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Messages - muldrake

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391
Yes, but those are third party utils, so kind of irrelevant to the discussion on what needs improving in the game itself except to use as reference for how ideas can be achieved.

That's exactly what should be done, though.  Almost anything where there is a third party tool considered nearly essential is something that should actually be in the game.  Just adding some of the features of the dfhack labor manager/DT directly into the Units menu, for instance, would help a lot.

Or for a more narrative driven approach, add some meat to the bones of the priest/boss/etc. thing where some dwarf is yelling at someone in charge all the time.  Pop up a notification about what actually happened, other than just wasting your time with opaque jobs like "Attend Meeting" which appears to be when this stuff happens (and sometimes dwarves get stuck in an endless cycle of endlessly complaining to someone who then is always stuck in an endless cycle of "Conduct Meeting" even if nobody is benefiting from all this complaining).

392
1. The game makes it difficult to access the relevant information, and some of the information it presents is misleading:
  • There's no quick way to see which dwarves are stressed and why.

In dfhack, if you bring up the Units menu "u" and then press "l" to bring up the labor manager utility, the stress of each dwarf is shown next to their name.  You can then find out why by just looking at that dwarf.  Similarly, with Dwarf Therapist, you can sort by stress and if you hover over the box, it will pop up the text from the description showing which messages are applicable.

393
DF Dwarf Mode Discussion / Re: Magma and its long way
« on: June 22, 2020, 06:10:41 am »
If there's combat on those stairs and one of your dwarves loses consciousness, he'll fall all the way to the bottom---unless you've installed lots of hatches. I did many forts with long staircases. Ramps are better if you find a good design.

I've somehow never had this happen from combat in the stairs themselves, but I recently had a dust explosion from an ill considered bit of channeling knock a dwarf into a stairwell that started from the top of the map all the way down to the semi-molten rock at the bottom of the magma sea.  There was blood all the way down and nothing larger than a finger left.

As for magma I really like surface volcanos.  I jack up the number of volcanos in world generation to increase the likelihood at least one possible embark will have something other than just a volcano to recommend it.

394
DF Gameplay Questions / Re: hospital design
« on: June 20, 2020, 06:53:27 am »
I dont run mine all into wafers. I try and keep 5, clothe and thread, forbidden, for a strangemood.

Like a gold tooth, ya get it back.

Adamantine is way too rare to spend on clothing that wears out just like any other clothing.  So I just never produce any cloth from it.

395
DF Dwarf Mode Discussion / Re: Room Values - !!SCIENCE!!
« on: June 20, 2020, 04:26:11 am »
Do you have any data on the value of constructed rooms? For example, is there a value difference between a room made of constructed boulder walls vs. a room made of constructed block walls of the same material?

Also, is this better or worse than smoothed and engraved walls of the same substance?

396
Just as a comparison, I spent a few days playing an older 0.44.12 fort and the stress was a lot worse than in the current version 0.47.  I think it's getting closer to where it should be.  It seemed for years that stress basically didn't exist at all except in extreme cases, and now it does, but is usually controllable.  I still think there's a problem with particularly stressy dwarves but it isn't an "everyone goes insane in 10 years" thing any more.

The system should reward good design and actually building nice quarters.  Maybe it shouldn't be quite so intensive about forcing you to build guildhalls and temples.  That seems like it should be something fairly easy to tweak though.  In my most recent fort I found myself building a lot of featureless guildhalls and temples because by the time I finished smoothing and engraving everything enough to get its value up, I immediately got pestered for another one.

It does seem to do a world of good for stress, though, especially when combined with the kind of quarters that get you "sleeping in a bedroom like a personal palace" messages, legendary dining halls, etc.

397
DF Gameplay Questions / Re: hospital design
« on: June 04, 2020, 02:04:05 am »
But, they only use candy thread some of the time, right? Are they taking the most recently produced thread? Do they take from the hospital's supplies before taking from elsewhere?

I try to have the hospital stocks full at all times, and this does seem to keep them from immediately going to external sources, but they can go through it pretty fast in a mass casualty event, and I've found dwarves with a Suture task running up to the hospital with adamantine thread even when stocks are full.  I think it happens less often.  I just manually forbid it if for some reason I think I might want it for something, but generally, I just immediately make wafers.  I very rarely want adamantine clothing.

398
Doesn't seem to work. If they end up close to a contaminated tile when they're due to pick up a new job they often take cleaning, even if there's a never ending backlog of hauling to be done.

Hauling seems to be even less prioritized.  I mean things like digging and smelting and gemcutting and craftmaking and strand extraction and clothesmaking and brewing and cooking and building construction etc.  I tend to have the opposite problem where they never clean anything.

399
A lost case. I wish there were a possibility of dwarves just to emigrate. You're not happy in my fortress? You're free to go try find a better place, anytime!

You can manually expel them to a nearby town.

That's super bugged though, and for absolutely no good reason (it being a bug) you can't expel anyone who has family that isn't in the fort, and if they do have family in the fort, the family leaves with them and on top of that, other relations who don't leave get really upset by it.

400
Once cave adaption kicks in, I noticed this pattern.

Urist notices that there is a spot of dirt somewhere outside, far away from the safety of the fort.
Urist decides this must be cleaned right now!
Urist walks out into the sun and feels sick. He leaves a trail of vomit, but he must really clean that faraway spot.
Ducim notices some dirty bit of vomit outside, left there by Urist. Ducim decides this must be cleaned immediately!
Ducim leaves the safety of the fort.
Ducim cancels clean: interrupted by goblin. Ducim runs away, leaving a trail of blood on the ground.
Tosid notices a dirty bit of blood on the ground outside of the fortress. Must clean now!
Meanwhile, Erush the miner opened a cavern and his sharp eyes spot a speck of crundle blood at the far other end of these strange caves. Must clean now!

The worst thing is, I know of no way to stop a dwarf once he decides on a cleaning job. Even disabling the labor does not cancel the current job. Help? Is there any way out of this nonsense, except for disabling the job forever on everyone?

Have enough actually useful work queued in the job manager that they rarely if ever get around to cleaning.

401
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 01, 2020, 11:25:23 pm »
"Cerol Umbramirror has been appointed to the position of manager of The Abbey of Tubes"

Whatever this means, it happened at Z-Level -29, and I'm at 101...

According to Legends they are a Dwarf settlement, and apart from her dalliances witha  Dwarf Death Zombie and an Elf Cerol Umbramirror is an unremarkable dwarf...

If you don't recognize the name it is probably the fort this dwarf migrated from and he/she somehow inherited the position.  If it's not a citizen but a visitor this is even more likely.  Probably that other dwarf died or otherwise lost the position.  You will also see this happen from time to time with visiting royals when they inherit some title.

402
I was doing some obsidian farming to try to get the last few bits of adamantine and had a bungled water delivery mechanism that was still vaguely working.  I would just dumbly fill the chamber with water and then dig it out until it was relatively safe, then channel down above the squares I wanted to farm.  I'd expanded the water chamber because even immediately turning off the water after turning it on still led to a deluge.  So I'd close off the area and then flood it before proceeding.

I thought I'd closed off the area entirely before opening it up again (it was draining from a cavern lake a dozen or so z-layers up).  I hadn't.

Something like five z layers of fort (including lots of newly dug, beautiful, high value, smoothed, engraved living quarters full of new furniture) were nearly instantly flooded.  Only about five dwarves drowned but it is still annoying and some of the most valuable parts of the fort (including the adamantine) are still underwater.

403
DF Gameplay Questions / Re: hospital design
« on: June 01, 2020, 01:58:35 pm »
Is there any easy way of preventing them from ever using adamantine thread for suturing?  This is really annoying and I currently deal with it just by micromanaging strand extraction and immediately smelting it the instant the task completes.  This can be annoying to babysit, though, because it's a very long task.

I usually manage to get it even before it gets stored in a stockpile (canceling that job if it has started).

I never make adamantine clothing because it is ludicrous to waste adamantine on some sock or whatever that wears out just like normal cloth.

404
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 28, 2020, 12:32:13 am »
I just got a "Vile force of darkness."

And it's 9 dwarves.  And none of them have weapons.  I assume they're from some goblin civ somehow, but why no weapons?
Find out where they're from with Legends mode later. It's probably a refugee camp which is part of the goblin civ or something with no access to metal. Do they have armour?

Nothing but cloth clothes.  There was at least one archer because there was an arrow stuck into the horse corpse but none of them seemed to have a bow.  At least two fled before I checked them all, though, after reading page after page about them gnawing a horse to death slowly.

405
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 27, 2020, 11:38:44 pm »
I just got a "Vile force of darkness."

And it's 9 dwarves.  And none of them have weapons.  I assume they're from some goblin civ somehow, but why no weapons?

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