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Messages - Martin

Pages: 1 ... 91 92 [93] 94 95 ... 107
1381
DF Gameplay Questions / Re: Getting Tilesets to works on the mac
« on: March 04, 2009, 12:11:15 am »
Well, I've been using Photoshop, which isn't an accessible tool for all, but it works like a charm.

Open your file, go to 'Save As', Format 'BMP', choose Windows, 24 bit. Just works.

Have you tried GraphicConverter? It's ancient and kludgy, but it's great at stuff like this.

1382
DF Dwarf Mode Discussion / Re: Whats the minimum size for a bedroom?
« on: March 03, 2009, 11:24:08 pm »
Who likes to climb over furniture? 2x3 personally as a minimum. C'mon, that's 1200 tiles (20x60) for a 200 dwarf fortress. Cheapskates...

1383
DF Gameplay Questions / Re: I need to knock out my champion
« on: March 03, 2009, 06:15:04 pm »
Remove the grasper tag from hands.

So once it's dropped then (since nobody can pick anything up...) I just make sure he's not equipped for crossbow, change the tag back and you think that'll take care of it?

1384
DF Dwarf Mode Discussion / Re: Armorsmith training
« on: March 03, 2009, 03:22:50 pm »
Stacking the odds in favor of an armorsmith mood is more time-efficient, and the artifacts are by far the most useful you'll ever have.  Unless people know a use for artifact crafts that I don't?

It is if the odds come up in your favor. I've had this setup and gone years without the right dwarf getting a mood. I've had my legendary masons go up for moods and children go up for moods and still my dabbling armorsmiths are stuck hauling crap around. If I know my popcap is about to go over 80 in the next year bringing on sieges and I don't have any good armor, I'm not likely to roll the dice and hope it happens. Instead I'll get the armorsmith cracking knowing full well that he'll be done within a year. And an efficient iron arrangement is pretty easy to do since your forge and your smelter are probably right next to each other, just stick a pile for iron bars and a pile for non-masterwork iron leggings next to them, and mass designate melt the leggings pile (even works through bins). You don't even need that much in each pile since it keeps recycling back and forth anyway. If you already have a skilled furnace operator, put 2 beds and 2 years worth of booze and food in the room and tell the furnace operator to haul and lock them in there until they are done.

1385
DF Dwarf Mode Discussion / Re: New fort design in progress
« on: March 03, 2009, 03:14:37 pm »
Nothing beats vertical designs in terms of efficiency, except possibly noise issues

Agreed. Put your bedrooms in a vertical stack along one side of the fortress and put a storage zone between the rooms and workshops - barrels, bins, bags, etc. appropriate for the production on that level. Put nobles on the bottom because who cares how long it takes for them to get to their bed.

1386
DF Dwarf Mode Discussion / Re: Armorsmith training
« on: March 03, 2009, 02:02:45 pm »
Don't waste time and materials training an Armorsmith to legendary manually.

It depends on the situation, now, doesn't it?

I've got over 1000 bars of metal thanks to trade and ambushes alone - I haven't mind a single piece of ore that yields iron - and that's after making/melting 600 iron buckets to get a legendary blacksmith and countless steel doors. I buy off all the iron/steel bolts that every trade caravan has brought me since the 2nd year, just as a means of offloading all the narrow silk stuff. With that kind of metal in hand, and apparently no end to when it'll keep arriving, why not invest some of it in skills rather than wait?

Of course, if you don't have that kind of stockpile, then you really should wait, but like I said, it depends.

1387
DF Dwarf Mode Discussion / Re: Armorsmith training
« on: March 03, 2009, 11:24:57 am »
Make leggings. You recover 1/2 a bar melting it down for every bar you use, so it's the cheapest in terms of metal consumption. It'll cost you 300 bars of metal (30 bins) to go from no skills up to legendary. You can knock about 20 bars off since you already have a plain armor smith.

1388
DF Gameplay Questions / I need to knock out my champion
« on: March 03, 2009, 03:48:45 am »
Ok, so my best champion has claimed both an artifact gold crossbow and an artifact platinum war hammer. I'm cool with him keeping the hammer - though cleaning up after it is a nuisance (body parts everywhere...) but I want to give the crossbow to a champion marksdwarf.

As I understand it, the only way to get it back it to pry it out of his cold, unconscious hands, so that's the plan. Now, I tend to not collapse things often - very rarely by accident, and he'd never survive any of my intentional stuff, so anyone have any good ideas for knocking him cold without delivering red injuries or worse? Oh, and no killing a miner on the way, so I'm thinking support + lever. My preference would be to not have to savescum to do this, but since I put this in the category of 'unintended behavior' I'll make an exception if necessary.

Anyone have a fairly bulletproof formula?

And his name is Duralducim Shetbeth Lemlor, legendary marksdwarf, wrestler, hammer, and almost shield. He's a bit slow on the armor, and he'll never train beyond hammer since he won't drop the damn thing. Only 41 kills - I've been giving the trainees more face time with the gobbos to skill them up faster. He's only wearing medium quality steel plate. I'm still turning out all my armors so I haven't bothered getting people into the full setup.

1389
DF Gameplay Questions / Re: Idlers and Automation
« on: March 03, 2009, 02:51:03 am »
Cross-train

Grab a dwarf, even one legendary in something, and train them up in glassmaking, or gem cutting, etc. with hauling turned off. You never know when your sole carpenter takes a stray arrow to the heart. Not only does it keep that dwarf busy but usually keeps a handful more busy hauling their wares away. If you have 20+ idle dwarves, training 2-3 is a good idea.

1390
I don't like channels because I'm always getting severed heads in my channels, and who want's severed heads in their water supply?

1391
DF Dwarf Mode Discussion / Re: Fortress Design Principles
« on: March 02, 2009, 07:19:44 pm »
I don't spend much time designing, actually - that is, with the game not running. I might take 10 minutes at embark to come up with a rough plan. Instead, I build very slowly and while I wait for things to happen plot out the next little bit.  Water and magma projects may not get started for 3-5 years game time while I noodle on what I want to do, so instead I work on defenses or farms or workshops or whatever.

1392
DF Dwarf Mode Discussion / Re: Apocalyptic Machine
« on: March 02, 2009, 03:25:46 pm »
Build it out of wood and imported stone (no mining) and suspend the fortress over a pit such that when you pull the lever, the entire thing disappears from the map. Leave no trace.

Fortress reclaim starts you with a blank slate to do it again.

You'd have to rely on animal breeding and gathered plants as there'd be no way to do farms unless you deconstructed them first. But I think you could fit 200 dwarves in a suspended fortress given enough z levels in your pit. I've seen some 30+ wide pits before. You'd need to be heavily forested to pull it off - that's a LOT of trees.

1393
DF Dwarf Mode Discussion / Re: Standing Amries vs. Draft Armies
« on: March 02, 2009, 01:18:30 pm »
Sounds like you have 30 dwarves supporting the entire fortress. That *should* be enough as the military really only needs food/booze.

I've got a rather large sprawling fortress with 72 dwarves, only 32 of which are productive (the rest military, nobles, or kids). They have no problem feeding everyone (I do a 30 lavish/30 booze run every year or two and keep a 4x4 farm going all the time), and I can't do everything at once, but I have no problem keeping 1-2 dwarves on skilling tasks (I'm currently skilling up my gem cutter and glass maker).

The worst problem is when the military does their thing and I have to haul all of the gobbo crap. Simply moving where I engage the enemy closer to my trade depot has helped considerably. But I've only got 2 marksdwarves in training and 4 melee (2 legendary wrestlers, 2 legendary wrestlers/hammer) and they have no problem at all holding off the 3-4 ambushes I get each season. I've yet to face a legendary ranged gobbo, though. Been lucky there.

I only have one set of traps as last resort (never been used) though I do have a pair of drawbridges I can close to control matters somewhat - but one of them is always open. I should think you would have no problem at all with the force you currently have if you deploy them well.

The problem with draft armies is that they will be unarmed/unprotected when you deploy them. By the time a dwarf gets his armor on and grabs a crossbow and a quiver and ammo, the siege will have crossed a 3x3 map. Since you have no drawbridge to raise while everyone gets dressed, I'd just give up on that as a useful option. Realistically, expect them to engage unarmored and possibly unarmed (keep woodcutting on as a skill and at least they'll always have an axe on them) and expect them all to die. You have the added concern that any good draftee will hit elite status before you know it and you won't be able to reincorporate them into your labor pool. Dwarves skill up very fast in actual combat.

Instead, I'd add war dogs to your military in a major way - cage+lever at key points, that kind of thing. They can really tie up an attacking army while your regular soldiers do their thing. Rather than depend on a draft army to handle sieges, I'd look for ways to move the battle to your favor. If you don't want to be able to cut off attack altogether, create choke points that blunt the effectiveness of ranged units and force the enemy into a narrow area that spreads them into a long line but opens into a large area where you have freedom of movement and can overwhelm with force. Unless as part of your challenge you want to engage on an open plain, in which case my only advise is to breed more, because the first siege of 25 ranged units with a legendary ranged leader will cut your melee guys down in nothing flat unless they are all legendary shield users and very well equipped.

1394
DF Dwarf Mode Discussion / Re: Stupid coal tricks
« on: March 02, 2009, 11:27:06 am »
also, i have never actually ever gotten trolls, ever. though the first one to break a floodgate would get incinerated.

I have, lots of times. They're fun and easily can screw up a lot of folks defensive setups. Still not that hard to route around once you have some experience with them, but they do complicate things - and they're a fair bit harder to take down with your melee units.

And the point of the water is to deliver the armor to a safe place for sorting so your haulers don't get caught out in harms way. Personally, hallway of instant death isn't appealing to me from a game play standpoint since a single unskilled noble could easily wipe out any size siege simply by pulling levers. Efficient armor recovery is dwarfy, however.

1395
DF Dwarf Mode Discussion / Re: Above ground fortresses
« on: March 02, 2009, 04:03:25 am »
Defense is one of the hardest things. Unlike digging in, choke points tend to not exist until you make them. Consider a dry moat to start with a drawbridge. If you have sand/soil, novice miners can dig it out in nothing flat. You need to look at your terrain differently - look for features that you can incorporate into your defenses, where predators may come from, and so on.

My above ground buildings are actually dug out of low hills. Makes it much easier. I decided to set a uniform ground level for my settlement and level the hills down to that level by carving out the building shapes. It's pretty fast and you can use the stone generated to build your other buildings.

Once you get the hang of designating construction, it goes pretty fast. The hardest thing is remembering that you can't build corners from the inside, so on 2nd floors and higher you need to build two parallel walls, wait for the corners to go in, then build the other walls. Sometimes it's faster to designate walls and then cancel construction to add in a doorway or a fortification. You'll get a process after some trial and error.

Here's an older map of my current fort.

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