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Messages - OmahaMH

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1
DF Gameplay Questions / Re: What does a Temple need?
« on: January 07, 2019, 10:24:54 am »
Do be careful with statues for the usual stuff.

Designate a 5x5 space as a temple.  Mine alcoves into the surrounding walls, and put statues there.  The dwarves see them and like them, but they're not "in" the temple so knocking them down shouldn't get in trouble, metaphysically.

In theory, at least.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 14, 2018, 04:54:23 pm »
I don't think there are any goblins nearby, and for some reason we are at peace with the local kobolds.  Perhaps I've just settled upon a creampuff area of a creampuff world?  I should initiate a mission or two to mix things up in this place.

Awash in food and booze, not feeling threatened by the environment, and having plenty of resources is actually making it kind of a dull fortress, successful though it may be.  I think my next fortress will be back in a more hostile environment.

Speaking of the devil, the goblins attacked last night.  Conveniently, they did so right after I temporarily opened a second entrance to the fortress.  Not an entrance proper, but rather I was building a very long stairway from the surface to the caverns so that I could have a direct route to the caverns that did not go through the mines and consequently into the fortress.  However, in the process of digging this very long stairway I went through a few levels that I had strip-mined, this exposing it to the fortress proper.  (My plan was to subsequently wall off the stairway as it passed through these mining levels, thus isolating it, but that plan didn't come into play by the time the goblins showed up.)  Naturally instead of moving to go through the front door (where the cage trap carpet is) they beelined for the cavern stairs that would put them in my mines, which would be a nightmare because they could scatter into a thousand tunnels in there and make their way directly into the "secure" area of the fortress.

It was a siege of about 15 goblins, all archers or crossbowmen.  My military is 30 strong with 20 infantry (equally divided among melee weapons) and 10 archers.  10 of the infantry are legendary warriors, and the other 10 and the archers are all at levels 5-7 on their weapons of choice.  I decided to counter the goblins with an attack by that latter 20, to buff their skills with actual combat.  There was a violent melee on the surface near the cavern stair entrance, where about 10 goblins died, but a few made it inside and as I feared, scattered throughout the mines.  Luckily I was able to hunt them all down and my military, along with some local mercenaries finished the job.  No Dwarven losses, though a couple of mercenaries were seriously injured.  Now some of my dwarves are grumpy because they had to witness combat and clean up goblin guts from the mine walls and recover loot from the battle on the surface.  SACK UP, GENTLEMEN.  THIS GAME IS NOT CALLED DWARF TEA PARTY.

The cavern stairway has since been completed and secured, so the mercenaries love hangout out down there harassing crundles and giant cave toads.  I've had my squad down there to explore and even had my lumberjacks bring some tower cap home, but I have never had good luck with civilians NOT wandering randomly into the caverns and getting themselves in deep %#(*%, so that is happening too.  Urist McDeathwish cancels recover dropped article of clothing:  interrupted by giant cave crocodile.  I wish there was a way to set the orders to "recover this item, but not in this place" without having to manually forbid or claim tons of stuff.  Web gathering is strictly forbidden because, well, I've had more than one mass murdering GCS ruin my day.

3
DF Gameplay Questions / Re: how to find food and water (mostly water)
« on: December 14, 2018, 04:33:58 pm »
As staid above, farming will solve all of your problems.  As people have mentioned, find soil and then build a farm plot.  You can produce a remarkable amount of booze from a conservative farm plot.  Plump helmets are good because they can be eaten, cooked, or brewed, but it can be dangerous to make that your only food/booze because a cook or brewer might just use everything you have left to do his task leaving the other one scratching his dwarf 'n curlies.  Personally, for food, I prefer to use fishing (fantastic source of food from streams) or livestock (bring a male and a female pig with you; they don't need to eat anything, the females can be milked, and you can pasture them in a corner where they'll do the nasty and pop out piglets every season that can be turned into delicious bacon when they reach maturity, or just slaughter any strays that migrants bring with them) and then devote farming to booze (cooking of all brewable plants banned) and industrial products.  But that's just some ideas for when you get the hang of the Dwarven food chain!  (flash to slide showing the name of every single animal with an arrow pointing at a Dwarf's open mouth)

Assign a manager.  This will solve your booze problem almost forever, because you can create a work order that says "brew 1 alcohol whenever available drinks is less than 100" and from that point forward your brewer will make sure your booze supplies stay ~100.  (I say approximately, because I have noticed that the work order "available drinks" number is NOT the same number that is shown on the Z-status screen.)  As your fort grows, you will need to change this and build additional stills to keep up, but generally this model will keep your booze supplies stocked.  Then, over time, see if you are developing a surplus of boozable plants.  If so, you can probably afford to grow a different product during a season or two.  If you notice you're starting to run short, add a season of sweet pods or cave wheat (or another plot) and stay ahead of it.

4
DF Dwarf Mode Discussion / Re: Ghost question
« on: December 14, 2018, 01:23:17 pm »
If the corpse was not consumed in fire or magma...

Ah yes, the ole' Urist McNosey has not been seen in over a week.

"Well, I guess it's time to engrave a slab."

5
I'll add on a question of my own that I wanted to ask on this subject:  what are some good ways to manage clothing production?  It seems wasteful to have clothing constantly being produced since it doesn't wear THAT quickly, so is the easiest way just to periodically produce 25 or 50 or 100 outfits and let them sort it out?  (That then leads into your question.)

6
DF Gameplay Questions / Re: Outpost liaison dies - barony
« on: December 10, 2018, 03:54:00 pm »
I've noticed that the liaison doens't leave with the caravan any more.  He just hangs out around the fortress as a visitor.

If the liaison dies a new one usually arrives with the next caravan.

I've noticed mine go berserk a few times, as if he wants to leave but can't.

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 10, 2018, 11:39:09 am »
My recent 4x4 coastal embark, "Thundered Pages" (a name I love), is doing swimmingly.  We're over 100 souls now, have 2 infantry squads and an archery contingent, and a thriving food and booze industry based on farming underground and above ground (channeled out and then roofed over) crops.  Somehow we were selected to become a barony and the local baroness was chosen because of her diligent service as the manager, bookkeeper, and broker for the fortress since its inception.  In between admiring her tomb and engraved bedroom, she still finds time to approve work orders to produce the backpacks of which she mandates the construction.  I think there's a hillock nearby that looks to us as their home or something.  I know I send dwarves there when they get depressed.

Oddly, no monsters have attacked us yet, which I was expecting before we hit 100 citizens.  A carpeting of cage traps at the fortress entrance will stop most transgressors, but our military should be able to stop anything that isn't extremely fun.  I don't think there are any goblins nearby, and for some reason we are at peace with the local kobolds.  Perhaps I've just settled upon a creampuff area of a creampuff world?  I should initiate a mission or two to mix things up in this place.

Awash in food and booze, not feeling threatened by the environment, and having plenty of resources is actually making it kind of a dull fortress, successful though it may be.  I think my next fortress will be back in a more hostile environment.

8
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: December 07, 2018, 09:40:45 am »
Did you claim the equipment? To strip equipment, I usually 'd' 'b' 'c' on the stockpile, then 'd' 'b' 'd' on the stockpile, then go to each cage with 'k' and 'd' to un-dump designate it. This claims all, dumps all, then un-dumps the cages. If that is not working, make sure you have a dump zone. If you create a dump zone first, near to the stockpile, the dwarfs will have a shorter walk to dump it all.

I have a dump zone right there, but I just did d-b-d and then cleared the d from the cage itself.  I will try d-b-c, d-b-d, k-d.

Update:  I just tried.  I have a naked goblin now.  Thanks!

9
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: December 06, 2018, 09:56:20 am »
Does designating an occupied cage for dumping still strip the occupants of their equipment?  It never seems to work for me.  I see the items marked for dumping in the stocks page but no one ever comes to take them away.  Meanwhile, if I mark a bunch of stones for dumping, the hauling train shows up right on time.

This got some of my dwarves killed on an earlier fortress and I want to make sure I properly strip the goblins naked before opening them up to the firing squad next time.

10
DF Dwarf Mode Discussion / Re: Advice on fortress plans...
« on: December 06, 2018, 09:12:24 am »
There's this kind of idea that I tested once and It wasn't terrible. Embark with 7 skilled miners, lotsa food and booze, picks and nothing else. Use all these miners to dig the foundation of the fortress. All the workshops, and stockpiles, and rooms, offices, Meeting hall, zoo, temple, library, barracks. Dig everything (Or the most you can) and them abandon the fortress to ruin. Now come back and Reclaim it with a normal pack. Usually people go with 2 miners, but as you've already made all the digging for now, you could take just one and have an extra mason.

Interestingly, this is the opposite of the embark I thought of this morning that I want to try:  seven peasants with no skills.  Let them learn everything on the job.  Suboptimal as all hell, but I get my enjoyment out of Dwarf Fortress by trying various odd loadouts.  For example, I'm on a 2x2 fort right now (just for kicks) where I started with only raw materials and no tools (except for an anvil).  I had to build a forge, smelt some brought-along tetrahedrite and forge picks before I even started digging.  Also I I'm in the desert so there is no water and no lumber so the wagon was basically two rocks to build the smelter and forge, two chunks of tetrahedrite, some booze, some food, and a $(*$)(*^ton of logs.  Oh, and two delicious breeding pigs.

The fortress is now 100 strong, doing acceptably well.  I was late to get a military set up so I was sure I was boned.  Sure enough, right after I start training, a cyclops shows up.  Now I have level 0 and below fighters with armor scattered around the fortress furiously trying to get ready to fight and...  wait.  He stumbled into a cage trap.  We're good.  He's in storage now, right next the goblin snatcher that tried to break in.

11
DF Gameplay Questions / Re: Noble death
« on: December 05, 2018, 09:22:31 am »
I think the "unfortunate accident" comments are in reference to lower level nobles not being happy if mandates are not met and finding ways to dispose of them before they tantrum or order the executions of valuable workers.  I have never had a barony so I cannot speak to their replaceability.

Had a mandate last night for the construction of mini forges.   Great!  But you can't make them directly so I just had my craftsdwarves work around the clock making toys until enough MFs (take that as you must) rolled off the assembly line.

12
DF Gameplay Questions / Re: The incredible disappearing lye
« on: December 03, 2018, 02:55:25 pm »
I think I have more soap in my stocks than I requested, which really makes me think it's pulling stacks of tallow at once.

The lye does not show up anywhere, looking in the ashery, the lye stockpile (Which has an empty barrel) or the soapmaker. 

I was pretty sure that was how work orders worked, anyway.  You're not always requesting items; you're requesting tasks.  So a work order for "brew 1 alcohol from fruit" might actually produce 25 units of booze because Urist McMoonshine could grab 5 strawberries at once.

13
DF Gameplay Questions / The incredible disappearing lye
« on: December 03, 2018, 02:36:10 pm »
Has anyone ever had lye vanish into thin air?

Multiple times I've set up work orders like this:

produce 10 ash
produce 10 lye (do not start until previous job is done)
produce 10 soap (do not start until previous job is done)

Then a few minutes later I'll get a warning that the soap job cannot be completed because lye is needed.  The job will be partially completed, and I'll end up with say, 4 soap made and no more lye or ash.  so I burn more wood to ash, make more lye (6 and 6) and resume.  Before resuming the soap job I verify I have 6 units of lye.  A few minutes later, the soap job will complain again about no lye.  Sure enough, the stocks page lists no lye at all now, and only another couple of bars of soap were made.

Now that I think about it, I think I've figured it out:  it's probably a stack problem, i.e. the soapmaker grabs a stack of Camel Tallow (14) and makes 10 bars from 10 lye/tallow, then grabs another stack of Pig Tallow(10) and can't find any lye to go with it, because he wants to make 10 tasks' worth of soap, not 10 bars.  So 9 remain on the to-do list.  Oh, work orders!

(Does that sound right?)

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 03, 2018, 09:03:24 am »
A series of unfortunate events made me move on to a new fortress from my prosperous not-so-little 3x3 city.  We reached a peak population of 203 and were doing well...  until...

Something odd happened involving the undead.  I'm not sure exactly what--I think I accidentally slaughtered an undead peregrine falcon and the remains escaped into the fortress and started an outbreak.  However it happened, at one point I got an alert that one of my furniture movers got attacked by a peregrine falcon foul vapor husk (and there are no foul vapors in my territory) and within a few minutes, several dwarves were infected.  OF COURSE this happens while my best warriors (20 soldiers) were out raiding the elves again, thus leaving my only option to burrow until reinforcements came home.  Somehow they all got struck down; I'm not entirely sure how.  If it hadn't said "foul vapor husk" I would have thought a necromancer was hiding in the bushes somewhere and then died suddenly, killing all the zombies.

So, that was unfortunate, because now I had a biohazard to deal with, and among the infected were some high-skilled dwarves.  Meanwhile, I had about a dozen goblin prisoners I wanted to execute, so I built their cages down in a hollowed-out mine tunnel and wired them to a level across the room.  I had designated the cages' contents for dumping to strip the goblins of their equipment, and waited for a long time as all the mechanisms were hooked up.  When it was all done, I set up my archers about 20 feet away and pulled the lever to release the goblins.  However, the first arrow that was fired was going THE OPPOSITE DIRECTION.  The goblins were still armed!  Now I had a dozen armed goblins running free in the mines!  There was a skirmish, and three of my archers died in the melee.  Meanwhile, some passing citizens saw all of this and FTFO, at which point the goblins started chasing them down and killed a few.  The military proper came home at this point, so I immediately ordered them into the mines to clean up the mess, but the populace was already very spooked.

Does designating cages sitting in stockpiles (I had actually done d-b-d before "building" the cages to wire them to the lever) not strip enemies of their equipment?  I see it marked as dump in the stocks screen, but no one ever comes to claim it. 

I could have taken the time to recover everything, but at that point I decided I wanted to move onto a new fort.

15
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: December 01, 2018, 09:13:45 pm »
Is there a way in the stock game to remove a bunch of buildings at once?

For example, I build everyone a cheap room to get going, and now I've spent time making nice fancy rooms and I want to bulk mark a bunch of old beds for removal so that everyone will move to new rooms.

It's tiresome doing it furniture-by-furniture with q-x.  Is there a way to mark a bunch of furniture for removal at once?

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