traps.  I personally like the meandering single tile walkway over a gap of smoothed stone.  I absolutely love to capture dangerous forgotten beasts/titans and leave them in the pit underneath.  There are a trio of ballistae on one end (protected by a large gap in front of fortifications), a single tile zig-zagging pathway to increase walking distance (triple time under ballistae fire) with periodic weapon traps to help encourage "dodging" into the "rancor" pit.  I also line the sides with fortifications and have a few marksdorf squads shooting away.  I also naturally have a puppy-baited room to coral the FB afterwards and recover the goblinite.  I then have a series of air locks waiting to let my remaining melee dorfs finish off the rest piece-meal. 

Barring that, I at least like to make "turrets" of GCS in front of my base to break up/slow down attackers.  With an aquifer, drowning traps are so very simple to set up (Endless supply of water from the aquifer drained into the cavern afterwards).  You can also weaponize your garbage as you hinted at.  Minecarts and bridges can be used to fling them (or just drop refuse directly on top of enemies- falling socks be lethal, yo). 

575
DF Dwarf Mode Discussion / Re: Buying all the caravans
« on: February 27, 2015, 02:52:40 pm »
That is exactly my point though, if you focus on wealth first you will easily be caught by a small invasion/beast attack in aproximately a year's time.  Absolute bare minimum is prepping your military/defenses ALONGSIDE your wealth generation.  Seeing as you get military rolling from the start, that is fine.  But you need a handful of armed/semi-trained soldiers and at least some rudimetary defenses set up by the first winter if you push wealth early.  Otherwsie, you can caught facing a squad or two of goblins without a military, line of cage traps, or at the very least a bridge to seal off your fort. 

I was simply warning that buying out the caravan invites trouble.  If you are prepared for said trouble, its fine.  If you were just pushing wealth and "were just about to" set up your defenses? Screwed. 

576
DF Dwarf Mode Discussion / Re: Buying all the caravans
« on: February 27, 2015, 01:18:52 pm »
Early on its a huge mistake.  If you spam prepared meals (trap components, gold/platinum furniture, decorate with gems, etc) you'll trigger a massive population boom.  When you buy out the dwarven caravan, or at least make a -very- strong showing, it encourages migration.  You can go from being ~15 strong when the caravan leaves to ~100 by the next summer.  Since you've tipped that 80 mark so soon, you are barely a year into your fortress and already getting hit by sieges and megabeast attacks.  So, not only are you 50 short on bedrooms and possibly stripping your food supplies bear, but you don't have proper defenses set up yet alone a proper military. 

If you are going to push wealth early, it better be in cold hard steel.  At the very least get a bridge set up to seal off your fortress and a civilian alert set up in your dining room.  Cage traps are definitely overpowered and on the exploity side- Ginormous bronze colossi and FIRE BREATHING dragons shouldn't be foiled by some rickety wooden trap.  The same wood that mighty hamsters defeat in weeks! However, you can set up pit traps and other less OP defenses easily enough.  These just need to start asap. 

Later on? Hell do whatever you want.  If you have an established fort, a caravan will never bring anything useful except the occasional breeding pair of awesome from the elves or some bits of metal/flux stone you lack for your military.  As has been stated, the more profit a caravan leaves with the larger it's showing next year.  So if you are chasing specific materials, then buying out the caravan one year should encourage them to bring more of everything the next.  However, if you don't want them to waste space (there are weight limits), you need to make sure you have enough food/cloth/wood stockpiles.  I think its 5 food, 2 cloth, 1 log? Its on the wiki.  Conversely, you can trick the caravans into bringing more if you just forbid -most- (I don't recommend forbidding all your food >.>) of the relevant stocks in the first few weeks of a caravan season.  I find textiles a chore, so I love it when they bring bins of (preferably leather) for use. 

577
DF Suggestions / Re: beekeeping applications
« on: February 27, 2015, 12:56:13 am »
As part of the food/spoilage overhaul, I've suggested wax as a sealing agent for large pots and honey as a perservative for fruits.  In fact, you can store your fruits from the summer harvest in pots, dump in some honey as a perservative, then seal the whole thing shut with wax! Historically both were in common usage. 

578
DF Gameplay Questions / Re: Steel door
« on: February 27, 2015, 12:50:55 am »
The trick is to have another valid target behind the first door.  If you just put lava behind a door, the troll will likely run off to its next target.  However, if you put another visible target behind the lava (say, another door) the Troll will immediately see the 2nd target to smash and start pathing to it.  This will cause them to plunge right into the lava while trying to smash the door. 

All glass is magma proof, btw.  Several stone types are as well... its actually very rare to embark on an area that is 100% magma-safe material free.  If all else fails, you can request magma safe stone/metals from the liason.  Traders of all types tend to show up with sand bags for some green glass.  There are about ~20 magma safe stones (marked in game!) as well as a few magma-safe ores that can be enabled via the "stones" tab for mechanism use.  Casseterite, galena, sphalerite, native platinum can all have their ores turned into magma-safe mechanisms. 

579
DF Gameplay Questions / Re: Starter armour
« on: February 26, 2015, 04:00:20 pm »
You can actually go completely absurd with layering.  6+ cloaks and mutliple sets of chain mail.  This only offers marginally more protection and will reduce a dorf down to a crawl without legendary armor use. 

First and foremost- GET THAT SHIELD.  No dorf should ever lack a shield.  As stupid as it is, a wooden/leather shield will perfectly protect dorf's from the same dragonfire that melts the adamantium statue next to him.  They also are paramount in blocking arrows and any other attacks really.  Lucky one-hit-kills are a very real and common occurrence in DF.  A sword that pierces the heart/hammer that crushes the skull/axe that lops off his head can all happen in the first round of combat.  Barring that, enough damage can be caused to double your dorf over in pain leaving him vulnerable to follow up attacks.  The single best thing to do is give your dorf his shield.  Later, with dodger and enough armor user to move in a full suit of gear your dorf becomes much safer... but again that shield is the single best thing you can give him.  Also, heavier shields will definitely encumber your dorf more.  Bashing is dependent on weight, but only helps if the dorf loses his weapon.  I'd stick with wooden shields (over copper/heavy artifact shields), as even at higher armor levels it still wears the dorf down more.  More encumbrance=less attacks+ quicker exertion.  Even at proficient armor/shield user the extra weight of steel shields killed most of their users fighting an identical squad with lighter wood shields.  You might can switch to copper shields at grand master, but again this only helps when your dorf loses his weapon.  They are kinda screwed then anyway. 

After that you can have a leather tunic for training.  As someone else mentioned, you want your military dorfs training asap.  A single piece of armor is all they need to start training the skill, so if you are light on metals/don't have your metal industry set up just give your dorfs a piece of leather/shell/bone armor to get the ball rolling.  Gauntlets and boots are also very light and can be added early on if you have the materials ready.  Copper gauntlets/boots and leather tunic/bone greaves +helm + wood shield won't encumber an early dorf much while providing decent coverage.  Later you can give them a full suit of copper/bronze armor as their armor user and your metal industry allows.  It doesn't matter if your dorfs don't have full masterwork steel before your first siege- just so long as they have a full suit of armor and hte skills to use it.  As the years go by and you have a legendary smith churning out full suits of masterwork armor with access to candy, and you have full squads of legendary armor users you can start worrying about maximizing layers and coverage. 

I want to say you need at least armor user 5 to fully equip a dorf with metal armor.  I checked back on the military testing page of the wiki and a grandmaster user can handle full armor+3 chain shirts like they aren't there, but I didn't find further testing done. 

580
DF Gameplay Questions / Re: Storing booze in large pots
« on: February 26, 2015, 03:19:33 pm »
They are treated the same in stockpiles, but not entirely interchangeable.  I believe you still need to use wooden barrels to process sweet pods.  Earthenware pots are also unable to hold liquids (but can easily hold food) until glazed. 

Also, be very careful when making pots out of rock.  Most won't be heavy enough to cause problems, but a cobaltite/cinnabar/pitchblende pot filled to full will be a nightmare to haul.  Cinnabar is about 16 times heavier than standard wood and at least three times heavier than other stone.  For storing booze its generally not a huge deal, but a cinnabar pot filed with 100 units of meat will be a bitch to haul.  If you are making rock pots, keep an eye out for jet.  Its approximately the same weight as earthenware, but doesn't need any glazing.  Its over twice as heavy as wood, but still half that of other stones.  Due to the stupid way dwarves pick up stone/wood for jobs, you can just disable all other stones from the stocks menu.  First, make all the other stone items you need now out of anything else (tables, chairs, coffers, etc).  Then mine out jet and disable all other stone types from the stocks menu.  With mutliple crafters workshops, churn out 100 or so rock pots.  Then, disable jet/re-enable all the other stones and resume other masonry projects (expanding dining room, making more doors, coffers, statues, etc). 

At the very least, disable cinnabar/pitchblende/cobaltite when making pots.  They are all at least double other stones in density.  They have pretty colors though... much better to make into constructions ^.^ (bright red/purple/deep blue). 

If you have it, fire clay doesn't need glazing and is still significantly lighter than stone.  This only becomes feasible if you have a volcano/already pumped up magma.  However, if you are interested in trading with the elves you can still make ceramic pots.  Its so much fun to use wood to both make, and glaze, earthenware pots when selling to the elves.  Oh! Ceramics they say.  Oh! shiny glaze they say! Oh, its not made of wood! They say.  Then they hand over far more money for the increased price of the container while my dwarves snicker endlessly. 

581
DF Gameplay Questions / Re: Steel door
« on: February 26, 2015, 02:58:34 pm »
My favorite trap is to set up a couple of stone doors with layers of magma between them.  Troll smack door... new door! SMACK! /rushes into lava

582
DF Dwarf Mode Discussion / Re: Best ways to keep dwarves happy
« on: February 26, 2015, 02:49:29 pm »
Gold ore is wasteful in that in prevents you from getting 4 statues out of that one hunk of ore.  If wood is -very- tight (glacier, desert, wasteland) and gold abundant... I guess go for it.

As for clear glass? I dont tend to bother unless I already have magma smelters set up and not even low grade valuable metals.  1 unit of clear glass takes 2 units of fuel, 1 unit of wood, 4 jobs (make ash, bake ash, collect sand, make clear glass), and a spare bag (textile/leather industry set up) to make a single clear glass item.  Conversely, I can make 8 units of billion (value 6) or 8 units of brass (value 7) in one smelting job.  Electrum is always great to make with gold+tetrahedrite/galena.  You could even just melt the galena/tetra for a chance at silver (value 10) and use the copper for shields, crossbows, and bolts.  You can also use the "junk" metal to stud (doesn't use fuel!) furniture.  Granted,  I have to use additional fuel for each smelting job, but its at worst something like 1.12 units of fuel per item compared to 3 units each if making clear glass entirely from wood.  Green glass isn't that much more expensive than standard wood/stone (value of 2).  Earthenware is actually 3 and stoneware 4.  If you have fire clay I'd just make some statues out of that.  Hell, bronze has the same value as clear glass and is also much easier to make.  You'll usually want to clad your military in steel (or at least iron), so you can divert the bronze to furniture making.  Iron itself is value 10 (equal to silver) and steel is 30 (equal to gold) if you have an abundance of iron (I've settled on maps with all 3 ores of iron available). 

Also, don't forget decorating.  You can also cut chunks of rock into gems for decorating. Thus, you can make a marble coffer decorated with microline "gems"  You can also decorate with bone from butchering.  Cloth/leather bags can have cloth/leather decorations on them as well.  Decoration tend to multiply the decorations value by the quality level, so even adding cheap decorations can pay off.  Masterfully set bone should add about 300 value to an item.  Masterfully set cut stone gems add about 500 I believe. 

My point is that, without magma, clear glass is generally a waste to set up.  Ordinary stone items decorated with stone is much simpler to set up and probably more overall value.  Now, a masterwork clear glass cabinet masterfully decorated with marble gems will be more valuable than an equivalent stone cabinet, but the later is good enough to keep peasants happy (they are just ecstatic to not be sleeping in the mud and just having furniture in the first place).  Since you have lignite, you don't have to use 3 wood per clear glass item, but it still requires setting up an entire complex industry (that piggy packs on textiles) while training up glass makers.  You should already have a mason set up, and gem-setter is actually one of the requirements for gaining the king (glass is not).  Gem jobs generate far more wealth that can be applied to other industries as well- its also much easier to set up. 

Always carve dining rooms and bedrooms out of stone.  Afterwords, you can smooth/engrave the crap out of everything.  This alone usually does the trick without fancy furniture.  As far as admiring statues and the like? Anything designed by an architect gains a quality level that -only- applies to the value of the structure.  Masterfully designed paved stone floors cannot be engraved, but you can make them out of platinum for -very- impressive results.  Due to all their materials/need to be designed, wells can also have sky-high value.  Architects aren't even that hard to train- they just need to "design" a structure, not actually build it.  You can thus have them design a whole field of archery targets, but burrow them in so that no one follows behind them to assemble them.  Then just "deconstruct" each with a keystroke and repeat.  You can also just pave roads all over your fortress to prevent trees from growing in the dirt tiles.  You can also just disable the required skill on any dorf while designing metal supports.  This can be done early on easily enough before you have a proper metal (furniture) industry set up. 

Oh, one last thing  Dorfs love waterfalls.  The get all warm and fuzzy walking through the mist.  Thus, its great to set up a "mist generator" at the entrance to your dining hall/statue garden.  They are also great at the entrance to your fort for cleaning mud/blood/evil funk. 

583
DF Dwarf Mode Discussion / Re: Strange Strange Mood Facepalms
« on: February 26, 2015, 01:35:43 pm »
Nah that is entirely working as intended.  You had metal, you had moodable dwarves that could use metal... so they grabbed said metal and went to work.  Not only do you have something bloody awesome (pair of legendary smiths), but the artifacts aren't half bad.  Remember, gold is actually heavier than both copper and silver.  Shields and crossbows work better (for their secondary functions) based on weight... Its still a buckler... but its not an -atrocious- artifact like a bone hammer.  As you lack weapon's grade metals, you can still definitely put it to use.

Just trade for your metals.  Even if you just have access to the dwarven caravan you can request all three types of iron and all the flux stone.  Melt down copper cages to make copper shields, etc.  Prepare a soldier-less defense for the first siege though.  At most, you can set up some choke-points with protected marksdorfs.  Dig giant chasms with one tile wide bridges snaking around and a trio of ballistae on the other end.  Put weak weapon traps on the bridge forcing goblins to dodge to their doom.  Straight up make pit traps that lead 10+ tiles down that lead to a fortification-walled pit surrounded by marksdorfs.  Engineer drowning chambers.  Create "airlocks" that break up the enemy into waves your bone and leather clad wrestlers (or obsidian sword wielders) can manage.  Gamble on mining some addy (with bridges ready to seal off any !FUN!) and make a few proper weapons.  When everything is said and done, harvest the goblinite and put your legendary smiths to work!

This is why the metal duping exploit pisses me off so much.  People think that if the game doesn't "give" them the right metals, they are free to do w/e they want.  Bitch please, this is DF.  The game doesn't have to give you shit.  We already have enough tools and freedom to handle anything.  Its why players are always thinking of more absurd challenges and restrictions to overcome.  We already have MORE than enough options.  I actually like settling on sparse-metal embarks.  It forces us to be more creative and better utilize our options instead of just paving everything in gold and setting up a 100 strong wall of steel military.

I know you didn't mention using the infinite metal exploit on caravan steel, but it just sounds to me like you are already set up and ready to go for an amazing fort.  You already have the training out of the way, now you just need a handful of metals. 

584
DF Dwarf Mode Discussion / Re: With multi-hauling, Herbalists are SEXY!
« on: February 25, 2015, 11:59:56 am »
Herbalism is definitely five times better that it was beforehand.

Also any decently forested area with fruit trees is OP now for food/drink production. ESPECIALLY with good herbalists.

Most "seeds" leftover from fruit trees are worthless, however I have found some edible ones! As I mentioned earlier, rambutans are brewable and leave behind an edible seed.  Thus, when you can get double duty out of them.  Regardless of your fort, no one can plant the tree seeds anyway.  Brewing up 200 rambutans will also leave 200 edible seeds behind.  It's like getting two-for-one! Olives can be directly eaten or pressed into oil+pomace.  I'm not sure about the other fruit "seeds," I'll need to experiment more.  The same goes for most of the new textiles: cotton, kenaf, flax, hemp.  All of them, once processed to thread (or flour) will leave behind a pressable seed.  So each unit is both cloth and 2 units of food (from the seed).  However, not all plants leave behind an edible seed.  Selectively brewing/milling/processing only the foods that leave behind edible seeds while straight up cooking the rest can go a long way into stretching your food supplies.  Properly stretching your stockpiles can vastly reduce your need of ~2540 plants (1600 "food" 640 to brew into 3200 booze, 300 textiles a year) down to 1000! (all 640 brewable plants will have their edible seeds cooked, sweet pods will be split into 5 dwarven syrup each, quarry bushes will become 5 leaves 1 press cake 1 oil, ~300 textiles will have seeds pressed into 2 units of food each). 

Now, a  glacier embark will naturally be unable to support itself with herbalism alone (or at least, it will take massive effort).  You'd need to secure a large section of hte cavern to use as a "garden" unless you engineer a flood on a cleared out rock-layer to harvest.  Even so, don't forget that sweet pods and quarry bushes can be split into additional units of food.  Brew the plump helmets and wheat while splitting those sweet pods and bushes into 5-6 additional food each!

585
DF Dwarf Mode Discussion / Re: With multi-hauling, Herbalists are SEXY!
« on: February 24, 2015, 12:58:26 pm »
Invasion sensitive is right, the point is to keep your herbalists inside during times of trouble- early on its a great time to have them help processing.  After the goblinite has been harvested you can return to gathering.  Particularly during summer if you fence in a handful of trees, you can easily squeeze an entire year's worth of food out in under a season.  I got 4 proficient herbalists to hit ~2000 plants by the start of summer.  I'll need to experiment a bit more to find roughly how much space is needed to grow that many herbs alone in a year. 

Now, cage-trapping the caverns has always been ridiculous amounts of food- particularly if you use your military to help out the process.  Others have made ample use of a "closet full of pigs" that continually generate bacon (and milk) from dust and wishes.  Herbalism as the SOLE food source has never been that viable.  Sure, quarry bushes and sweet pod food can be stretched rather thin, but you'd still need to gather enough textiles and ohter booze-able plants to cover your entire fort.  Between dimple cups, sweet pods, quarry bushes, and pig tails being used for food/textiles, you'd have to gather 640 plump helmets/dwarven wheat a year (and 300 pig tails at least).  This was entirely doable, but for hte most part you were using livestock/hunting/cage traps as your "main" food source and allowing herbalism to be the supplemental.  The remainder (mostly cloth) was picked up from caravans. 

The point of my post, though, is to highlight how broken plant gathering is atm.  I've always kept an herbalist on deck, its free food just laying there! If nothing else it was always a good idea to dump the plump helmets and skimp on booze.  While you have one guy chopping trees and another 1-2 mining out rooms, the rest of your four dwarves could spend at least a couple of weeks harvesting from 0 skill.  Later on a legendary herbalist could bring in hundreds of plants a year... but my point is that now a non-legendary herbalist can bring in several hundred plants a season. 

Before multi-hauling, they'd waste insane amounts of time picking a plant, running back to pick up a barrel, lugging that (heavy) barrel all the way across the map, and then finally bringing the plant all the way back to your stockpile.  Even with feeder stockpiles, you'd still see the herbalist return to base for each harvest job.  Now, I see dwarves picking 30-40+ plants in a row before returning with 100-150 easily after a couple of weeks. 

From what I've gathered on hte forums, many people have just gotten into the habit of ignoring herbalism entirely.  At most they'd turn their 5th legendary cheesemaker into an herbalist for something to do, but mostly I've just kept coming across people that don't even consider it. Not at the beginning when your dorfs are just milling around the wagon, not at the end when you have 20 free dorfs doing nothing in your dining room.  I keep reading over and over about how you need to rush and get that first farm set up for a spring harvest... how many farming plots do you need to work to feed your dorfs, etc. Most of it has just revovled around farming as the main food source.  Every now and then you'd come across someone that set up live-stock as a main food source, but never have we been able to use HERBALISM as a main source.  Its gone from being a niche (like bee-keeping) to the easiest and most powerful food source to exploit.

I just wanted to point this out for all the people that have been ignoring herbalism entirely.  Even if you don't bring an herbalist you can still see huge gains sending your idle dorfs off to clear the area around the wagon for some large gains.  And if you really want to be silly...  If nothing else, people can safely ditch all their food/seeds/booze on embark to save ~250 points.  Just butcher your pack animals and quickly harvest/brew up a batch of booze.  You can bring 7-14 units of booze as a "buffer" as well.  It helps to disable barrels in your first food stockpile to ensure your brewers have something to work with. 

Yes though, this is redonkulous.  ~5 non legendary gatherers brought in 2000 plants in under a season, without using fruit trees.  By the end of summer, I had well over 4000 harvested plants.  So, two seasons, 4k plants.  If you have been ignoring herbalism up till now, don't! Stop being a dummy and bring one on embark.  A single herbalist/cook/brewer/processor can supply your entire early fort, freeing your other dorfs to set up the infrastructure or even military.

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