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Messages - Magua

Pages: 1 ... 14 15 [16] 17 18 ... 55
226
DF Gameplay Questions / Re: Depot problem?
« on: October 14, 2009, 08:52:02 pm »
Also, check if you've forbidden the stone that your Depot is made of ('t' over it).

227
DF Gameplay Questions / Re: Ooooops, squished the Duchess...
« on: October 14, 2009, 08:51:07 pm »
I sense a new challenge fort idea: 50 consorts!  Gotta please them all!

228
DF Gameplay Questions / Re: The dungeon master!!!
« on: October 14, 2009, 08:00:20 pm »
IIRC, you only get the dungeon master if it's possible for you to get PET_EXOTIC animals on the map (including vermin).

229
DF Dwarf Mode Discussion / Re: Resource limitations to skilling up
« on: October 14, 2009, 02:58:19 pm »
Since I'm intending on creating a huge (600+ per dwarf per skill) number of objects *anyways*, I think the record keeper will always have something to do.

Dissection can only happen on vermin, correct? 

230
I'd guess that it's because your civ isn't doing too well.  IIRC, and I may be wrong on this, it *is* possible for your civ to do poorly enough that you don't get immigrants.  Reference "Last Dwarves in the World" that didn't receive immigrants at all because the civ effectively gets wiped out.

If you make a backup, abandon, and go into Legends, how is your civ doing?

231
DF Gameplay Questions / Re: Advice on wall building?
« on: October 14, 2009, 02:55:14 pm »
Um.  Build from the inside out.

Build a few mason shops, and set their Profile from dabbling to proficient or similar, and then set them to autorepeat rock blocks.  Setup stone stockpiles near them with the stone type(s) you want.  Designate rock block stockpiles around where you'll be building the wall to minimize travel time.  Best to do this now, before you start building. 

(Why blocks?  Two reasons:

1) Blocks are twice as valuable as stone.
2) Blocks can be stored in bins, so your stockpiles can hold more.

Training masonry is a nice side effect.)


232
DF Gameplay Questions / Re: Finished goods bins not on Trade Goods list
« on: October 14, 2009, 02:51:15 pm »
Playing in the Dwarf Master's 2 competition, I had two legendary stone carvers cranking out "Rock Crafts".

I had a consort who, from the moment she arrived on the map, banned the export of scepters.

After a few seasons, I had 30+ bins next to the Trade Depot that wouldn't show up to trade, because each had one or two scepters in.

Ended up setting up a scepter stockpile in her room, and keeping scepters out of the Trade Depot stockpile, which, once I sold the rest of the non-scepter stuff in the bins, eventually solved the problem.

233
DF Gameplay Questions / Re: Import volumes
« on: October 14, 2009, 02:47:34 pm »
Did you get steel bars worth 90k dwarfbucks? Or, did you buy everything you could get that was made of steel and subsequently melted it?

The latter.  That is, including things like buying the 10,000 dwarfbucks steel plate mail.

Even with requesting only metal bars from the liaison, even when the humans brought nothing *but* metal bars, I've never seen more than 3,000 dwarfbucks or so in a caravan.  Weight-to-price ratio is just too high.

234
Great!  You're up!

235
DF Dwarf Mode Discussion / Resource limitations to skilling up
« on: October 14, 2009, 11:40:42 am »
So, I have decided that my next experiment is going to be to replicate Morul, The Most Interesting Dwarf In The World.  But of course, simply doing what's been done before is boring.  So I'm going to build a sort of Tower of Learning, that could, in theory, crank out Moruls.

This'll require a lot of resources.  A *lot* lot of resources.  So I want to take care of logistic problems before this even starts.  So what do I need, in terms of resources, to train for skills?

Stone (for Mining, Masonry, Mechanics, Engraving, Stone Crafter, Siege Operator): Obsidian farm provides unlimited stone.

Plants (Cook, Brewer, Dyer, Grower, Herbalist, Miller, Thresher, Herbalist, Weaver, Clothier): Farms, done.  Herbalist is sort of the exception, but simply seems more annoying than anything else -- embark in a non-tundra environment, and gathering should be slow but essentially infinite.

Wood (for Carpentry, Bowyer, Wood Cutter, Siege Engineer, Wood Crafter, Wood Burner, Lye Maker, Potash Maker): Traders, tower cap farms, and/or embarking in a heavily forested area should make this annoying, but doable, much like Herbalist.

Glass (for Glassmaker): Glass is unlimited.

Gems (Gem Cutter, Gem Setter): Glass provides unlimited gems.

So those are the easy ones.  Now the come the hard ones that I'm less sure of.

Adamantine (Strand Extractor): The most obvious limit -- HFS simply isn't going to provide for enough adamantine to get two dwarves to legendary strand extractor.

Metal (Armorsmith, Furnace Operator, Metal Crafter, Metalsmith, Weaponsmith): Next to adamantine, shouldn't be a problem.  Goblins in theory provide an infinite amount of ore, but it seems that after awhile, they stop attacking? 

Fish (Fisherdwarf, Fish Cleaner, Fish Dissector): In theory, fish should be infinite, right?  But I've read repeatedly about forts that have been fished to extinction.  Is there a known way of avoiding it?  A known way of repopulating the fish?  As for Fish Dissector, am I correct that the only fish that can be dissected is the moghopper?  Any way of guaranteeing there are moghoppers in the embark?

Tame Animals (Butcher, Tanner, Leatherworker, Animal Caretaker, Soaper): Should be infinite.

Wild Animals (Ambusher, Animal Trainer, Trapper, Animal Dissector, Milking): Same question as fish, really: since it seems possible to have forts hunt animals to extinction, how to avoid this, or how to correct it after the fact?

Milk (Cheesemaker): Assuming I can get legendary Milkers, getting legendary Cheesemakers seems to go along with that.  Can also be supplemented by the traders.

So the big limitations seem to me to be:

1) Adamantine.
2) Moghoppers.  Need to embark on a savage(?) area with ponds?
3) Purring maggots.  Need to embark on a chasm.
4) Wild, butcherable animals.  So no evil undead areas.
5) Outdoor plants/trees.  So no freezing/scorching areas.

Right now, what I'm thinking is this:

Use the orc mod.  AFAIK, the orcs *never* stop attacking, unlike the goblins.  Is this true? 

Mod the orcs to use adamantine instead of iron. 

That only leaves the vermin skills -- Trapper, Animal Dissector, Fish Dissector, and Milker.  Thoughts?

236
DF Gameplay Questions / Re: Import volumes
« on: October 14, 2009, 11:03:35 am »
Even in my "buy all steel from the dwarf caravan" moments, I have never had the total of purchases go above 90,000 or so dwarfbucks, even when I would trade 180,000 worth to get that 90,000.  Now, there was other stuff on the caravan -- cloth, leather, etc, that I didn't buy, but if you're looking for a specific category of thing, anecdotally I can report that there is a point where the caravans will not contain any more of that thing. 


237
DF Gameplay Questions / Re: A difficult game
« on: October 13, 2009, 10:42:00 pm »
Military challenge: Use the orc mod (or use the Dig Deeper! mod, which includes the orc mod).  Use the raptor mod.  Use the Civilization Forge mod which puts you at war with all civilizations, all the time.  Hell, use all of 'em.

238
DF Gameplay Questions / Re: Suspension bridge?
« on: October 13, 2009, 08:14:09 pm »
For scaffolding, it is easier to build bridges than to build floors.  *Much* easier to deconstruct, as well.

The only downside with using bridges instead of floors is that bridges do not provide support, so be careful of this scenario:

Code: [Select]

bbbbbbb
RXXX123
bbbbbbb

R = ramp
X = wall
b = bridge
1, 2, 3 = designated walls to be built

If 2 or 3 is built first, they will collapse, because there is no support.  This becomes less of an issue if you have a level below (or above) done that can provide the necessary support. 

239
DF Gameplay Questions / Re: My dwarves REFUSE to spar. (Nvm Found out)
« on: October 13, 2009, 08:08:24 pm »
HIJACK!

I've got nine champion dwarves for my military.  I'm in the process of training them through all the weapons, for no good reason.

Seven of them spar fine.  Two do not.

One was totally noninjured.  Turns out, she was holding some leather armor in the same hand as her weapon, kept her from using it.  Ok, dumped, that's fixed.

The other is missing his right eye, but has no other injuries.  Does a missing eye keep you from sparring?  He's not holding extra equipment in his hands, so I imagine that that must be it...

240
DF Dwarf Mode Discussion / Re: An ambush! Curse them!
« on: October 13, 2009, 02:43:24 pm »
Was part of your fort inaccessible until winter?  Cause that doesn't see right.  I've never seen more than 3 ambush squads. 

No, that's the weird part.  My fort is perfectly accessible.  I simply set my military on duty, and they activated the eight ambushes, all right next to eachother, along their partrol route. 

The one thing I can think of is that my population is capped at 50 -- right now I have 53.  So I don't get sieges.  Yet my fortress wealth is 1.6 million.  Which could result in a *lot* of ambushes.  I might bump it up to 80 just to get around this annoyance.

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