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Messages - Sarmatian123

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(removed)

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To fast-train observer skill in all Dwarves to legendary in just few months, create barracks location, as a smaller part of larger tavern location. Also put dinner location in tavern/barracks location, so hungry Dwarves visit tavern more often.

3
DF Dwarf Mode Discussion / Re: Magma and its long way
« on: June 07, 2020, 04:23:21 am »
One thing I like to know though is, if magma in minecarts evaporates.
No. 1 mine cart keeps 2/7 magma in it for ever.
Quote
do I have to worry about the magma in a minecart to spill out or something with an impulseramp elevator? I get the impression, that a minecart constantly derails on it.
I use iron/steel wheelbarrows for speedy transport of iron/steel mine-carts filled with magma over stairs. Wooden wheelbarrows for bringing empty ones down. No spill this way.
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I think it's just me, but I like to have a compact overview over my fortress and that means, that I don't want switch to much between z-levels in my fortress. I also like aboveground crops for booze diversion... so I often end up to have the biggest part of my fortress close to the surface and I often want to keep it that way.
My fortress had about 5 z levels (2 z levels bellow, 3 above). Almost no walls for rooms. Size is of the bunker is about 50x50 with lots of stairs for easy access between. It works well for 18 booze types + mead.
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Last but not least I have another question. I play with the LNP and adjusted the Pop-max to 100 cause in the most games, I got overwhelmed with all the new migrants and to often didn't know what to do with them. After all, in most cases one dwarf would be enough to fulfill the needs of one industry. So if I have a savegame that started with with 100 pop-max and I change the setting before I play this savegame forward, does this cause any trouble? Also what happens if I rechange the settings back to 100 pop-max?
Changing maximal population up allows new migrants in. When you change it back down, then no new population from migrants. You just need to save and quit. Change in init.txt or d_init.txt for new values and re-load game.

My lava pumping facility looks like this:
Code: [Select]
1st level:
WWOWGW
WLPP+W
WWWWWW
W-wall, L-channeled hole to lava below, P-pump, O-door, +-floor where I dump empty mine-carts from stockpile nearby,G-bridge
2nd level:
WWOWWWWWWWWW
WHPP+++++++W
WWWWWWWWWWWW
W-wall,H-channeled hole above dumped mine-carts, P-pump, O-door, +-floor where magma evaporates (between 7-14 tiles usually)

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DF Gameplay Questions / Re: Intralibrary Loan
« on: June 07, 2020, 03:56:29 am »
If you just need all the topics for Dwarves to read rather, then original books to show off. Why not just get copies, as an adventurer, and bring those copies back to your fortress?

5
Yes, the water is too deep. The water 3/7 requires swimming skill. I think 1-2/7 is still passable.

6
(removed, banned)

7
DF Dwarf Mode Discussion / Re: Lots of candy {Spoiler}
« on: June 06, 2020, 01:17:36 am »
I have a question, i hope somebody knows the answer. Does sparring wear armor down? If not, it makes sense to train them in candy armor, but if it does i would rather save it for later.

Training does not add to combat wear.
I just know from observation, that Dwarves training in copper or steel chain mail are getting armor skill faster. I have never seen any named armor though.

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DF Gameplay Questions / Re: Nobles quarters - how do you design them?
« on: June 06, 2020, 01:12:34 am »
In my games 5x5 rooms without walls are enough for nobles. The rest gets 3x3 rooms. I stick master quality required furniture there from clear glass or silver/iron or gold/steel. I do not need to encrust any furniture or anything. The new thing I am experimenting now with is to cover the office area with legendary dinning room location, so any Dwarf eating there will not go miss a positive mood buff.

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DF General Discussion / Re: Future of the Fortress
« on: June 06, 2020, 12:49:00 am »
Toady, have you given anything thought at all about knucking down and working on fixing bugs and improving the games stability?

In my experience, the game crashes on a regular basis. During regular playtime, I can expect the game to crash 3 or 4 times, if it wasn't for DF hack quicksave, and LNP seasonal saves, i would have lost my progress every single time.

Please, stop whatever features you're working on now and focus on improving the games stability, you don't have to change the game itself, just make it more stable. Please. 


As, I read Toady's earlier declarations from before Steam, in previous releases of "Future of the Fortress", that there will be a time before magic release, when Toady will take care of some bugs and missing features. However from Steam change, some bugs, features or game balancing will be fixed by Toady on monthly basis, so Steam paying customers will be placated. Toady is just discovering need for version maintenance. It will be probably manual like on Hithub, rather then automatic like on Jenkins server. So do not expect Toady to give you an answer to this particular issue, your question is actually about.

Toady did not prommis to fix play-ability of Adventure Mode or its auto-spawn issues and all bugs crushing it to desktop (0 weight squirrel crush bug, trading foreign items and then revisiting crush bug, repetitious animal spawns in same location lag/crash bug, trolls and so on overflow in Dark Tower immense lag and so on and so on).

Toady did not prommis to fix auto-conversion for old saves, so generated worlds will be missing all new features, which can be solutions to some old bugs.

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DF Dwarf Mode Discussion / Re: Magma and its long way
« on: June 05, 2020, 04:22:34 am »
I keep all enterprises close to surface, either above ground or below. Quantum stockpiles, right beside workshops. Close to centrally placed taverns, temples, libraries, dinners. Below only those that require this like for example: mass-pit, hospital's wells and of course under-ground farming. All rest gets done on surface. I do not like the cave adaptation too much, even without current emo-system in. Cave adaptation affects combat on surface with annoying creatures. I get iron/steel usually from merchant, even in first year. Ironically I sell wooden wheelbarrows (priceless for hauling stones and empty steel/iron mine-carts) to be able to make iron/steel mine-carts and wheelbarrows for magma hauling. There are tools, you can make out of stone too.

Good thing is that magma never cools down, else I would need to engineer some supply train to a below surface colony. Still, it could be so, that burning tree logs for charcoal could be preferential instead magma. Iron industry kind of dies after you get all metal items done for the Dwarven military. There is no need for exports, even to colonies (we do not have those yet in DF lol), conquered sites or economically dependent hillocks.

11
This is exactly my issue with lottery armor and weapon equipping!

The lottery works by ranks. Captains (champions too I guess), as nobles, go before soldiers. They get their auto pickings of weapons and armor, but as soon as in stockpile appears higher quality or more valuable item, they run to pick it up and dropping their current item on the ground where they stand. The item has to be usually hauled back into stockpile before another Dwarf of lower rank repeats the nonsense.

How did I solve this "new armor/weapon in the stockpile noticed!" Dwarven nonsense?

By manually assigning particular armor pieces and weapons to particular positions in a squad in military equipment menu. Even to empty positions in squad (as those can be filled later by new recruits). Tedious like hell, but every Dwarf prioritizes picking all assigned to him tools. Dwarves then keep those tools with them all time, even in civilian, unless they are hunters, miners or woodcutters. Usually I wait for master quality items, before assigning those for obvious (alarm: Urist grows attached to item!) reasons.

12
DF General Discussion / Re: On the topic of the June 1'st Devlog
« on: June 03, 2020, 08:46:51 am »
So, there is no risk for Toady to get into jail in USA? Even if his donations may end in terrorist organization? Cool. Good to know. It better be so.

DF still has an unsolved issue with emotional system and the zone bug on largest embark, which Toady never bothered to fix. Toady better does not look for "smart" and "innovative" ways out from the deal (no matter his depression) to start continuously fixing (finally!) all those bugs by... getting himself jailed. :P :D




@Manveru Taurënér

About dishonesty in my question. Where it suppose to be? There is no German custom of white lies in any of our Slavic cultures, with exception to Russia and communists, with their Euro-Asian culture. Russians are a topic for themselves, not related to DF. With Slavs you have to be honest and direct and to the point. Like in the army. With bottle of mead to share, if not something stronger. As Westerner, you may experience conversation with Slavic people as rude and impolite, but how you can call it dishonest?

About Antifa's reputation in Poland. Antifa is not exactly sisters of mercy... No matter who supports them.

About future of socialism in Poland? Beyond hanging from tree after a lynch from an angry Catholic mob, there will never be any.

You looking for dishonesty and lies, look to Western Europe (or to Moscow lol).

13
DF General Discussion / Re: On the topic of the June 1'st Devlog
« on: June 03, 2020, 04:51:02 am »
I feel like called to write some comment, despite still none gave answer to my question.

"Black Lives Matter" policy (Democrats) or opposing it "All Lives Matter" policy (Republicans) - to be honest, I do not care which is superior or inferior, so long USA remains an ally to Poland.

The issue is Antifa. A German socialist cult, acting out alike Nazis from early 20th century. German Antifa tourists were visiting Poland, so terrorism of Antifa is well known to Polish people and well documented. Holokaust memory is still fresh in Poland, specially that Germans still refuse to pay damages to its Polish victims, whom were majority of nationals killed in the Holocaust. An action to outlaw this German socialist cult, as a terrorist organisation (even in Poland) surely wouldn't lift any eyebrows in Poland. So, out of this concern I was writing my question. I wasn't making some political rant, but asked politely what about Dwarf Fortress, because it was missing in Toady's statement on front page. People funding terror organisations do go to prison, everywhere in the democratic world. No matter ideology behind these terror organisations. No matter how people feel justified and right in funding terrorist organisations.

14
DF General Discussion / Re: On the topic of the June 1'st Devlog
« on: June 02, 2020, 06:57:06 pm »
If or when Toady goes to jail, will anyone continue his work on DF or at least be patching the bugs or fixing maybe the emotional system?

I just read on main page, that Toady intends to donate his money to a variety of organizations acting on purpose of de-funding American police, if I understood his message well. I do not know, if any of these funds are connected to Antifa. Maybe none is, maybe them all are. The issue with Antifa is, when it will become a domestic terrorist organisation in USA, then anyone giving money to a terrorist organisation may be arrested and go to jail. I am sure Toady will follow his own path there, but I am worry about continuous development of Dwarf Fortress to be honest.

15
Pottery is the most unused. Not overlooked, but ignored with a good reason. Clear glass furniture and tools are more valuable and faster to make. You can glaze anything really. It works like encrusting. Metal industry can provide even more valuable products.

Automation is the most overlooked, as people think about mine-carts and quantum stockpiles, as an exploit, then a manager's options extension. I automate everything from very start of embark. The only things I do manually still, is:
- cooking, because it is so cumbersome for food variety
- any activity with pastured animals (milking, sheering, breeding for skins and meat), as animals husbandry can not be automated
- milling dies into bags (50-100 jobs at a time), as for some reason manager can not detect any dies in existence

Some industries go idle after a while. Soap maker is one going idle from the beginning of the game. 100 soap bars will last for ever.
Metal industry grinds to a halt after all master quality armor and weapons been made.
Jewelry is a side production on side of mining. Encrusting serves I feel no purpose to differ from glazing all pots, as that paints pots in one uniform color.

Only industries that go forever are (because Dwarves are consuming those):
- died clothes industry (wear)
- booze industry (drink)
- mead & royal jelly various flours roasts industry (drink & eat)
- one could set automated cooking of food too, if particularly bend on designing linked stockpiles. I just buy all ingredients from caravan for food variety sake.

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