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 - mikekchar

Pages: 1 ... 61 62 [63] 64 65 ... 67
931
I just discovered that there is a project called legends browser that has many of the same features as legends viewer but will work on non-Windows platforms: http://www.bay12forums.com/smf/index.php?topic=155307.0

As I run on Linux I've never used legends viewer, but as I got a chance to play with legends browser, it was indeed easier to look at various things.  Especially exploring wars and incidents in individual civilisations was a lot easier.

932
DF Gameplay Questions / Re: Tavern & Library Design?
« on: October 03, 2016, 07:35:45 am »
Also hospital training.  In my hospital fortress, I set up a tavern ASAP and have it staffed with a dedicated tavern keeper, but no brawls yet.  I think I don't have enough idle dwarfs. 

933
DF Gameplay Questions / Re: Can dwarves walk over beds?
« on: October 03, 2016, 04:38:09 am »
Just to be clear, is there any advantage of 2 wide corridors over 1, or should I automatically default to 3 for heavy trafficked routes?

934
DF Gameplay Questions / Re: Tavern & Library Design?
« on: October 03, 2016, 12:48:43 am »
I think worrying too much about hauling times to your kitchen is not worth it (within reason).  Lavish meals will give you stacks of 20+ meals.  Dwarfs need to eat 1 time a month.  With 200 dwarfs you need to cook 10 times a month.  This means a max of 40 hauling jobs a month (really a *lot* less because you will use meat, alcohol and processed foods as well).  Basically you have about 1.5 hauling jobs a day *max* (and plants are really light).  Even if it takes your hauling dwarf half a day to reach your kitchen, you are still going to be utilising only about 1 dwarf out of 200 for hauling food.  If you are running such a tight ship that this is unacceptable, then the dwarf will probably end up in the tavern, drinking and brawling anyway ;-)

935
DF Dwarf Mode Discussion / Re: Zombie Ibex Mosh Pile: Halp
« on: October 02, 2016, 10:10:15 pm »
Kruggsmash manages to get his dwarfs to run away from zombies pretty consistently in his evil biome LP: https://www.youtube.com/playlist?list=PLXX7Rp0iXj0nX-BrSmK35I8F2902Vf4DQ (Caution if you are sensitive to impolite language ;-) )

I need to pay more attention to what he is doing, but I think the idea is to set up burrows to create an escape route.  Then if the dwarf decides not to run away, they're already dead...  Come back later to deal with his reanimated corpse.

936
Edit* Maybe most jobs require at least 1 day to finish.

I really wish there were an easy way to tell how long a task will take (on average).  Of course it depends on skill for a lot of things, but if something took 1 hour, it would be nice to know that you could have a job size of 10 and it wouldn't really make a difference for scheduling.  However, my take is that it is almost never beneficial to set recurring job sizes to more than 1 per workshop.

Speaking of which, one of the nice(ish) things about the system is that if you have 3 different jobs queued for a workshop and the first job finishes in less than a day, the second one will get started.  In fact, it seems to  set the job in the workshop exactly the way you would do by hand.  You can look at the workshop to see what is scheduled.

Which leads me to:

Quote
By the way, the topic just reminded me.
I had charcoal making order(refined coal at most 50) which went wrong for no reason, the dwarves keep making new charcoals despite there were alredy 1400 of them.
I had to delete the order and create a new one, that fixed the problem. I don't know if it was a bug or I accidentally changed daily to yearly. :P

I totally forgot about this, because I avoid it now.  If you set a job manually in the workshop, it can screw up the work orders.  The way I get around this is that if I want to add a manual job to a workshop, I cancel the work order jobs (in the workshop -- not the work order) first and then add the manual task.  This seems to work every time.  Similarly, if you remove a work order that is already activated, you have to be careful to cancel the job from the workshop, because it can sometimes just repeat forever.  Sorry I didn't think about mentioning that before now!

937
DF Dwarf Mode Discussion / Re: Extreme Dwarf Social Training
« on: October 02, 2016, 08:53:39 pm »
Hmm... I just had a thought (insane, though it may be).  What if you built a jail with rows something like this:

Code: [Select]
t  t     t: table
=c =c    =: food stockpile, c: chair
 rb rb   r: restraint,      b: bed
[/font]

And then below you leave a big dance hall somewhere and designate the whole place as a tavern, stocked with tavern keeper and booze.  The food stockpile has to have no barrels set and has to take from a food stockpile with no barrels set.  If you wanted to get really fancy, you could designate the area south of the restraint to be a tavern, and the area north to be a temple (so that people can also pray).

Edit: Those tables should be shifted to the right a bit, but for some reason I can't get the formatter to do it properly.

938
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 02, 2016, 08:35:35 pm »
I had two suspected infected after a wereskink attack, so I put them in a side room. Only one turned out to be infected, and is currently devouring the other dwarf.

Easiest way to deal with this is to put the suspected werebeasts in the military and station them on the corners of the map, out of sight of the others.  You can do this 1-2 days before the full moon (but just keep an eye on them to see if they do something stupid like go to get a drink).    If they can't see anything to attack, they will just stand there.

Now that you have a werebeast, if you want to keep them alive, you just need to remember to station them somewhere secluded every month (warning: the full moon shifts by 2 days every month!).  I built a small hut (without a door!) for mine so he didn't get rained on.  You should also give them a flask/waterskin so that they always have a drink, which will reduce the occurrences of them wandering off to get a drink right at the full moon.  Also, if you get seiged, werebeast is out the door, obviously since you can't reasonably open up all the gates at full moon.

Basically, as long a nobody sees the transformed dwarf, you will be a-OK.  If you make a mistake, and a dwarf starts attacking/being attacked, do *not* attempt to save them.  Burrow your guys out of sight.  If anyone witnesses the attack, it can cause a loyalty cascade which can take out half your fortress.

I notice many people being frustrated with werebeasts, but while fiddly, they are not that hard to manage.

939
DF Adventure Mode Discussion / Re: The Adventurously Lost Newbie
« on: October 02, 2016, 08:11:36 pm »
Escalation is somewhat important in adventure mode because it determines if your opponent will allow you to retreat.  Starting with brawling is always the safest way to go because if you find out that you are outmatched, you can usually run away.  If you start by hacking with your sword, it will become a fight to the death.

Having said that, I almost never use the d-pad for fighting.  Fighting is really tactical in DF.  Check out the kisat dur thread for details, but if you use the d-pad you are practically giving up all hope of a reasonable defence.  If you get multiple opponents, you will be destroyed almost for sure.  One thing I should point out is that many injuries *never* heal, so avoiding getting hit is crucial.  I have an adventurer who got scratched on her eyelid and it is now infected.  She may very well die from it.

The nice thing is that the combat system is really fun once you understand how everything works.  Especially against heavily armoured or skilled opponents, it can be a real puzzle to determine how to avoid getting hurt while at the same time slowly dismantling your opponent.  Unfortunately, there are a lot of key presses (as always in DF...).

940
DF General Discussion / Re: Future of the Fortress
« on: October 02, 2016, 07:56:58 pm »
Am I reading this right? Will we be able to take the fight to the enemy?

To a certain extent you can already do this in adventure mode.  I've managed to wipe out the kobolds once (which is not terribly difficult, travel aside).  The one thing that would be very nice is to get a mention in Legends mode.  World generation often has battles with 4 against 20 for instance.  I've gone into goblin pits and wiped out 20-30 goblins with nary a mention in Legends.

It would be cool to have mentions like when an adventurer party kills more than X adversaries at a site, or more than Y%, or even when you manage to completely overrun the site. Interestingly, when I murdered a sleeping army (that bug still exists!) it's invasion was marked as defeated in Legends mode, but didn't mention my adventurer, or his group.

I have not managed to steal an artifact yet, but probably that should be next on my todo list.  Hard to find them in this version.  Mightily looking forward to the update :-)

941
DF Dwarf Mode Discussion / Re: How can I encourage scribing?
« on: September 30, 2016, 06:42:09 am »
The difference between a bug and an unimplemented feature is that you expected the bug to work ;-)

I say this as a professional software developer, and with no disrespect intended: prioritisation in DF development is strange.  However, it gives you magical moments like cats puking from licking beer off their paws.  If you were in a normal development shop, there is just *nothing* in there that would *ever* get prioritised up.  And even the fix to make sure cats aren't downing full pints with every lick just would never, ever happen because there are other serious parts of the game that are really broken.  A few dead cats here and there are probably a welcome sight for newbies who have yet to learn the art of gelding.

So, while I think it's never a bad thing to throw your voice into the mix and say, "I'd like scribes to be fixed", the process up to this point has led to wonders that you could never see anywhere else.  I wouldn't get too worried if it never gets fixed because there are other wonders still to come.

942
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 28, 2016, 07:24:58 pm »
You need to know a form that uses the instrument.  I've wondered if hearing a song in a tavern will allow you to learn the form, but haven't had time to experiment yet.  Other things to try are finding books with songs in them.  I've never actually seen one, but since you can write them, it should be possible.

943
DF Adventure Mode Discussion / Re: Controlling companions
« on: September 28, 2016, 07:21:17 pm »
Well... I visited a goblin fortress and as usual everyone ran all over the place (for some reason, I didn't think to tell them to wait).  2 of my companions died and the suspected vampire ran off somewhere.  I presumed she had also died, but in the mess of tracks I couldn't figure out where she went and couldn't find her body.  Having no companions and it getting dark, I had to retreat.  I decided to check legends mode at this point.  Somlis is *still alive*!  Not only that, but she *isn't* the vampire I suspected her of being.  That vampire is happily working as a fishery worker in a small town, drinking people's blood.  It seems that Somlis was born in the place I found her, to unknown parents.  She had done nothing up until the point that she joined me.  That's why there were no stories of her.  Not sure how she got such ridiculous stats...  She can run over 4 wearing full bronze chain and a bronze breastplate.  If I run after her, I eventually collapse, while she never gets winded.

Now the mission to recover her.

944
DF Dwarf Mode Discussion / Re: DF v.43 Work orders questions and suggestions
« on: September 27, 2016, 09:41:27 pm »
When I get that problem it's almost always because they are being hauled somewhere or carried/used by someone.  If they are in bins, that's often the source of the problem.  If they are armour or weapons that dwarfs are using now, you need to get them to use something else first so that they drop the item.

945
DF Dwarf Mode Discussion / Re: Entire Bin of gems is claimed by one job
« on: September 27, 2016, 06:23:31 pm »
Why do you need burrows, though?  If you create a stockpile literally around the workshop and link it to your input stockpile, it should work fine (as long as your output stockpile is different than your input stockpile).

Pages: 1 ... 61 62 [63] 64 65 ... 67