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Messages - Niddhoger

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721
DF Gameplay Questions / Re: Is the game playable yet?
« on: December 27, 2014, 02:43:51 pm »
Yeah... but dwarves spend less time hauling barrels.  instead of making 10 separate trips they'll do it in one.  However... a second problem is that dwarves often haul too much now.  I've caught herbalists crawling across the map trying to reach the next prickle berry while already hauling 130 something odd plants. 

722
DF Gameplay Questions / Re: Any way to fill in river tiles without magma?
« on: December 27, 2014, 02:42:03 pm »
Thanks all, last time I mucked with a river I managed to flood the world, so I've been avoiding trying again. Hopefully I'll have better luck this time....

The trick is you need a proper "drain" for your screw pumps.  There are only two proper types of drains: Aquifer and edge-of-map.  Aquifers are just magical.  They are both infinite sources and sinks for water.  If you have one present, a quick couple of tiles to channel into it is all you need.  Edge-of-map means water flowing off the map edge effectively disappears.  You can't dig out the last tile bordering the edge, but you can carve it into a fortification.  Water flows freely down stairs, so you can just make a (wide) up/down stair into the first stone layer then dig to the map edge.  Carve those fortifications (since water can freely pass them) and begin working.  Note that screw pumps can't work OUT of stair tiles but have no problem pumping INTO them.  Also keep in mind that a single tile won't hold all the water being pumped into it.  To be safe, you can wall in the "drain" tiles to make sure water doesn't splash about/Urist McDerp doesn't trip into it. 

723
DF Gameplay Questions / Re: 2 questions
« on: December 27, 2014, 02:26:39 pm »
Floors are constructions and thus indestructible.
There are actually two classes of BD- the first can only destroy WOODEN buildings, so material value does matter to an extent.  However, the 2nd class of BD destroys everything but artifacts and constructions.
Building destroyers also can't destroy bridges, in either position.

I never said bridges -of any material- are vulnerable.  However stone doors will stop cave crocs where wooden ones will not.  I keep forgetting that bridges are not a "construction" but are listed under the "building" menu.  To clarify, bridges are the only non-construction that is 100% immune to BD's of all kinds.  Since floors are a "construction" (built under b-C menu) they are immune. So glass windows get shattered by any form of BD, but glass walls (floors, hatches, bridges etc) are 100% immune to them.  Constructions even hold up against magma and dragonfire even if their material won't allow it (for the record, nethercap is the only material safe from dragonfire).  The closest a bridge can get to being "destroyed" is jammed open.  Bridges can't open/close when sufficiently large enemies try to cross them.  This includes all titans, forgotten beasts, presumably demons, probably zombie sperm whales... etc.  These don't DESTROY the bridge but instead keep it from closing.

To directly answer your question: yes, your glass floors are safe from BD's. 

Ironically, the same troll that tears right through an adamantium door like it isn't even there will be stopped by a wall of ash or soap.  The first is a "building" and the second is a "construction."  Bridges count as constructions though. 

724
DF Dwarf Mode Discussion / Re: Necromancy
« on: December 27, 2014, 09:57:51 am »
I can *ALMOST* confirm that undead, considering the changes to evil biomes as a whole, will now only be alied the person who raised them, as well as other undead risen to that master.

I have no idea how this will work with other necromancers, but I will say that necromancer nobles will spawn undead that still murder the rest of your civilization.

So... yet another reason to keep killing nobles.  Got it!

725
DF Gameplay Questions / Re: 2 questions
« on: December 27, 2014, 09:53:41 am »
Material doesn't bother building destroyers. It's only artifat quality that'll help.

Ballistae are still inaccurate with poor operaters, but now deal slicing damage. I think I've seen a couple of reports of ballistae basically gibbing multiple goblins.

There are actually two classes of BD- the first can only destroy WOODEN buildings, so material value does matter to an extent.  However, the 2nd class of BD destroys everything but artifacts and constructions.

Ballistae have always been able to kill 2 creatures at once.  Back in .34 there were confirmed reports of ballistae killing two elephants with one shot.  They've always been able to smear a couple gobbos.  Ballistae have something like 100 tile range too.  Even when horribly innacurate, a single tile corridor only gives them one path.  If nothing else, having to run down that 100 tile range gives the balistae time to get a few shots in.  The problem is that you need 3 masterpiece siege parts to create your engine, and training on catapults is preferred (but much slower).  Catapults use junk (heavy) stone, but can be fired without a target.  Ballistae are much faster to get firing, but need wood and a target to shoot at.  I've heard retiring your (beefy) legendary miners into catapult loading duty helps speed up the learning process immensely. 

726
DF Gameplay Questions / Re: Any way to fill in river tiles without magma?
« on: December 27, 2014, 09:47:32 am »
I'd basically like to mine the ore out of a river bank in a warm biome & wandering how to do it.

Edit: Can you pump fast enough for a non-swimming hauler to just grab them?

Just dam the river.  This is very easy if you have an aquifer to use as a "sponge," but draining off-map works too.  First, find out which end of hte map the water if flowing into and which its flowing out of.  The "upstream" edge will always be a full 7/7 of water.  Damn this off as close to the map edge as you can.  Yes, pump's can pull water out of a tile faster than it can enter the tile.  Use this to create a few floodgates/walls directly in hte river bed.  It helps immensely to choose a part of hte river at its narrowest.  Once done, the river should dry up soon enough.  You'll be free to mine out all hte gems/ore you want.  You can also then set up tunnels from the riverbed to get drowning chambers and reservoirs set up for your fort.

727
DF Gameplay Questions / Re: Post siege starvation
« on: December 27, 2014, 09:42:13 am »
Aquifer "ponds" have to be only one tile in size.  Just make 3-4 of them for 3-4 fishers.  Otherwise you simply cannot create a standalone fishingpond.  The water has to be sourced from somewhere off the map or it won't have fish (murky pools start with some, but quickly deplete).  Fish stocks are non-replenishing on the local level.  You can't just build a pond and count on birds bringing in fish eggs.  That pond would only have fish if it was connected to a river or large lake (again, with edges leading off map).  Both of these reasons are why fishing is rarely a major food source in forts.  Fish deplete too soon, and you have to properly secure part of a flowing body to make it a "renewable" fishing hole. 

728
That's actually not such a bad idea. Bring: 1 iron anvil, 10 granite boulders and 1 granite block, a bunch of kaolinite+bitimous coal+Copper nuggets, 1 unit of fuel, some logs, and a bunch of drinks and milk. Dogs, hens, and cats. I'm doing this on my next fort.

no no no, don't bring a block.  You get 4 (10 point) blocks form one 3 point boulder.  The forge/smelter can be made of either.  Just bring 3-4 stones and you can cut them quikly enough at a masonry.  Kaolinite isn't a great idea either.  You won't have a pottery skilled enough to make proper use of it and you don't want to push too much needless wealth too soon.  If anything just bring fire clay.  Its water-tight, light weight, and can be traded to elves.  It is worth less than half the porcelain... but this is a good thing early on.  I suppose you can still bring the kaolinite, but I just hate making porcelain with anything short of a master potter... same with the higher tiers of glass.

729
I used to do wood burning mainly
 but I 'wised up' (my early fort goals now usually revolve around kicking the smithing trade into high gear ASAP)
 and started bringing tons of bit. coal (or lignite if no coal from civ) at embark.

My first go was to bring something like 30+ and my next fort I brought 60+ units of bit. coal.
I also bring one anvil and a unit of coke as I read in this wiki article among others.
If I arrive and find plenty of coal or lignite to mine/smelt, I'm still happy since it only costs 3/unit at embark anyway.  :)

Yar, coal is redonkulously cheap to bring on embark.  If you are bringing coal, you should also consider bringing metal to forge your own picks/axes.  This saves a ton of points that you can use to... bring more coal! I also found that with the new herbalism, you don't need to bring any food, seeds, plants, or drink with you (maybe 7-14 to play it safe).  I then used those points to.. bring moar coal! Then you ditch all the cloth and wooden items (if anything just bring logs/thread and make it yourself).  and use those points to bring moar coal! Although tbh, I did use some of those points to bring 20-30 something leather (to make bags/backpacks/waterskins).  I mean, 100 units of coal is starting to get silly.  THe main thing to keep in mind is that you also need to bring a couple units of stone (to build the smelter/forge) as well as that starter unit of coke. 

Eh... I actually DON'T get the metal industry running up first.  Its one of those things I do in the 2nd or 3rd year as more fort starts to feel established.  Sure, I'll bring a weapon/armorsmith with me and bang out a couple sets of iron/bronze armor (2-5) while my miners start carving out the fort.  I then shelve those until I can afford to spare the dorf-power as I continue to settle into my new fort.  I got to get all the rooms carved out, set up the workshops/stockpiles, fill the rooms with furniture, set up defenses/trap line, pierce the cavern and butcher all the junk beasties that wander in, get my craftdorfs busy cranking out bone goods/bowyer cranking out bone xbows...... and then once I start to feel the fort is "maturing" I get the charcoal lines going and the metal stockpiles set uup.  With all the hauling of heavy ores and the production chain of hauling wood to burners/coal to smelters, then using the coke/coal with ores, then turning around and banging those out into furntiure or masterwork armor.  It just feels like too much dorf time to get set up and running properly when my dorfs need rooms and food and general not dying first.  Again, I'll tend to bring along some extra metal/coal and bang out some armor/weapons while the initial fort is being carved.  But then I have the most important part of metalworking, so I focus on getting the rest of my fort set up first.  Then when I have spare dorfs (and furnished bedrooms) I'll consider getting the rest set up. 

730
DF Gameplay Questions / Re: Post siege starvation
« on: December 26, 2014, 03:26:39 pm »
My production model is basically farmfarmfarfarmfarm and when there is a problem, I send out some herbalists or slaughter an animal or two.

How many total farm tiles do you have and how skilled are your planters? Its actually best to turn off "all dwarves harvest" until you have 2-3 legendary planters.  Harvesting gains skill points but isn't affected by skill levels- only planting is.  So you need to hoard that harvesting skill experience on your planters (who will actually put it to use).  Thus you can go from harvesting 1-3 to 5-7 per plot as quick as possible.  If you don't need to save wood for charcoal, consider making potash as a fertilizer.  If you use fertilizer you might need to reshape your fields.  Fertilizer uses a similar formula to bridges and paved roads.  You want multiples of 4n-1 (3, 7, 11, 15 etc) for maximum efficiency.  I also disable barrels in my seed stockpile (so someone picking up a plump helmet seed doesn't also cancel planting of sweet pods).  If you only get an average of 3 per farm tile, then you are going to need over 100 tiles of farms to provide food+drink for all your dwarves.  I typically farm for booze only, and supply my food through butchering and fishing.  If I use plant food, its derived products (flour, sugar, syrup) so I don't have to worry about cooking up my last seeds.  A line of cage traps throughout the caverns can return massive amounts of food in prepared organs, fat, and meat.  You can even use your military to go slaughter hordes of crundels and other edible beasties (sadly no Troll burgers).  Otherwise, it takes a very long time to get a proper livestock farm going.  Not only do you have to coral 20 of them, but you need to wait a year for hte critter to be fully grown (and ready to butcher).  Sometimes I embark with a handful of sheep.  By the time I need massive amounts of food they -maybe- have bred enough.  In the meantime, they can be milked and sheared for cheese/cloth. 

Consider egg-layers as well.  While Cave Crocs take 2 years to reach full size, they lay about 40 eggs (20-60) on average per clutch.  Pastures some into a room and drop in some nest boxes.  You can lock the door/forbid eggs that you want to hatch while your dwarves eat the rest.  They are worth x4 as much as standard critters, so while you don't get leather from them their bones are -excellent- trade goods.  You get about 80 meat when you butcher a full sized one too.  I think Turkeys are the best domestic bird to get eggs from, although peafowls mature in half the time (better for butchering, worse for egg laying). 

731
DF Gameplay Questions / Re: Carpenter stressed for years after injury
« on: December 26, 2014, 03:05:08 pm »
I don't think its a "bug" so much as an "unintended feature."  They get stressed from a wound that never heals.  Since it never heals, they never get to move beyond it.  However, each season after a chronic injury is sustained, a dwarf should gain less and less stress from it.  This would represent them slowly coming to terms with their loss.  Not everyone can do this (or at the same speed), so it would still be dependent on personality.  Dwarves that "always have hope" should be able to recover, whereas "never been happy/prone to neurosis" dwarves would likely spiral out of control still.  Not everyone can spring back to full after becoming permanently crippled- especially in a time when getting something to drink means fighting off giant monstrous crocodiles (and booze being the closest thing to prozac). 

732
DF Gameplay Questions / Re: Undead siege troubles
« on: December 26, 2014, 03:00:45 pm »
Undead get triple stats and keep all their skill levels from life.  Normal zombies aren't much of a threat because being killed causes them to drop all their equipment.  Triple strength and legendary fighting still doesn't mean munch when you are nekid fighting a steel clad dorf.  TOWER zombies (and thralls) tend to retain equipment.  So you got skilled, triple strength, armored warriors immune to pain, drowning, and organ failure.  That last one is huge, as piercing weapons rely almost entirely on damaging organs to stun/kill a creature (collapsed lunges, crushed brains, pierced heart are all one hit kills essentially)  Warhammers are very strong (blunt) weapons, but do more organ damage (crushed skulls) than pulping.  They are -very- dangerous without the necromancer reanimating any fallen corpses. 

However... they can still be trapped and killed by cave ins.  In particularly, falling items are extremely lethal.  Dropping a worn out sock from a couple Z's can drop a Z :p

If they aren't encroaching on your fort, its because the fort is sealed off.  Enemies will choose the shortest path.  If there is no path... they won't tend to move.  If you open your corridor they should shuffle in and fall to traps.  Or you could create a cave in, or trap them in a pit.  Bonus points- bolts don't damage zombies much, so you can use them as live archery targets once pitted!

As stated, maces do the most pulping damage.  So while they normally suck, taking the time to shatter bones and mangle tissue will prevent the zombie from resurrecting.  Silver is the best metal for blunt weapons, and I lke to pretend it deals more damage to undead.  The only superior material would be platinum- but that takes an artifact made by a weaponsmith that likes platinum and maces to make without much chicanery (save scumming and/or forbidding all non-silver metal).

733
Linking a stockpile to a workshop doesn't work.  Stockpiles respect the settings, but the workshop often doesn't.  I've linked a jet stockpile to a mason shop, set the STOCKPILE to only work from links.  Mason still picks up random heavy stones from anywhere in the fort.  I had to constantly forbid the stones he was working on to finally get him to using the nearby stockpile... for a few crafts.  4-5 jet pots in and hes back to grabbing mudstone half a fort over. 

The only thing the link seemed to do is keep the jet stockpile from filling up (since there was no other stockpile to take from).

I thought dwarves mostly just picked up the object closest to them at the time the job was created, not closest item to where the job is being done (workshop).  However, there does seem to be a clear peference for most recently dug out stone/ore. 

734
Honestly? Just use shields.  Wooden shields can protect against syndromes and dragonfire.  In fact, the only statistic that matters for shield is weight- heavier shields bash for more damage.  Addy shields are actually the worst shields you can give your soldiers for this reason (since -only- weight matters)  You could also set up a few ballistae ~100 yards down the hall and use those. 

personally? I'd bunker him near the start of your fortress and have him toss fireballs at goblins.  If gobbo archers get close then drop a bridge cutting off its line of sight.  Think "giant cave spider silk farm," but instead with a flaming beast and roasted goblins! :D  Name him "Torchy" and use him as your mascot.  Let him give the elves hugs! The possibilities are endless. 

You can't "trap" forgotten beasts, but you can create corridors sealed off by bridges and baited with puppies (put them behind walls so they have ot path forward to get in range).  Channel out the tiles adjacent to hte beast room from above, but have a bridge ready to be lowered over said hole to keep the beast from firing on your miner.  Then have it wander down the corridors/up the ramps to the puppy bait in your fortification carved/bridge sealed room at your entrance. 

I hate simply killing forgotten beasts- its far more dwarfy to bend them to your will, or at least keep them as pets.  You can go all "Jabba the Hutt" and have them in a pit under your throne room.  You can give out maniacally laughter as you drop other nobles and liasons into the pit! If they have syndromes you can coat your weapons/ammo with it and spread it to enemies.  You can also use them as a silk farm, but sadly they have no material modifiers to said silk.  Ones made of steel can be used as target practice for marksdorfs with wooden bolts... etc. 

735
DF Gameplay Questions / Re: Carpenter stressed for years after injury
« on: December 26, 2014, 02:06:54 pm »
It happened to one of my first bowyer migrants.  A giant dingo ripped his foot off while he was chopping trees.  I gave him a lush bedroom and even turned off all his labors.  I already got a couple masterpiece  bone crossbows from him, and figured spending time talking to/making friends would help out.  Instead he spent about 2 years constantly yelling at my mayor before throwing a huge tantrum and wrecking the mayors room (as well as assaulting several people).  After his third tantrum I just let the captain of the guard throw him in the dungeons where he went postal. 

It does seem like dwarves never overcome chronic injuries.  His thoughts page was swarming with pleasant/blissful thoughts, but his "suffered a traumatic injury this last season" thought never went away.  YEARS after hte event he still had that "injury this season" thought.  Since he wasn't a werecreature (only way to regenerate lost limbs/nerve damage), I guess he was never "cured" of his injury.  Since he was never "cured" of his injury, he kept having to deal with it every season.  So the stress just keeps compounding until he snapped.  This seems like an oversite in the stress system.  It should eventually get worked out. 

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