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Messages - Qwernt

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151
DF Modding / Re: What is wrong with this reaction?
« on: April 22, 2010, 07:13:44 pm »
Probably doing something stupid, but I added the reaction and then added a line in entity_default as well.  no work (as defined as: I have lots of remains and can't add the work item in an existing smelter). 
saved it in the original raws as well as the data/save/region1 raws.  did a findstr to see if the _TO_COKE exists anywhere else. it doesn't. 
Other ideas?

   [PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
   [PERMITTED_REACTION:LIGNITE_TO_COKE]
   [PERMITTED_REACTION:REMAINS_TO_COKE]

[REACTION:REMAINS_TO_COKE]
[NAME:make coke from bituminous coal]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:SMALL_REMAINS:NO_SUBTYPE]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BITUMINOUS_COAL_TO_COKE]
[NAME:make coke from bituminous coal]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BITUMINOUS]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]


152
So, if you make this a burrow with noone assigned, would it mean that your dwarves won't go in there?

153
DF Dwarf Mode Discussion / Re: what do I do now?! !
« on: April 15, 2010, 03:05:16 pm »
If you don't have an ax, build a carpenters shop, then a wooden training axe. The woodcutter can then use the training ax to cut down trees.

I immediately got the image of a dwarf gnawing a hunk of wood until it's a vague ax-shape, beating it against a tree until tree and ax both splinter to pieces, and then dragging the largest chunk back to the carpenter's shop to gnaw into a new ax.  It's the dwarven Sisyphus!

That is a beautiful statement... and the one it forced in my brain: the splintered axe would probably be the "largest chunk" left.

154
DF Dwarf Mode Discussion / Re: skill challenge advice
« on: April 15, 2010, 11:26:52 am »
I think your appraiser architect is going to be one bored puppy.  You might consider putting those skills as secondaries to more often used skills.  Example: why miner/stonecrafter  This means you can either be enlarging your domain or (assumption) making profit.  Seems like you might want to do both at the same time. 
When I think through the opening of the game I try to get the first 7 dedicated as much as possible but spread that dedication such that no (little) idleness early on.  Once you have a sufficiently large population, then idleness if merely annoying (early on it can be trouble - think orcs,etc). 
It seems like at first you will need:
    Mining
    Food
    Hauling
    Mechanic (levers, bridges, traps, etc)
    Beds
    tables/Chairs
    Weapon Production (depends on starting purchases) or wealth creation

While 2 miners is good, you can actually survive with 1 - just dig dirt first.
So maybe something like:

Miner/Trader
Farmer/Brewer
Hauler/Weapon Smith
Mech./wood burner
Carpenter/wood cutter
Mason/Apprasier
Furnace Operator/Architect

the other restriction you haven't discussed is Military - who can be part of it?  You might want to require training before hand, in which case I would go:

Farmer/Brewer
Hauler/Carpenter
Mech./wood burner
Axeman/wood cutter
Mason/Apprasier
Furnace Operator/Architect

Also, some people hav pointed out that Mason can't do anything that a Carpenter can't do (as far as what they can make - just has to be made out of wood instead), so you could actually cut the mason and have back the weaponsmith (or armorsmith or stone crafter or the other miner).

If you don't mind selling food, get a cook instead of the weapon/armor-smith.  Happiness + money.  Though you would have to focus on cage and stone traps.

155
DF Gameplay Questions / Re: Finding Underground Lake and Chasm.
« on: March 10, 2010, 04:56:26 pm »
My way is much easier - and has yet to fail.  Simply spend a couple of hours/days digging out a wonderful fortress.  Right where you intend to build your temple/other important can move or do without edifice will be where the chasm/underground lake will be.

156
DF Gameplay Questions / Re: Your first year layout
« on: March 10, 2010, 04:35:07 pm »
2 scenarios:
flat land "fortress" - these usually have a quick moat or wall built.  If moat, then LARGE (60x60 area) if wall then small 15x15.  Moat requires large area because it gets in the way of the farm and storage. Center of fortress is a 3x3 staircase that will eventually go all the way to the bottom (and may bt the only stair case)  Trade center will be outside and may be in a double bridged wall/moat pocket away from main fort.

Hill-side fortress - carve a 3 wide hallway into the hill 10 deep, turn and go 10/11 deep then build 3x3 staircase. Build bridge for door. There is always an underground meeting area between entrance and stairs.  allows the animals to notice the theives.

1st dirt level is always farms & food/drink storage, butcher/tanner/leatherworker+leather storage, work worker + tree storage.  Also barracks (in the mountain it is usually the inside of the corner).  In the flat fort it is a 10x10 area around the stairs. (hopefully recuits will notice theives).


157
DF Dwarf Mode Discussion / Re: exploratory 15x15... why?
« on: March 10, 2010, 03:52:50 pm »
I'm a little unclear on what's so great about the 15x15 exploratory method. the rooms that get left behind don't seem amazingly useful. I mean, if I'm preserving the walls that are made with the 15x15, i get 1x wide hallways, which are bad for traffic, and then I can carve 13x13 rooms inside, or 6x6 rooms, but otherwise this doesn't lend itself well to being split up, unless the rationale is to not have surrounding walls around the workshops inside? (seems like walling the workshops is a good idea, to allow locking in of berserkers)

for reference, view the image below...
<snip>
The top 2 rows are the 13x13 method, which seems to allow for much more dynamic and useful designs than the bottom row, which seems to produce "change" when creating 3x3, 4x4, or 5x5 rooms; the only solid room division is 6x6. Additionally, the "apartment" style of living quarters ends up with a lot of dead space with 15x15.

so, i hope i'm not sounding like a snot when i ask this but... why 15x15 (with all the huge minds who work on this game, i know there has to be an efficient reason somewhere)
Unless my math is off, 15x15 gives you 13x13 with 3-wide hallways.

158
DF Dwarf Mode Discussion / Re: Megaproject: Chinese Motel
« on: February 05, 2010, 01:02:37 pm »
A Legendary farmer can keep a fort of 200 fed with only 9 farm plots overall, as long as 6 of them are Quarry Bushes, all plots are fertilized, and none of them are allowed to go fallow for any season.  Keeping a fort of 500 fed like that would be nearly impossible, however...

Actually, I suspect if you take a Legendary Farmer and a Lengendary Cook you could easy feed all 500 - legendary food can buy a WHOLE bunch of raw foods.

159
DF Dwarf Mode Discussion / Re: I am so excited for the next version!
« on: January 25, 2010, 08:35:10 pm »
But... but... no bottomless pits...  where will I send the river without a bottomless pit?

Of course, other than that, PURE cool.

160
Anybody try dumping all the usual suspect clothing BEFORE starting wrestling training? 

161
DF Dwarf Mode Discussion / Re: Embarking without an Anvil: Over-rated?
« on: January 20, 2010, 07:37:46 pm »
I tend to keep the anvil and drop the axes.  It is enough for me to get all the stuff I usually "need" and still use the anvil to make a few metal crafts (so I don't have to sell food or deal with the scale of a rock based economy). 

162
DF Dwarf Mode Discussion / Re: Dwarves as an endangered species
« on: January 19, 2010, 07:29:10 pm »
You know what they say about kitchen staff...
...they either love you or decapitate you with a cleaver? ???
change the "or" to an "and" and I think you are on to something...

163
DF Dwarf Mode Discussion / Re: I need to punish this dwarf
« on: January 19, 2010, 07:13:00 pm »
I would have to vote for walling him in with a pond and enough room for a fishery.  Let him catch & eat turtles for the rest of his life.

Other option:
get some nobles.
Any time a noble makes a demand, turn off that skill on ALL other dwarves and enable it on Turtle
Insure that he can't fulfill the demand.
(let him be punished for EVERYONES mistakes - rename him ScapeGoat)

164
DF Dwarf Mode Discussion / Re: So I found this donkey, right...
« on: January 19, 2010, 06:48:22 pm »
One of the kids waited a little too long to get off Pleasure Island  (Pinocchio)

165
DF Dwarf Mode Discussion / Re: Quick modular fortress design.
« on: January 18, 2010, 02:50:12 pm »
I do a very similar thing - and this is how I do all my exploritory mining.
Another con I have noted with this sort of system.  It seems that dwarves require more thinking (ie CPU) to do pathing if there are multiple ways to get the the same spot.  With lots of dwarves this can become a problem. 
Once I noticed this, I quit making full loops and started leaving undug spaces to get rid of loops.

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