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Messages - Daris

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361
My experience is that it's normal for rank newbies to spend long periods of time somewhere other than at the range.  Give them a barracks to train and they will slowly gain experience there.  As they gain experience, they will spend more time at the range.  Fiddling with settings did nothing for me except make some time pass, until the marksdwarves went to the range on their own.

I do nothing with my marksdwarves except assign them equipment, bolts, targets, and a barracks for training, and then be patient.  Changing scheduling and all of that turned out to be unnecessary for me.  I assign the squad 300 bone bolts until they are legendary, at which point I remove their target assignments and allot them 300 metal bolts instead.

362
DF Dwarf Mode Discussion / Re: elf/dwarf/human tallow?
« on: November 14, 2015, 12:02:12 am »
Being willing to eat elf steaks doesn't stop your dwarves from being horrified at the sight of their future steaks, or your bone carvers from being horrified by the leftovers.

Does this work? Dwarves getting bad thoughts from their sentient meals? If so I think I've got another modding idea...

i think he means from the unprepared corpse

Yes, I mean the corpse that is in line for butchering.  The post-butcher bones also give bad thoughts, and so will the skin until it is tanned, after which it no longer matters.  The meat and fat (and tallow) do not.

363
DF Dwarf Mode Discussion / Re: elf/dwarf/human tallow?
« on: November 13, 2015, 07:46:17 pm »
You can butcher sentients if you change your civ's morality.  It's not hard, but it's seriously annoying and I don't recommend it.  Being willing to eat elf steaks doesn't stop your dwarves from being horrified at the sight of their future steaks, or your bone carvers from being horrified by the leftovers.

364
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 13, 2015, 01:45:54 am »
Correction: any invader (a hostile intelligent entity that has traveled to your site specifically to attack you) will never breed, although pregnancies (usually among goblin invaders) have been observed to come to term.

How is that a correction?

365
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 12, 2015, 09:42:01 pm »
Year 58.  Population 184.  The human guild rep is back, so hopefully the leather import schedule will soon be back on track.

My animal breeding program continues to pour food into a replete system.  Prepared meals topped 16,000 at one point.  Gah.  Sometimes I look at my food stores so full of food that there is little room for liquor and think that maybe I need to rethink this plan, but I inevitably decide to go ahead and continue.  Having extracted everything we need from the cavern 3 wildlife, we're just kicking back at this point waiting for the population to rise.

Still no sign of baby minotaurs.  I'm going to go ahead and call this one: minotaurs won't breed without some kind of modding.

366
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 10, 2015, 06:22:15 am »
* First merchants arrive, then moments after starting unpacking, their wagon is outside of my fort and fleeing fast.  Post mortem shows no combat logging or events of any kind were logged, one wagon was deceased, and trade goods were in a neat pile diagnoally adjacent to one of my traps - assumption, wagon died on the trap.

That should not occur.  Wagons somehow magically know where your traps are and avoid them.

Wagon scuttling typically happens when the merchant spots something hostile or gets spooked from dead bodies.  It is not necessary for an attack to connect or be dodged (and therefore appear in the combat log).  In my experience it is not unusual for the remaining merchants to continue on to your trade depot and start to unload, and then immediately nope out of there one tick later.

If there was something gruesome laying around your trap, or if there were hostile animals roaming nearby, that would explain the scuttling and hasty departure.

367
DF Gameplay Questions / Re: Piles and piles of "stuff"
« on: November 09, 2015, 06:29:38 pm »
There's nothing wrong with having idle dwarves.  If your production is outrunning your consumption, stop producing.

I'm fairly new to this game, and my current challenge to myself is a fort with no migration, where all population growth comes from natural increase.  I have long-term goals, but the entire fort operates in slow motion and not from low FPS - it takes literally years to fill out a militia squad, and for 13 years only my starting 7 dwarves were working.

This is an entirely self-imposed project and it's also open-ended.  With no militia for decades, I had to figure out how to deal with external threats without them.  It was fun.  It's still fun.  I'm really attached to all my dwarves and it's actually making me sad to see the oldest one approach 150.

This is my personality, though.  You may be totally bored with something like what I'm doing, and want to do something very different.  You make your own fun with this game, which is why I like it, personally.

368
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 09, 2015, 06:48:13 am »
Your broker should have picked up appraisal at the first caravan, however.  My replacement broker went from no skill to (iirc) adequate the first time she stepped up at the trade depot.

You won't get any further caravans until that "siege" is dealt with, btw.  Eventually the goblins will wander away on their own, but that might take a year.

369
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2015, 07:04:13 pm »
My militia was almost wiped out by the most recent goblin siege, so I'm trying a new tactic. My main fortress is enclosed by a giant wall, with doors at the top and bottom. I'm setting up cage traps all along the eastern side of the map, where the goblins have been coming from. My hope is when the next siege comes most of the goblins and trolls will get caught by the cage traps, and the rest will be killed by my modest militia.

Pit traps covered with retracting bridges work wonders when you, for whatever reason, don't want to send dwarves into battle against a goblin siege.  Two possible configurations:

- Pit is 2-z deep and lined with cage traps at the bottom.  At the edge closest to your fort, add a line of cage traps.  Hook up the bridge to a lever.  When the leader goblin hits a cage trap, all its followers will mill around on the bridge.  Have a dwarf pull the lever to send them into more cages.  This is good for when you want or need to capture the goblins, such as when you need goblinite but want to control your dwarves' exposure to corpses.

- Pit is an arbitrary but large number of z-levels deep, with or without upright spikes at the bottom, and the bridge is controlled by pressure plates.  When the leader goblin hits one of the pressure plates, all its followers plummet to their deaths.  The leader goblin can be captured with a trap line closer to your fort, or killed in some other manner, which should now be easy because there's only the one left.

370
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2015, 04:04:26 pm »
Year 57.  Population 183.  It's been an eventful couple of years, but perhaps the most interesting finding was what did not happen.

What didn't happen was baby minotaurs.  I finally got around to putting a pair of minotaurs together to see if they would breed.  The two are getting along okay, and not fighting, but it's been more than a year since I put them together and no births yet.  I have other semi-megabeasts for when the time comes to re-start silk production, so I'm in no hurry to end the experiment, but my hopes are not high.

We've bred 11 cave dragons thus far.  I have to say that I am perfectly charmed by the fact that the Phoebus tileset creator(s) anticipated my putting child states onto cavern creatures so that they can be domesticated.  There are unique graphics for baby giant olms, baby giant toads, and baby cave dragons, despite none of those being possible without modding.

Speaking of baby animals, my culling of substandard cavern animals so that I can breed only the better specimens has resulted in the fort accumulating 15,000 prepared meals, most of them being massive stacks of pure meat.  This is obviously excessive, but the game has gained 5 FPS overall so any FPS loss from the ridiculous quantity of food is apparently compensated by FPS gain from having fewer animals.

In more annoying news, the human guild representative has been absent now for 4 years straight.  This is seriously hampering the fort's ability to import leather, and so gloves this year are being made out of cloth.

371
DF Dwarf Mode Discussion / Re: Professions and labor grouping
« on: November 08, 2015, 09:29:20 am »
Engravings on walls cannot be replaced, but ones on the floor can be erased by building a floor over it and then removing the floor and re-smoothing the tile.  The wiki says this can also be accomplished by carving a track and then smoothing it away, but I never took this route.  If you have enough patience and OCD, you can ensure that a room has 100% masterwork engravings on the floor in this manner.

372
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 07, 2015, 09:36:36 pm »
Not completely true.  I have a dingo bone chest produced during a bone carving mood.

373
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 07, 2015, 07:30:17 pm »
A Forgotten Beast has arrived! I immediately freaked, because it has DEADLY DUST which is never good.

...it also happens to be made of water.

Okay, lol.

Spoiler (click to show/hide)

What are the odds?

eta: OMG it did indeed drop a shell!  There are literally no sources of shells anywhere on this map (not even cave lobsters) so this is the first and only shell I have.  I'm going to guard this thing like it was a 4000 caret perfect diamond.

eta2: ... the shell melted into water.  D:

374
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 07, 2015, 05:59:47 pm »
Huh, another cave dragon in the traps.  Bet it's female, too.

Spoiler (click to show/hide)
With how many you've gotten, I would totally say DFhack that guy if he's not XD

No need.  :D

Spoiler (click to show/hide)

375
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 07, 2015, 03:06:45 pm »
Huh, another cave dragon in the traps.  Bet it's female, too.

Spoiler (click to show/hide)

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