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Messages - Sver

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406
DF Gameplay Questions / Re: Setting Invader's equipment materal?
« on: July 06, 2018, 05:36:19 pm »
The civ's ability to get metals at all is dependent on permitting the furnace operator job, mining is not necessary (see kobolds). I don't know whether or not it affects the alloys though - it probably does, unless you mod their reactions to require a different skill.

407
DF Dwarf Mode Discussion / Re: Need help with aboveground Fort
« on: July 06, 2018, 05:23:55 pm »
The most important thing about above ground building is to do everything in steps.
Floors are a luxury - don't build them until you're done with all the necessities: a dorm with beds for everyone (needs a roof, a much better way to spend the same amount of time and material), a not-too-big dining room (again, roof) and an office for manager/bookkeeper (just a ramp, a pillar and two floors for the roof are enough to place a functioning office). I'm gonna highlight it: no walls or floors are necessary for these makeshift tents - just one pillar (four, if more roleplaying), one ramp to go up and a floor for a roof. Stockpiles, workshops and the Trade depot can be safely placed out in the open. Everything better be close together, because the next step is to build a defensive wall all around it: even 1-z-level is enough to ward off wild animals (and those are hell for an above ground fort). You can save some space and time by digging small, single-level dugout houses (which later can be converted into cellars for the actual houses above).

Above ground building requires patience, because otherwise you risk your fort getting overwhelmed with migrants and events that it cannot yet handle. What you need to do is to expand your fort gradually. First of all, I strongly recommend to control the size of your population using the caps in d_init.txt. Something like 20 adult dwarves is enough for the start without taking too much space. The goal is to accomodate them with individual housing, then you can raise the cap a little more and have about 30-40 adults - a fairly large working population to start on the serious building.

Although it is a slow process, there is an upside to the fact that every room in an above ground fort is constructed piece by piece: they can be tracelessly repurposed and rebuilt whenever you want. So, the next step would be to sit back and think what should your fort of 30-40 working adults look like. Personally, I go with either a couple of farmsteads or a small village (~15 simple wooden houses with workshops nearby, a small tavern and a temple), but another good reference is a colonial fort (large, separate buildings for bedrooms, workshops, dining and stockpiles). But, really, it's up to your imagination, just don't to rush to anything too big. Improving the defenses and keeping up with the populace's needs are in priority.

Some tips for early building:
* Have 3 or 4 carpenters producing wooden blocks in waves of 100-200. Whenever you notice you have less than 100 blocks for building, issue a new order.
* Clean up the map of trees, when possible. Trees regrow fast, and the yields are great. Also, live trees are bad for your defenses.
* One building at a time. Move the block stockpile close to the desired location, wait for it to be filled. Designate the first-level walls and a ramp/stair (closer to the stockpile) to proceed upwards. Designate the second-level floor (remember that walls cannot be built over it, so make sure to account for any internal walls you plan for), wait. Designate the second-level walls, wait. And so on.
* If your buildings are not very wide, it may be good to have haulers and builders separate, because each floor will be constructed faster. With a larger population this starts to apply to all buildings.

From here on you can turn your fort into pretty much anything. A fancy castle to accommodate a future baron? A large farming village? A tightly built town? A tower to the sky? A postmodernist monstrocity? Anything you want.
Just remember: advancing in small steps, repurposing what you've already built, keeping up with needs and always having the defenses ready.

408
DF Dwarf Mode Discussion / Re: Uses for a Caged Dragon
« on: July 06, 2018, 01:38:05 pm »
1) Fire turret. But make sure there are no flammable objects around and the turret's vision can be fully obscured by a lever pull, so as your militias don't get any funny ideas about attacking the dragon. This turret can also set off the cave-in traps, because fire destroys wooden supports.

2) Burning the outside or the caverns at will. Can hit the fps during the process, but is useful for defense and the junk/tree cleanup.

3) A nice thing for the dwarves to look at and admire. Fullfills the need to see great beasts, if I'm not mistaken.

4) Hoping for another dragon catch of the opposite gender, for breeding.

5) Disposal of undesirables.

409
DF Dwarf Mode Discussion / Re: There's no pleasing some dwarves!
« on: July 06, 2018, 10:41:07 am »
Does that mean it's actually better to have no prepared meals for now? Do dwarves locate their prefered foods in raw form? Or is there no difference in that regard?

As far as I understand, the only benefits of prepared food otherwise are the wealth/trade value and slower rot. The first one is kinda exploit-ish and unneeded and the second one only (maybe?) matters if you have your militias carry food.

410
DF Gameplay Questions / Re: Setting Invader's equipment materal?
« on: July 06, 2018, 09:45:02 am »
Interesting. Might be a workaround to have more steel-equipped invaders without the radical modding involved. All that remains is to mod in some sort of alloy fake iron for the non-steel civs.

411
DF Gameplay Questions / Re: Setting Invader's equipment materal?
« on: July 06, 2018, 08:44:06 am »
Any civ that has access to metal will have access to all non-alloy, equipment grade metals (e.g. copper, silver and iron), as long as the metal in question is present in the soil on which the civ dwells. Any alloy (bronze, steel) also requires a permitted reaction in entity raws.

You cannot restrict a civ to a single certain metal, but, from what has been observed, in the worlds more rich in metals (the Mineral Scarcity parameter), invaders and such usually have better-grade equipment.

Edit: you can, however, open inorganic_metal.txt and remove such tags as [ITEMS_WEAPON], [ITEMS_WEAPON_RANGED], [ITEMS_ARMOR] and [ITEMS_AMMO] from weaker metals, but remember that this will apply to all civilizations.

412
I mainly build living buildings above ground and, thus, use real or, at least, fairly realistic medieval buildings for reference, but, to get the point across:

Early settlers and the lowest workers get 3x5 (walls not included) one-story huts with no internal walls, one bedroom set (bed, cabinet, chest) and two dining sets (table, chair). Somewhere along the corners, there are two one-tile stockpiles - food and booze. The remaining space is walkable, so no crampled furniture. If it's a family with children, they get an attic with additional beds. This I consider the bare minimum, just a place to eat and sleep.
Later on these huts almost always get an expansion: a cellar, an additional room or a couple of overhanging floors. There are either more bedrooms and dining rooms for family members, a personal kitchen or a personal "guest room" with some statues. This is a good place for living already, the owner only has to go out for public activities and work.
Later, some may get additional attachments, such as a workshop building (5x5 or less), a small garden, an enclosure/barn for livestock, a small individual temple or a "kennel" with a restraint for a pet (edit: also, if you have a lot of waterworks, you can make personal bathhouses, optionally, with mist). The resultant farmstead receives a fence around: the largest ones can get up to 20x20 (usually in a different proportion, but you get the idea), including the fence itself. Once all of the above are present, this is pretty much a personal mini-fort, the owner only needs to go out for public activities.

The reasonably sized houses for nobles rarely get any larger than a 17x17 manor complex, and that includes richly furnished personal rooms for all of the noble's family members, which mostly means more containers, statues etc. The design itself is usually based off the many google pics for "medieval manor", with uneven height and such fancies. Similarly to the farmstead above, it can also get the same additional buildings, only larger and richer.
Then, indeed, the land holder noble can get their own castle. Those I build based on terrain, but generally they are pretty similar to the manors described above. The keep where the noble lives is some variation of a 11x11 five-story building. The lower floors are used for stockpiles and barracks, the top one is battlements and the remaining are, again, similar to manors. The outside can get several nicely sized buildings, such as a lord's own tavern, temple and "art studio" (to fullfill the crafting/creative needs). Be it a siege or a loyalty cascade outside, the lord should be able to get whatever they could possibly want without ever leaving the castle.

The main premise is to think both in terms of in-game and real-life practicality. As mikekchar have mentioned, there really is no reason for a dwarf to have a house that takes hours to navigate through, from both of these standpoints.
Now, indeed, the designs I've described above are not very well fit for underground buildings, but the idea stays the same. Comparatively, I would personally recommend to have less floors, but larger rooms, as this allows for some better geometric designs and keeps most of the stuff in the player's sight. For inspiration on what exactly these designs should look like, I'd recommend googling something like "apartment plan" and pick the whichever ones you find most aesthetically pleasing - naturally, they are all designed to be practical already; then, apply the in-game and in-universe practicalities towards things that are out of place (such as bathrooms and tv-rooms) and switch them for something that is of use and makes sense (such as the additions I've described above).

Not sure if my rambling was on point, but hope it helps somewhat, at least.

413
DF Dwarf Mode Discussion / Re: Last time dwarf took a bath?
« on: July 04, 2018, 09:41:15 am »
So it does happen. Do you have well as water source, and is it a meeting area too?

Wells without the meeting area.
The dwarves were usually cleaning off the blood of tavern visitors.

414
DF Dwarf Mode Discussion / Re: Last time dwarf took a bath?
« on: July 04, 2018, 04:52:49 am »
I've had dwarves take bathes in 44.09, both soapy and not. They've had a lot of free time on their hands, though, and the water source was close to the tavern. But I can't say for sure whether or not that triggered the emotion, as I didn't pay much attention to it then.

415
But it's going then back to square 0 , the dwarves will have their eyes on the quality items around and not on the other dwarves.
So far it looks the only socializing i see dwarves doing is in the tavern, but still friendship, grudges and marriage happen very rarely, not really something you can count on to help with the "lonely" and "far from family" stresses.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8584

No, I mean, in that empty room you carved out. Make a 1x2 tile niche with a statue blocked off by a door. Set the door to internal and forbid it, designate a meeting area from the statue, covering the room you prepared. Assign location to the room. The dwarves should treat that room as a tavern and won't be able to see the statue. Not sure about the door, however - it might be a problem. May try to designate the room first and then block the statue off with something else... not sure what, though. Alternatively, you can try to place the statue niche with a door behind a corner of a single-tile corridor. The dwarves will occasionally see the door, but only the ones who walk around the corner.

416
edit : works great for ... the animals that are all gathering to meet&greet at the meeting designated zone in the empty room i just ordered mined.
Unfortunately none of the dwarves is putting a foot in there, temple/tavern/library are too attractive in comparison :/ (the off duty soldiers are even prefering to spare by themselves on their free time than actually going to a meeting zone :D )

Perhaps, try out designating a meeting area from a statue placed behind an internal door (to hide it from the dwarven eyes) and making that area a part of the tavern?

417
DF Dwarf Mode Discussion / Re: Legends Viewer - Nobility
« on: July 02, 2018, 12:18:24 pm »
1) Open the .../%dwarf fortress folder%/raw/objects
2) Open entity_default.txt
3) Search for POSITION:DUKE
4) Add [EXPORTED_IN_LEGENDS] (somewhere below DO_NOT_CULL, for example)
5) Repeat with POSITION:COUNT and POSITION:BARON
6) In Legends Viewer, they will all be listed on the civilization's page, just like the kings. Their holding will be indicated on their individual page.

It won't work for an already generated world, though, because nobility raws are applied at civ's creation.

418
The only thing I can think of that makes this position unique are thoughts about lack of chains/cages. Is it possible this takes up their memory slot and drags them down for long?

419
1) As of late: fake patrols. Two or more squads, who are off-duty, but still equipped. They get fishing (for melee/ranged troops) or hunting (for ranged troops) turned on; sometimes, other outside jobs, like herbalism - the latter allows me to direct them to specific locations when needed. As I like to play forts that are mostly above ground, large part of the map is my walled off settlement, so the patrols easily cover the rest. They function on their own, take breaks when they need it, can be set to active during emergency and mostly obey the civilian alert otherwise. These patrols tend to slaughter all animals that enter the map, though, but I gotta tell you how much of a pain in a butt wild animanls can be for an above ground fort, even if it's just a bunch of hares.

2) I don't worry about the caravans much, for the reasons described by Saiko Kila. Not a fan of evil biomes either. Otherwise, patrols got them covered.

420
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.3)
« on: June 28, 2018, 12:24:04 pm »
A-and...

v1.3.1 Released

Added war darts to entity lists. A very small fix, as I simply forgot to do this.

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