Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Niddhoger

Pages: 1 ... 48 49 [50] 51 52 ... 57
736
DF Gameplay Questions / Re: hauling magma
« on: December 26, 2014, 02:00:13 pm »
I am the opposite,  its annoying to have to make 6 windmills and a long pipe just to get 1 screw pump to work.

Its why people build hydroplants.  you use... 7 full tiles of water, a screw pump (just to get things moving) and 2 water wheels.  The pump stack pushes water over the wheels creating flow.  Once the wheels are going you have a perpetual motion device.  You can build as many as you want, anywhere you want for unlimited power. You just need that little bit of water.  I don't think its possible to embark with all three cavern layers dry, but if you do I guess you are already SoL for other reasons (patients dehydrating).  So when people build their 20-50z level high pump stacks, they aren't building exposed windmill farms.

Also, he just wants 6 units or so of magma.  A couple of minecarts is all he is going to need.  Personally, I prefer using magma pistons.  There is just something so damned dwarfy about using a cave in of hundreds of rock tiles to drive magma up to the surface. 

737
DF Gameplay Questions / Re: Post siege starvation
« on: December 26, 2014, 01:46:36 pm »
Aye, dwarves eat 2 units of food a season.  So 300 food supports 150 dwarves for only 3 months (roughly).  Now, a bookkeeper will only tell you your total amount of food NOT how much you are producing/consuming.  With the civ alert/remodeling your production chains were disrupted... and they may not have been strong enough in the first place.  Only 300 food for 150 dwarves is really skimping it.  Its quite possible you've been oustripping your food production for some time as your migrants built up rapidly.  The waves are small... its easy to account for 7-15 more dwarves.  Then you geta wave of 30 followed by two waves of 50.  BOOM your farms are overwhelmed. 

I'd suggest creating a few immediate food sources (butchering animals, fishers, plant gatherers) while expanding your farms.  If you must, flood a small area of stone to create the mud needed.  Just remember that if you are trying to fish in the caverns, your dwarves can be pulled in by cave crocs and pond grabbers.  Its best to have them fish out of a grate that is in a secured part of your fort.  Hilariously, you can also (safely) fish out of a tile filled by an aquifer.  Plant gathering is actually very strong right now too.  Its the least safe (unless you have an underground herb/tree farm), but herbalists can carry 100+ plants at a time with multi-hauling.  You can easily create a (secured) herb farm by leveling some miners through soil/stone (that you flood).  I am not sure what the upper limit is... the most I've see is 135 on an herbalist still making his way to more plants.  I had to cancel the rest of his jobs because he was already moving at a crawl. 

If you have 1000+ plus seeds, you can enable them as food stuff to be cooked.  You only need 50 max of each seed.  Also keep in mind that some of your farm production is being used up to create booze.  That 300+ plants needs to be both booze and food. 

738
DF Dwarf Mode Discussion / Re: Army of miners
« on: December 25, 2014, 10:07:14 am »
wow i had no idea, thats awesome! Miners sit around not doing anything a lot of the time anyway after awhile. Might as well drill on dodge and stuff!

Can we force individual skill drills? Or will your miners spend half their time becoming legendary biters instead?

The main point is that not only does mining train a weapon skill, it also builds strength.  By the time your dorf gets to legendary mining, he'll have likely increased a strength level or two.  I often make useless migrants miners first for this reason.  I could have them endlessly toiling away at a screw-pump.. but making them miners is at least useful. 

739
Part of your problem might be feeling overwhelmed by the free-form nature of setting up your fortress.  There is no one "right" way to do things- especially considering every embark site is different.  Instead of searching for the "perfect embark site," try setting a single clear goal ahead of time.  What industry should I work on? What defenses do I get up and when? What projects will I be doing? Is this a surface fort or a cavern fort? Etc.

740
DF Dwarf Mode Discussion / Re: Two issues, need help
« on: December 25, 2014, 09:49:35 am »
If you are worried, try overwhelming the stressed dwarves with happy thoughts.  Giving them all high-quality engraved rooms with decorated furniture should help.  Perhaps you can set up a mist generator in the dining room as well.  Happy thoughts aren't as strong as negative thoughts, however the point is to keep the negative thoughts from recurring as you drown out the rest in a flood of pleasant thoughts.  Watch the stressed dwarves carefully, if they do nothing but "attend meeting" with your mayor/expedition leader over and over and over again they are on the verge of snapping.  Once or twice is fine, but if they are trying to spend half their time "attending meeting" then expect a tantrum. 

741
DF Suggestions / Re: We need better military
« on: December 25, 2014, 09:29:41 am »
Military

Dwarven armies
Ability to send out fortress dwarves to lead larger groups of surrounding dwarves out around mid-level maps (or just go alone)
Ability to send equipment and fortress dwarves out to train surrounding dwarves
Ability to attack sites and entity populations with your dwarven armies
Ability to set fires and select supplies to haul back when sacking a site

This is pulled from the DF Development page.  We are supposed to be much more active with our surrounding space.  I think you are talking more about complex orders and moving in formation, though.  The combat AI is still pretty simple, but maybe "March as group" would prevent the quicker/more nearby dwarves from suicide rushing the enemy.  Also "protect incapacitated/fallen comrades" might work too.

742
DF Suggestions / Re: Schools
« on: December 25, 2014, 09:17:29 am »
Schools are a modern invention, they don't fit with the Dwarf Fortress stated theme of 14th century technology. ...

The Aztecs had a compulsory schooling program around that time, it was mostly focused on religion and warfare but the system was similar in practice to modern schools.

Dwarf fortress isn't based around Aztec customs, technology, or beliefs.  Its firmly routed in medieval -western- mythos. 

Now, COLLEGES started forming in the late 11th century in Europe.  There were academies before that in ancient Greece.  However, these were"elite" institutions that only noble spawn, the exceedingly wealthy, or otherwise connected (church) could get into.  I believe private tutors were more common, but also for the rich only.  Learning for the common people was mostly restricted to what their parents knew (My daddy was a miller, I'm a miller, my kids will be millers).  Richer peasants could afford to buy an apprenticeship for a child to learn side-by-side with a guild. 

I'd settle for just making the little bastards into haulers.  It doesn't require skill, it doesn't require any intelligence at all.  They wouldn't be strong enough to properly haul stone, but hauling cloth from the loom to the stockpile near the dyers shop, or hauling food to the larder should be fine.

743
DF Suggestions / Re: Militarized siege operating
« on: December 23, 2014, 11:48:10 pm »
Only if there was a massive buff to siege engines.  As they stand, needing 5+ people for a single crappy siege engine would be beyond overkill.  So we would need an accuracy buff, piercing damage instead of blunt, speed increase, and the ability to shoot across multiple z levels. 

744
Doh, undead do ignore organ damage.  I've been using warhammers, but I suppose I should at least try switching to maces to see if that works faster.

745
DF Dwarf Mode Discussion / Re: Fighting off the Circus
« on: December 23, 2014, 07:47:57 pm »
What you really needed to have done was set up a bridge over hell.  Let in only so many demons before flipping the lever.  It helps to create a couple of airlocks after this to better control exactly how many make it to your axe-line.  This lets you overwhelm only a few demons at a time.  Furthermore, set it up so that the demon is entering a room from below/rounding a corner/dropping a bridge directly in melee range of your axelords.  The point is that you fight the ranged-attackers 1v10 already engaged in melee, as opposed to letting them turn your dorfs into mince-meat ahead of time. 

To top all this off, seal in the fighting area so that even if all your warriors die your fort still lives to try again.  At this point you can try cave ins or atom smashers to kill the steel syndrome slinging scorpions (or w/e killed most of your dorfs).

Try to catch a web slinger early tough... catch him like you would a normal Forgotten beast (behind a bridge in a sealed off room).  I believe the silk from a demon is supposed to be fire-proof.  I don't think its actually valueable, but a fun novelty at least. 

746
DF Suggestions / Re: Caravan Scheduling
« on: December 23, 2014, 07:34:06 pm »
Yeah... but this would effectively kill "interesting" embarks if you were capped at 7 dwarves+ 14 year wait on procreation.  Some people consider this "fun" I find it a tedious disaster of micro-management.  You can't even build a single full squad with those #s!

If nothing else we'd need starting scenarios that would justify the mountain-homes investment (in migrants and trade routes) in your hell-fort.  Perhaps you are a prison-colony and can set some of the prisoners to work in chain gangs or a work-release program.  Perhaps you are not simply trading dinky crafts but are procuring metals for the motherland.  In which case you would HAVE to trade so much of a given item the liason requests.  Maybe you are a fort to act as a buffer against the goblins living in hte tundra. 

Also, if we couldn't trade across oceans, then entire landmasses that start without a dwarven civilization (or whose dorfs have gone extinct) would be unplayable.  It would just feel like it takes too much out of hte game.

If nothing else, these remote/desolate places (and forts from dead civ's) should be able to take in refuges from any nearby civ, including other races.  Perhaps they could even take in migrants from hill dwarves/outcast camps they have established good (trade) relations with.  Maybe you could even "conquer" and enslave/assimilate nearby camps.  SOMETHING needs to be done to not entirely cut off and doom a fort to only 7 dorfs if they settle too far away/across the sea. 

747
They are tropical plants.  Rope reed is one of the pre-2014 crops that grows virtually everywhere.  Like fisher berries and prickleberries.... you just can't seem to -not- find them. 

748
DF Dwarf Mode Discussion / Re: biomes and prospects
« on: December 23, 2014, 03:45:04 pm »
minerals are related to the type of stone layer  Its very rare for a biome to be created without a sedimentary layer (maybe around volcanoes?).  Metamorphic will be under that.  Igneous intrusive/extrusive will obviously be near volcanoes, but exist elsewhere.  Certain ores (like gold and platinum) are far more common in some layers than others... like in both igneous layers.

749
DF Dwarf Mode Discussion / Re: fun changes to the raws
« on: December 23, 2014, 01:47:38 pm »
However, back to the actual point of hte thread.  I like to add in [mat_leather] to scales and chitin.  Thus, when I send my axelords to kill those 10 useless crundles spooking my weavers, my refuse stockpile doesn't get inundated with worthless crundle scales.

Other than that, I add [child] tags to dragons and other non-breedable creatures.  While I think dragons CAN breed now, they hatch fully grown.  I'm never going to run a 1000+ year fort, but its still silly to have a hatchling born larger than its parent.   

750
DF Dwarf Mode Discussion / Re: My Dwarven Feels
« on: December 23, 2014, 01:44:26 pm »
Spectrum Boom:
http://dwarffortresswiki.org/index.php/DF2014:Emotion

Personalities determine how dwarves react to things and how easy it is to avoid stress. In the newer versions stress is much longer term, to the point that unless you have a dwarf with chronic wounds you may never have a problem with your hardy dwarves going mad. However, this also makes it much harder to fix dwarves that do get depressed, they have to get away from the things causing them stress and also get a steady supply of happy thoughts (happy thoughts are weaker than negative thoughts so negativity just overwhelms the positives if not removed). Apart from stress I don't think emotions actually do anything but add flavor right now, but that could change in the future (or I may just be wrong).

Aye, I had a dwarf loose a foot in the first year.  I gave him an engraved spatial room with high-quality decorated furniture.  He did NOTHING but bitch at my expedition leader/mayor until he threw a tantrum inside the mayor's bedroom.  I checked his thoughts and it was just LOADED with "pleasant/blissful" thoughts.  However.... he did get "horrified" at seeing the corpses of a couple coyote men and trolls.  While He was long removed from seeing the deaths, he can't exactly regrow his foot (without lyconthropy at least).  I think I was 3 years in before his first tantrum, though.  I was just becoming a barony. 

Pages: 1 ... 48 49 [50] 51 52 ... 57