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Messages - JoshuaFH

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15871
DF Gameplay Questions / Re: Giant Cave Spider
« on: November 19, 2008, 02:52:00 am »
hey, if you can make 1 kitten equal some GCS silk, go for it, that sounds like a mighty fine tradeoff.

15872
DF Dwarf Mode Discussion / Re: Mog juice?
« on: November 19, 2008, 02:13:29 am »
its made from moghoppers, you use it for cooking.

I'd love it if it were made from mog from Final fantasy though.

15873
"and you start with enough bags" you say? i have hundreds upon hundreds of bags... my glassmakers are insatiable you see, and there are plenty left over.

great advice btw. i've just learned that i even HAVE a manager screen, so i'm still getting used to that.

i still need a guesstimate of the average amount of work a single legendary grower can do so i don't have too few growers. perhaps i should just double the number of farmers next time a migrant wave hits and hope for the best.

15874
DF Dwarf Mode Discussion / Re: Megaproject: Paving the Ocean
« on: November 19, 2008, 01:48:20 am »
I had to start over because My first attempt got corrupted and now i'm in a neutral biome with a magma vent and a veeeeeerrrrrrrryyy sssslllloooowwwllly growing population. The fort got off to a bad start though, because the native fire imps (of which i had no experience whatsoever in) killed 6 of my 7 starting dwarfs, fortunately it was the miner that survived and my food and booze stockpile was already safely tucked away. The fire imps then proceeded to repeatedly set fire to the plains over the course of the year as my single Dwarf struggled to survive by herself (it was so funny seeing her tantrum and then frantically run around with no one and nothing to take out her frustrations on). Then when the first batch of migrants arrived i recruited four of them and stationed them around the vent just waiting for the little devils to pop their heads out. I've labeled this military action the "great imp genocide" and 2 of my dwarfs died during it, one by a stray fireball and the other by wrestling one of the little bastards into the vent (where he won, then died, and is still burning if the 'U' menu can be trusted), the remaining two killed the last of the imps. i dubbed them both 'imp-slayer' for their efforts. the unfortunate occurrance of a bad mood has killed one of the imp-slayers unfortunately. the other is living comfortably as a legendary engraver, who makes many engravings of his fallen, still burning comrade.

then a simultaneous mishap with my booze production and desalination plant almost killed all my dwarves of thirst.

 Also, oddly enough, i've been sieged and had a Titan attack but haven't had a single ambush yet. Titan got taken out by a single stonefall trap.

anyway,i have about 15 full-time masons (although i predict, once my population gets higher, i'll have 40-50 masons working on it full-time) working on paving the ocean, not with stone, but with blocks. that sort of action might seem to only deliberate slow myself down, but it's slowly gaining momentum as the masons gain attribute levels, they work faster and faster. i've already dumped over 2000 blocks into the project, although it's still in its infancy and i predict that somewhere around 60,000-90,000 blocks will be necessary to fully pave the ocean.

and my name's not Bob.


15875
i'm sorry Benoit, your caravans must be different from MY caravans cause when i go to buy, i don't buy a measly 2000 dwarfins worth of things, i buy every type of meat, plant, and drink, valuable metal bars of every variety, metal ores of every variety, wood of every variety, barrels, pets, small gems of every variety, CRAPLOADS of leather (easily over 20+ pages of leather bins for BOTH human and dwarven caravans, more than enough to last me for the whole year) and NOW i'm going to be buying cloths/threads, spider silk/threads, and GCS silk/threads. maybe even from the damn Elves.

the cost of all this for both human and dwarven caravans easily equates into over 30,000 dwarfins worth of things, goblin ambushes ain't gonna pay for that.

and foa, stop worrying about leather and metal-decorating and whatnot, i'm worrying about Cloth right now and how to produce craploads of it.

15876
No bundling, it slows things down in the beginning, and isn't as fast as a group in the higher skill range.

You just need millers, threshers, farmers, potash makers, wood burners, tanners, butchers, leather workers, dyers, weavers, clothiers, and workshop farmers...
Potash makes the produce stacks alot bigger, like up to 11, rope reed, which is an all year plant produce, pig tails ( for a boost in production in some seasons ) , wood for ash ( potash needs ash ) , leather, dye, silk if you can obtain some for profit ( if bought off of merchant then enhanced by your workers, then buy, buy, buy, sell, sell, sell ) ...

My map doesn't have a chasm or any spiders, so no on-site silk production for me! i can still import some though.

you'll notice i colored some of the jobs in your list, the red ones are somewhat extraneous and trivial, in either they're so easy to not be a concern, not truly necessary, or they are necessary, but the jobs can be outsourced via trading. the green ones are necessary, but are a given considering what i'm talking about. the whole industry seems like a big project, which sounds fun.

15877
DF Gameplay Questions / Re: Sand, what is it good for?
« on: November 18, 2008, 11:16:22 pm »
Sorry Magua, i can't see any of your pictures, they're all broke.

15878
What you need is:
  • Dimple cups, etc ( Don't use hide roots , just make sure to stack you dyes if you're going to use hide root dye )
  • Pig Tail, Cave Spider silk... ( Giant Spider Silk are the win )
  • Animals for leather ( Leather Workeries > Sew Image ) Idk?


Here is a fact, you can dye and decorate cloths as much as you want, just use different, decorators.
Fact, two, the better their skill the happier you'll be, high grade cloth adorned with high grade decorators is the gold ticket.

So, i can dye and decorate as much as i want you said? i just need two separate dwarfs doing the decorating? i was wondering what the heck was up with this article when it said that i could, but my leatherworker would only sew single images onto things despite having a wide range of leathers to use.

So, i can dye the same cloth multiple different colors? seems like that would require an incredible increase to dye-producing crops, and thus necessary number of farmers. still not sure of the planting/harvesting speed of legendary farmers though.

So, an ideal setup for a cloth industry would be 1 legendary weaver, 2 legendary dyers, and 2 legendary clothiers? think i could bundle dyers and clothiers into the same dwarf?

15879
DF Community Games & Stories / Re: Mean Little Men [Succession]
« on: November 18, 2008, 10:08:17 pm »
My turn's a comin', it'sa gettin' here. i can almost taste it!

15880
DF Gameplay Questions / Re: Killing Dwarven Liason
« on: November 18, 2008, 10:06:13 pm »
i think the liaison never arrives again even if you abandon and start a new fort elsewhere, cause thats what i did and i never get a dwarven liaison at my new fort.

15881
After learning of the incredible number of quality modifiers attached to cloth and clothing items, i think it'd be very profitable to start a clothing industry.

problem is, i don't know where to start, as i've never done it before.

i have plenty of useable underground space i can use for farm plots, but how many 10x10 plots would i need to produce a constant neverending supply of thread/dye for a group of dedicated weavers and dyers?

I currently have 5 very experienced dedicated farmers (with 'only farmers harvest' on). how many more farmers would i need to guarantee that all of the thread/dye farms are planted and harvested in a timely fashion?

from what i've read on the wiki article for the cloth industry, it sounds like a lot of micromanaging is necessary to keep my clothiers from using undyed thread. Is their an easy way to guarantee that cloth production follows the stringent pattern of harvest -> weave -> dye -> manufacture instead of harvest -> weave -> manufacture?

any other pointers?

15882
You're doing a great job Marlowe. How's KLAR! doing? is he still mining?

15883
DF Dwarf Mode Discussion / Re: Am I cursed?
« on: November 18, 2008, 08:10:18 am »
See, this is why i don't gamble, cause things like this happen.

15884
DF Dwarf Mode Discussion / Am I cursed?
« on: November 18, 2008, 06:21:00 am »
I mean, seriously, my last five strange moods were possessions, and they were all atleast 3 seasons apart from eachother. I want some Legendaries around here Damnit!

15885
DF Gameplay Questions / Re: Trading and stuff
« on: November 18, 2008, 03:03:05 am »
hmmm, thanks a bunch footkerchief, your as insightful as ever.

one more question, is their any upper limit to how many wagons can arrive each year? i'd hate to be bending over backwards trying to get more wagons to come if more wagons simply can't come due to a preprogrammed cap.

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