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631
DF Gameplay Questions / Re: River
« on: April 16, 2012, 08:19:17 am »
Quite possibly the level of the second cistern is critical.  Perhaps the infectious stagnancy is spreading like saltwater through the entire watershed, and can only be stopped by changing levels.

Cavern water never seems to be affected by the surface stagnancy.  That's where I get water when the whole surface goes stagnant.

632
You can just smooth the boulders.  It's faster and less trouble than bridges.

633
DF Gameplay Questions / Re: whats your highest pop?
« on: April 16, 2012, 07:47:57 am »
In 34.x I have been able to run much larger fortresses than I was able to before.  I routinely run a 5x5 embark area with 250 Dwarves.  The FPS runs at about 40.  Once I raised the migration limit and let it get to 322 Dwarves.  The FPS was about 30 in the 10th year.  In 40d I would have been suffocating in single digit FPS.

634
How do wagons get to your depot? ???

635
DF Gameplay Questions / Re: River
« on: April 15, 2012, 04:56:14 pm »
Water stagnated by the river-neighboring-pond bug doesn't clean up with a pump.  I've tried it.  All you end up with is another reservoir full of stagnant water.  I made sure that I had more than one tile's worth of wall between the two reservoirs, too.

636
DF Dwarf Mode Discussion / Re: Now what?
« on: April 15, 2012, 02:54:31 pm »
Just for future information, you can choose your Dwarven civ during the embark preparation.  It's on the site location screen, on a display reached by TAB-ing.

637
DF Dwarf Mode Discussion / Re: How do you sort your dwarfs?
« on: April 15, 2012, 02:52:21 pm »
Familywise, I nickname the founders MacUthar (Uthar is "first" in DF Dwarven).  Everyone who has relatives after that gets a family nickname in order of arrival.  The first gets MacNob (Nob is "two" in DF Dwarven), and all of the others get nicknames starting with McA through McZ (note Mc instead of Mac).  If a newcomer has a relation already living in the fortress, they get that family nickname.  Migrants with absolutely no relatives just get "A" for a nickname (for "alone").  If they ever marry into a clan, they will take that clan's nickname.  Sometimes new arrivals tie together two or more families who are already present.  Everyone then gets the family nickname of the earliest migrant.  The same thing would happen with a marriage but so far I have had no marriages in 34.x except for between MacUthars.  I usually end up with one large family and quite a few small ones, not counting the founders.

This playing about with family names keeps me entertained during seiges and the like.   

As far as professions, I use the following custom categories which I only apply after all of the migrants have arrived.

Crafting: gem workers, glass-makers, weavers, clothiers, all crafters except metal-crafters
Defense: all of the red-shirts, plus the animal trainers and bowyers
Forges: all of the metal-workers
Gov-X: all of the government workers, they have their position in their profession name, eg Gov-Broker, for purposes of assigning offices and such
Harvest: planters, butchers, tanners, fishery workers, beekeepers, milkers, plant gatherers, can haul food only
Haulers: everyone who isn't something else, except for Babies and Children, these do all of the hauling, cleaning, recovery of wounded, and mass masonary projects
Health: all medical staff, wood burners, lye makers, soap makers
Kitchen: brewer, cook, miller, thresher, cheesemaker, presser
Lumberyard: carpenters and wood cutters
Quarry: miners, masons, engravers, architects

Everyone can carry food and water to prisoners and patients.

638
DF Dwarf Mode Discussion / Re: Problem with succession fort crash
« on: April 15, 2012, 12:52:25 pm »
I just tried it and it crashes DF for me.  I am running Win 7 64-bit (Professional).

639
DF Gameplay Questions / Re: Carpenter stuck on 'Pickup Equipment' job
« on: April 15, 2012, 09:47:18 am »
Carpenters don't use axes.  Wood-cutters use axes.  Try disabling the wood-cutter labor on your carpenter, if that is the problem.

640
DF Dwarf Mode Discussion / Re: Sweet pods farming non-sustainable?
« on: April 15, 2012, 09:43:09 am »
Good necro mate!

I always do two plots.  One does edible plants, the other does textiles.  My edibles field alternates Strawberries -> Prickle Berries -> Strawberries -> Fisher Berries.  If I had sunberries, then those are used instead of strawberries, and strawberries used in place of fisher.

I've never seen crops lose to season change, and I specifically make my fields change every season.

No ... but, you probably aren't trying to plant seeds near the end of a season.  Sweet pod seeds bought from the caravan and planted in later years seem to be sustainable for me in 34.07.  Now either the Mountainhome is selling colonists seeds of the Faux Sweet Pod (a non-fruit-bearing ornamental), or there is something different about my farming in the first year.  I usually excavate a room in soil for farm plots.  Most of the time that is at entrance level, but sometimes it is a one or more levels up or down from the entrance.  I also immediately arrange for a permanent water supply.  It is summer before I have the farming plots built.  Of all of the edible crops, including quarry leaves, only sweet pods have summer as their final season.

Edit: As I recollect, a crop will mature in a season for which is not specified in the plot, as long as it actually can grow in that season.  Above-ground crops can grow year-round, so even if the seeds are planted very near the end of a season the plants will have time to mature.  In other words, your seasonal crop rotation may be occurring at the end of the seasons instead of at the beginning.  They still work fine.  Setting subterranean crops to grow year-round would probably fix the problem, although it would make farming even easier than it is.  It would certainly make more sense for subterranean crops to grow year-round.  What are seasons, when it is always 58 degrees and dark?

641
DF Dwarf Mode Discussion / Re: Sweet pods farming non-sustainable?
« on: April 15, 2012, 09:02:40 am »
Just for the record, I am also having problems with sweet pods recently (34.07). 

I embark with 25 plump helmet seeds, 9 sweet pod seeds, 9 cave wheat seeds, 9 pig tail seeds, and 9 rock nuts.  I checked the initial saves to see that I did in fact bring the sweet pod seeds, and I did. 

I dedicate one field to each type, for all of the seasons during which they will grow.  I don't begin cooking anything, let alone seeds, during the first year.  I don't plant rock nuts in the first year since they can neither be brewed nor eaten raw, not do they produce clothing. 

At the beginning of the second year, I have 9 cave wheat, 9 pig tails, and zero sweet pods.  There are no sweet pod seeds, either, which is to be expected because I observed their planting.

The growth duration is the same for sweet pods as it is for cave wheat, but the seasons are different.   Sweet pods grow during spring and summer, while cave wheat grows during summer and autumn.  Perhaps the point made above about season lengths, in combination with the inevitably rushed timeframe during the first year when the plots are excavated and built, is the cause.  If the sweet pod seeds were not planted until the end of summer, the sweet pods would not mature before their season ran out.

I probably did not see this happening before because previous to the relatively immediate demand for children's clothing I did not plant anything but plump helmets during the first year.  Having decided to rush the first harvest of pig tails, I also decided to plant cave wheat and sweet pods in the first year.  That is probably a mistake, at least for the sweet pods.

642
This is all indicative of his potential as a potash maker.

cheese maker
Cheese has some use.  Potash is useless.

643
DF Dwarf Mode Discussion / Re: What do you request from the caravan?
« on: April 14, 2012, 09:52:47 pm »
What I request:
Wood and booze always.
Leather lately because of clothing requirements, but not every year.
Gypsum plaster the first year.
These are all requested at the first level up from zero.

What I buy:
Wood and booze
Leather and silk (and various wools from Humans, and rope reed from Elves if I am desperate for plant cloth)
Gypsum plaster
Meat, fish, and cheese
Steel items
Clear and crystal glass, and green glass if there is no sand, also sand if there is no sand
Occasionally bars of metal and blocks of unusual rock, if I have a lot of junk to unload
Ocasionally exotic animals from Elves

I have found that the caravans will fulfill my future requirements based on what I buy now, except for leather which will only arrive in large quantities if I request it.  Many of the other things that I used to try to buy from the caravan I have stopped trying because they never arrived in anything but tiny quantities no matter how high I set the demand.  Not even if I request only that item.

Lye I never buy now because I became suspicious that the soap-making used one stack of lye for one bar, no matter how much was in the container.  I know that I get ten bars of soap from a barrel containing ten stacks of 1, homemade.  I believe I only got one bar from purchased barrels containing one stack of 10.

644
DF Dwarf Mode Discussion / Re: Non advanced bee keeping
« on: April 14, 2012, 07:56:41 pm »
I set out to make a major honey industry.  I built a dozen hives and set them not to harvest, so I could split them and fill another dozen hives.  Unfortunately, there is a bug that causes the beekeeper to go stand where the last bee colony existed on the map, if he has a hive to fill and no bees available yet.  That sucks if the last bee colony was at the edge of the map and some invaders arrive.  Even if it was inside the fortress, as mine was, the beekeeper become uselessly frozen next to the last place which had bees to offer.  That means he does no honey harvesting or hive building or, presumably, eating or drinking although I did not leave him there to find out.  Cancelling the job does not last past his next look around for work: "Hey, I need more bee-e-e-e-e-e-s ... <rush to exact same spot><freeze>"

645
My only experience with a cross-dresser was observing a man on the subway who should have been told that curly thigh hair doesn't look good under nylons worn with a miniskirt.  I wasn't about to, though, because he was a very large man.

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