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Messages - varangian

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91
DF Gameplay Questions / Re: Military Scheduling Questions
« on: November 08, 2010, 07:13:39 pm »
The idea of setting a minimum for a given scheduled activity is, as I understand it, to allow the activity to proceed without forcing the whole squad to be present. This allows some squad members to bunk off for a drink/eat/sleep when they need to, without that there's a danger that they'll keep training or patrolling until they drop. Personally I set it to 2, even for a full 10 dwarf squad, and find that most of the time at least half the squad will be present and correct anyway.

92
DF Gameplay Questions / Re: installing on linux?
« on: November 08, 2010, 07:04:17 pm »
I never got it to work either though it apparently can be done. I'm on 64 bit Ubuntu and the libraries DF wants (which aren't included in the d/l) are 32 bit so I ran into extra problems due to that. I fiddled around for an half an hour installing this and that package before deciding not to waste further time on it. Installing Wine (a Windows emulation layer if you've not run into it before) takes about a minute, installing the Windows DF another minute or so and then you're in business. A simple little script:

cd '/home/<your login here>/.wine/drive_c/Program Files/dwarf fortress'
wine 'dwarfort.exe'

makes starting it up easier and you can call that from a Gnome launcher (or whatever you use) to launch it from the desktop. The current version does crash occasionally but it's an alpha so you kind of expect that and in all probability it's just the same as running it natively.

93
DF Gameplay Questions / Re: Merchants not leaving
« on: November 07, 2010, 05:13:46 pm »
When the mayor is kept busy , the merchants should be able to leave before the outpost liaison starts talking. Otherwise it would be impossible to get promoted to barony.

I can only report what happens, not what is supposed to happen. My fortress, according to the known criteria, should have had a baron many dwarf years ago but the delegate has never suggested it. There's a bug apparently, perhaps the overstaying merchants are another.

94
DF Gameplay Questions / Re: Merchants not leaving
« on: November 07, 2010, 01:05:08 pm »
Another possibility, if it's a dwarf caravan, is that the delegate hasn't been able to have his meeting with the mayor. One of my militia dwarves got appointed mayor and when the next caravan arrived the delegate chased him all round the fortress but, because he was training, never got any beard time until I put him back into civvies. The merchants seemed to hang around as well as a consequence.

95
DF Gameplay Questions / Re: Military and civilian management help
« on: November 01, 2010, 11:41:25 am »
Could your squads have been left at the off duty alert level and thus counted themselves as civilians? Or possibly when you set the alerts you accidentally confined your squads to the same burrow so they couldn't obey the move order. The alert interface is true to the DF paradigm of horrendous confusion wherever possible and it's not difficult to get things wrong.

96
DF Gameplay Questions / Re: Healing and health questions
« on: November 01, 2010, 03:27:47 am »
I sometimes cross train the corpulent, slow dwarves as pump operators.

That was something I thought about but I've decided to try another way. Basically it's the Fat Camp approach, I've recruited some of the prime wobblebottoms into an ad hoc squad headed up by the Chief Medical Dwarf (she of the hanging sacks of fat), set them up in basic leather armour with no weapons or shields. They've started heading off to their barracks to learn dodging and so on, so hopefully they'll turn into adequate wrestlers and lose some of the lard in the process.

And to answer my own question the baby's fractured shoulder has healed although the less severe smashed toenail has not, so far.

97
DF Gameplay Questions / Healing and health questions
« on: October 31, 2010, 05:14:29 am »
I'm running a .14 fortress, which is fairly peaceful as goblins don't turn up, to get to grips with the new features before updating to a more fun version. So there haven't been many health issues apart from:

A dwarven baby used a shield by her mother when her militia squad ran into a marauding beast. She got a fractured shoulder and a smashed toe as a result. Dwarven healthcare has no paediatric section it appears as she got no treatment at the time but seems fairly robust as she made it to childhood. She then toddled off to a hospital bed and the crack medical team, hitherto completely unemployed, leapt into action. Wounds were cleaned, sutures and dressings applied and the shoulder set. She then left hospital and no further treatment is scheduled. I thought medicine was pretty buggy so I was pleased to see the system work so well, but will she actually heal?

A more general concern is that the luxurious lifestyle in the fortress is taking its toll on the population's general health. A fairly typical description of the average dwarf is 'belarded by great hanging sacks of fat'. Perhaps not surprising as the place is awash in booze and lavish masterpiece meals. Since (as far as I know) cholesterol levels and cardiac arrests are yet to feature in the game I don't know whether to regard this as a good thing, perhaps the fat will act as additional armour when the fighting starts. But are there any strategies I could use, beyond the obvious of designating hundreds of boulders for dumping or making them all miners and excavating enormous caverns, that would get dwarves back to peak fitness?

98
DF Suggestions / Small tweak for squad selection
« on: October 30, 2010, 03:29:56 am »
I'd like to suggest some extra information to be shown when adding dwarves to squads:

Gender
Marital status
No. of children

The intention being to enable you to avoid having females with a brood of children in the militia, or at least keep them out of the close combat squads where mashed/orphaned baby is going to be a likely consequence.

99
DF Gameplay Questions / Re: Tips on dorf breeding?
« on: October 29, 2010, 06:17:23 am »
This is why your military should be men.

I'm shocked, this is an equal opportunities fortress. Besides what with the long hair and beards and mayor Urist McClinton's 'Don't ask, don't tell' decree it became impossible to tell what genders have actually been recruited into a given squad. At least until their clothes rot off and possibly not even then.

100
DF Gameplay Questions / Re: Sparring?
« on: October 29, 2010, 03:44:22 am »
Might be worth checking the order and see how many dwarves are set as the minimum for training and any other orders you've created. Seems to work best if the minimum is set to < half of the dwarves in the squad as that allows them to carry out the order even when some of the squad are busy drinking/sleeping.

101
DF Gameplay Questions / Re: Tips on dorf breeding?
« on: October 29, 2010, 03:37:32 am »
Perhaps it's because there's something about a dwarf in a uniform or the threat of sudden death causing an upsurge in the hormones but putting dwarves into the militia seems to do it for me. Every squad heads off to their appointed position with a cometary tail of mewling infants in their wake, frequently outnumbering the squad itself. So unlike the OP what I want is dwarves who can figure out that a 'Bring you daughter to work day' is possibly not the best idea when the work involves a two-headed horror bent on mayhem.

102
DF Gameplay Questions / Re: Amount of potash needed for fertilization
« on: October 27, 2010, 05:06:43 am »
I've got plots of roughly 6x6 and when I set them to be fertilised and I'm out of potash I've found setting up a couple of potash jobs at the ashery will produce enough to allow the fertilisation job to be re-scheduled. Quite possibly only of those units is actually used, I've never checked to see how much potash is left after, but you don't seem to need to produce bins full of the stuff.

103
DF Gameplay Questions / Re: Dwarfwash!
« on: October 26, 2010, 11:37:27 am »
After running into the problem of "Cannot clean self!" I choose to deal with it, and found that by making a main passage in my fort that everyone, or nearly everyone, needs to pass through a small trench with 2-3 water in it so it doesn't just evaporate.

This works quite well, as all my dwarves are clean if wet, and they all have a small skill in swimming now too.

Top tip: Don't put the bathing pond they have to cross outdoors, at least if you're somewhere it can freeze. See my thread on mysterious dwarf death/unconsciousness: http://www.bay12forums.com/smf/index.php?topic=69158.0

104
DF Gameplay Questions / Re: Who or what is whacking my dwarves?
« on: October 26, 2010, 11:33:18 am »
That might account for the deaths that I never saw - the unconscious dwarves are now explained. Now I've set the game to pause when anyone dies I should be able to catch the lunatic in the act if there's a recurrence.

105
DF Gameplay Questions / Re: Who or what is whacking my dwarves?
« on: October 26, 2010, 10:54:47 am »
Make sure that your sculpture room is actually reachable from the rest of the fortress.  It could be you've screwed up ramps or accidentally walled it off somehow and dwarves trapped in there are simply dying of thirst and hunger.

Have a cigar. I'd built a pond across the corridor to the garden which they'd been happily splashing through to get nice bath thoughts. Now it's winter and the pond is frozen and for some reason they won't cross it. I hadn't been expecting that as an early casualty was a dwarf bringing back a log who walked across a frozen pond when the weather was getting warmer and fell through the ice.

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