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Messages - greggbert

Pages: 1 2 3 [4] 5 6 ... 11
46
DF Gameplay Questions / Re: Please help with ramps!!!
« on: February 11, 2009, 11:07:26 am »
Awesome drawing!  I almost spit out my coffee when I saw all those little question marks!

47
DF Gameplay Questions / Re: No Wagon Access
« on: February 11, 2009, 11:04:23 am »
You need to cut trees and smooth boulders to get a couple of paths from your depot to the edge of the map.  Then you can build roads to ensure that no trees will grow on the path. 

I think that to be 100% sure, you need to build a smoothed, chopped 3 tile wide path completely around the perimeter of the play area along in addition to one or two a 3x3 cleared smoothed paths from the edge of the map to your depot. 

Start out by just cutting and smoothing two 3 tile wide corridors from your depot to the edge.  That should be good to start.

48
DF Gameplay Questions / Re: Questions from a newbie
« on: February 11, 2009, 10:59:08 am »
- Stockpiles

What is the difference between "core" and "total" quality settings in the Q/S menu?

Core is the quality of the item before you have enhanced it:

Not Dyed
Not Gem Encrusted
Not Studded
No Image

Total is the quality of the item afterward

Dyed
Gem Encrusted
Studded
Image

49
DF Gameplay Questions / Re: How do you organize so many dwarfs?
« on: February 10, 2009, 07:03:32 pm »

Here’s how I manage mine and it works pretty well:

1)    Every dwarf gets a custom profession name with My in front of it

MyMiner
MyMiner
MyMason
MyCarpenter
MyXbow
MyXbow
MyMechanic
MyCook
MyBrewer
MyHauler
MyHauler
MyHauler
MyHauler
MyHauler

2)   Most dwarves get all the hauling tasks in addition to their primary task.  These are called Hybrid Dwarves.  My mechanic is a hybrid, so are my crafters.
3)   Some dwarves I don’t have a job for so they become Haulers
4)   Some dwarves such as my Masons, Miners, Brewer, Gatherer, Woodburner, and Woodcutter are “Exclusive Dwarves” and get the hauling tasks turned off because I want to be alerted when they are idle.
5)   Every time migrants come, I go through and make sure I rename all their professions so they all have a “My” prefix.  If I don’t have a position for them, they become MyHauler
6)   When my haulers are idle (and there are a lot of them), I always give them a  project that will take them some time to do.  In my games I can ALWAYS find something that will occupy all of them for a few minutes. 

Hauler Tasks:
*  Collect a bunch of chopped wood into a wood stockpile right outside the fortress entrance.  Once they are done I remove the stockpile and give them another task.
*  Clear all stones out of room and dump them into the trash compacter.
*  Move an entire stockpile from one area of the fortress to another
*  Collect newly mined ore.  (Like wood gathering, I prefer not to stockpile ore as it is being mined.  I would rather do it all at once by creating a large stockpile, and then removing it when my haulers have brought everyting.)
*  Furnish X bedrooms
*  Split a general stockpile into multiple specific stockpiles, ie:  Weapons, Armor, Furntiure
*  Loot x goblin corpses outside
*  Bring goods to depot

7)   Each time I give the haulers a task they all get busy on it.  Then I immediately check the idlers.  If I did everything right the only idle dwarves should be my Exclusive guys who need more things to do, such as Masons or Wood Burners, or Engravers.  Then I give them enough orders to keep them working for a few minutes but not too long until my idlers reach zero.  Then I wait until my haulers become idle again.
8)   This cycle helps me keep organized and focused on the task at hand.  The worst thing you can do is give any dwarf a task so big they don’t start to become idle for a long time.  This prevents a situation where you can’t bring goods to your depot because your haulers will be dumping rock for the next 30 minutes.  It also tends to group your haulers together so they are not all over the map when you get attacked.
9)   From the ranks of pure haulers, I draft my military.  Once I have a full suit of armor for each dwarf I draft two to five dwarves, make them plate-wearing wrestlers who are off duty.  When they get to the level of GREAT WRESTLER or above, then I switch them to their main weapon and let them spar or target shoot with that.  Once they become better than GREAT at their new weapon, then I swap their practice weapon, set them to ON DUTY and station them permanently.
10)   I always use the manager to give orders to my exclusive dwarfs.  The only two dwarfs who work on REPEAT TASK mode are my Iron Armor Melter and my Gem Cutter.  Everyone else gets their orders from the manager or from piecemeal designations.

50
DF Gameplay Questions / Re: Barrels
« on: February 10, 2009, 06:05:56 pm »

Here's how to maximze barrel capacity.  Create five food stockpiles.

1)  Prepared meals only.  No Barrels
2)  Seeds only.  No Barrels (need bags)
3)  Drinks only Need Barrels - keep this one near your brewer but away from most of your dwarves.
4)  Plants only Need Barrels
5)  "Have a drink stockpile".  Smaller 2x2 or 2x3.  Very centrally located, takes from the drink stockpile, uses barrels.

1)  Prepared meals don't need barrels as they will never rot when inside.
2)  Seeds do not need barrels only bags
3)  Keeping your main drink stockpile far away from your dwarves will deter them from "booze grazing" where they just sip evenly different barrels, causing tons of half-full barrels.
4)  Plants need barrels because they will rot faster without them.  BREW YOUR PLANTS AS SOON AS POSSIBLE to give them longer shelf life.
5)  Having one central drink stockpile of 4-6 barrels will cause dwarves to drink barrels until they are empty, freeing them up for your later use.

Other barrel saving tips
*  Allow food to be mixed in the options.  This will save barrels in your plant stockpile
*  Only cook booze.  This will free up barrels and create perma-meals that will never rot and don't need barrels.  If you're good on barrels, you can cook seeds instead.
*  Buy all booze and barrels sold by merchants.  Every barrel of booze you buy is a barrel you don't have to make yourself.



51
DF Gameplay Questions / Re: Farmer... Still does nothing.
« on: February 10, 2009, 05:55:15 pm »
You probably already know this but your dwarf won't plant at the end of the season.

52
DF Gameplay Questions / Pesky items in the depot
« on: February 09, 2009, 03:50:17 pm »
There are some items that I can see in the depot (Between trades), and I obviously don't have stockpiles for them, but I don't know what type of items they are.  Is there a way to see "inside" a building to the items underneath?

53
I like to dig down into very flat ground, and I like to have as much as possible on one single level.  THat way I can see the action better without flipping between z-levels.  Because of the ups and downs of the terrain, and rivers, etc..   I build the main fort about 4-5 levels below the surface so I can be gauranteed a full z level.

I'm doing a design now where I have only one entrance to my fortress and a trade depot directly next to it.  Then I build a tiny keep (about 10x10) around the entrance/depot with four drawbridges, one on each side.  The only other thing in the keep is ammo storage and practice targets.  And a 4x4 booze stockpile.   The keep has fortifications one level above all the way around.  Beyond the drawbridges, dogs are chained to detect/slow anyone attempting to enter the keep.

Underground I have my downstaircase, a little gauntlet of traps, and then dig down deep to my main fort.

My Main fort takes up the entire Z level (or it will grow to do so and it is laid out in Quadrants off the center)

CENTER = Dining Room, Main Hall, Wells, Barracks, Finished Goods Storage, trash disposal chute (with atomizer at the bottom), Zoo, Garden, etc..
NW = Food and Clothing production and storage
NE = Crafts, Gems, Masons, Carpenter, Control Room, etc…
SW = Residential sprawl and offices (Might go down or up a z level if I run out of room)
SE = Armor Prod, Weapons Prod, Smelters, Furnaces, Blacksmiths, ore Storage

in the NE portion of the fort is a large control room with a small-scale model of everything outside with levers positioned that control the drawbridges above. 

I always make a small storage area for each thing, and then when I need more storage I just build a downstair with identical storage right underneath.  THat way I can scale almost unlimited my storage.  With the exception of my tomb, and my plumbing,  I never put anything new on a different z level.  The only time I ever utilize z levels is when I run out of storage space and I need to extend my stockpiles downward or upward.

On the lowest level, I clear out my tombs.  That's in the center of the fortress at the very bottom z level. 

I only do surface farming, I create FULLY WALLED farms directly above my seed/food storage and they only way to get there is by using the up stair from my food storage.  That way the farmers can work during a siege. 

On the surface, Outside my smaller keep I have a larger wall that claims a good deal of territory.  That wall also has 4 drawbridges, two of the drawbridges have roads that lead directly to my smaller keep.  The other two have gauntlets of traps and cages.  When friendlies come the safe drawbridges are opened.  When enemies come, I start opening and closing drawbridges, causing the enemies to constantly reroute, or go through my trap gauntlets.  Each trap entrance has a main section and then individual sections controlled by more drawbridges that can force the enemy through weapon traps, spike traps, cage traps, all depending on which doors are opened and closed.   All are controlled by levers in the control room downstairs, which contains a mini-replica of the outside. 

54
Im asking this to:
1) avoid the marksman don't practice because they're holding ripped clothes bug and
2)  Because I saw someone post that they were able to mod the game to get the dwarves to not acquire new clothes.  They don't start naked, but they never replace worn clothes.

55
Is this a good way to reduce the clutter?  Currently I just [h]ide all the abandoned clothing that is owned by a dwarf and make sure every dwarf bedroom has a cabinet and coffer.

56
DF Gameplay Questions / Re: why am i always running out of barrels?
« on: February 03, 2009, 12:41:11 pm »
If you don't make your main booze stockpile hard to reach then your dwarves will tend to graze around the stockpile, evenly distributing their drinking.  This causes lots of half empty barrels and therefore you use more barrels to store less booze.  The way to fix this is to have multiple booze stockpiles. Your main one should be large and underground a few levels below your still.  Make it kind of hard to get to.   THen create about three smaller 4x4 booze stockpiles scattered  around your fortress.  Use "Take From Stockpile" to create a chain of supply that starts with your big underground one and works its way to the last of your 4x4. 

If you use this method, then your dwarves will focus their drinking on the 4x4 stockpiles, drinking them until they are empty, And leave the full barrels downstairs alone, until they need to haul it upstairs to replace an empty one.  This will give you the maximum barrel efficiency.

57
DF Gameplay Questions / Re: Tackle's thread of quick newbie questions
« on: January 30, 2009, 12:11:54 pm »
Thanks mate. I have a few more questions now.

1) How do you chain your war dogs in place?

2) How would I go about making a forge?

3) How long is 1 dwarf year in real time?

4) How do you set up a jail?

Thanks again all. I really am clueless :D ???

1)  If you have a rope or chain in your inventory you can (b)uild animal restraint
Then you access it with the Q menu like a cage and you can assign animal(s) to the restraint.  They stay adjacent to the chain.  They are great for detecting thieves.

2)  You need an ANVIL, one of the most important items in the game.  THen you (b)uild (w)orkshop metalsmith's forge. 

3)  Depends on your settings, the size of your fortress, the amount of activity and the speed of your computer.  Oh and the amount of cats.

4)  You place a Chain, Rope or Metal cage in a room and then you can designate them as a jail with the Q menu.

58
DF Gameplay Questions / Re: Tackle's thread of quick newbie questions
« on: January 29, 2009, 07:03:05 pm »
Hey guys and gals. I've been playing dwarf fortress for a few days now, and I'm doing ok so far, but I still need a bit of help :P
So, here are a few questions for y'all.

1) How do you build and place cages?

2) How do you make a well? And where would be the best place to put it?

3) How do you remove downward stairs?

And 4) I set up about 4 fortresses before my present one, and abondoned all of them within the first 10 because there were no rocks to supply the mason anywhere to be found. What would be the parameters for a good fortress site with plenty of resources?

Thanks in advance!

You build cages in your carpenter's shop or metalsmith's forge.
You place cages with teh (B)uild menu just like placing a bed.

The best place to build a well is your MEETING ZONE, where your dwarves and animals hang out when they are on break or no job.  You make a well by digging a series of channels one underneath the other down to your water source.  Then you need a bucket and a rope, then you build the well using the (b)uild menu.  The trick is to arrange for the water to be in the right place without flooding your fortress.  You can create an underground cavern and then use floodgates to fill the cavern with water.  Before it starts rising too much close your floodgates or the water will continue to rise to the level of the river. 

You remove downward stairs from the bottom level of the stairs. 

In the Z menu you can designate which stones are available for use by your masons if you are having a hard time finding stones that your mason can use.  If all you have is gabbro, then assign gabbro as an economic stone and your masons will now use it.

Alternatively have your miners dig shafts of up/down stairs and then little plus sign tunnels on each level to explore the different layers of rock.  Eventually you will hit a large amount of diorite or marble or chalk or granite or some other suitable economic rock. 

59
Here are some IMprovements I noticed.

*  The management of seeds is much better now, very few one seed bags.
*  If you deconstruct a stone wall you can now get rid of the stone that results from it, rather than it being invisible to all your dwarves even though it's not forbidden.
*  You can build walls and floors more than one square at a time.
*  More economic stones forbidden by default eg:  Gabbro but U can change that in the stockpile menus.

60
DF Gameplay Questions / Re: Why trade & too many items?
« on: January 27, 2009, 05:20:17 pm »
Hi, I've been playing this game for about a month now and mostly enjoy it, but the sheer amount of seemingly useless stuff that gets made just to keep my dwarves employed has me scratching my head.   Good for trade right?  Well it seems that there's not much aside from raw materiels and pets that I want from the caravans. 

It's not always easy to get used to a game where you have so much freedom.  From a role playing perspective you need to decide how much and what your dwarves should produce.  Nothing in the game suggests that you should order your dwarves to make things without a purpose.  My purpose in the game is to have my dwarves (1) Have my fortress look as cool as possible (2) Get as many happy thoughts as possible, (3) have the largest, most experienced and well equipped army possible, and (4) have every piece of furniture in my fortress be of hte highest possible quality and value.  If I do not need things from the caravan or if I have a large amount of sellable items, I idle my workshops and convert dwarves into soldiers, and upgrade my rock furniture and statues to the platinum and gold jewel-encrusted variety and dump or sell the old stuff.

My questions are should I be buying damn near everything the caravan brings for the hell of it/in hopes that it brings more raw materiels like wood and coal in the future?  And the massive amounts of crafts/armor/weapons/cloth/leather/food/imports that accumulate from having 1 or 2 dwarves on each task, what do I do with it?  Just keep building more stockpiles and watch my wealth get bigger? 

Is there any reason to employ more than one stonecrafter, or even one for that matter?  Sure the stuff adds wealth, but does it do anything else aside from keep my bin maker occupied?

I don't think you should buy anything from the carvan that won't make your fortress better or cooler looking.  I would stop all production of unnecessary trade goods if your needs from the caravan are few.  And stonecrafters IMHO are only good at the beginning of the game when you need more trade goods for caravans.  Otherwise they should live a life of leisure or become legendary crossbowmen.

Will the rate of consumption/wear ever even come close to what my clothier makes?   I'm sure having a pop cap of more than 100 would help that but 25 fps is where I draw the line.

And isn't armor a bit overvalued?  It seems that armor usually amounts to 50% of my total wealth.


I wouldn't have a clothier making anything if I already had enough to sell to caravans and my dwarves are happy with their clothes.  I'd have him training to be a legendary axeman.  And armor is not overvalued unless you have too much of it.  I spend lots of time trading lower quality armor for better quality armor because I don't like wasting wood and I don't like waiting for my armorer to level up.

By the end of my games the only dwarves I have employed are my leader, brewer, cook, farmer, carpenter, metalcrafter, mason(s), miner(part time) engineer(part time), weaponsmith (part time) armorer(part time), Jewler (part time).  Everyone else is training to be the ultimate soldier with the best possible gear and skills.



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