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Messages - Karadan

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46
DF Gameplay Questions / Re: Trying to redo a starting location
« on: April 04, 2009, 08:36:39 am »
I find that if I want to do this, I don't save the fortress, and while it's still running, I export an image to get the seed, and then ALT-CTRL-DLT out of the game. Then I remove the save files, and re-gen the world with the seed, and re-find the location there.

No need to go through special quit conditions to do that though.  Just get the image for the seed and then quit normally, it isn't like it will affect anything in your new world.

47
DF Gameplay Questions / Re: Specialists or Generalists?
« on: April 04, 2009, 08:34:30 am »
Only problem with bringing 500ish logs on embark is that you either have to spend about a year hauling them all into your fortress, or let them sit out in the open for ages.  I did exactly what you said once, dumping my anvil and axe and whatnot and just bringing a massive supply of logs.  Maybe I should have just let them all sit outside, because I wasted way too much of my first year dragging them to an indoor stockpile.  I mean it isn't like anything is going to steal them.

48
DF Gameplay Questions / Re: Just got a new Pc..
« on: April 04, 2009, 08:25:55 am »
Karadan a 2ghz core 2 duo is far more than twice as fast as a 4ghz pentium 4.

Is it?  Huh, I seem to have stopped understanding processors.  Although it should be pointed out that DF makes poor use of duel processors, so you could consider my processor speed nearly cut in half for the purpose of running DF (Though of course that means I get to run all my other background stuff on the second processor so nothing interferes with DF)

49
Select the bin to sell, and then deselect and re-select an item in the bin.

This should do it.

Huh?  When I hit a bin to sell it only marks the bin for sale (But the bin has the value of everything in it)  If I select an item in the bin, the bin gets deselected and only that single item gets selected.  Mayday making weird stuff happen for me again?

50
There's also the unfortunate side effect of mass ramping, and that's ramps being left-over in the middle of the room.
though I assume that goes away when you dig out the floor below, I've never tried.

I seem to remember ramps in the middle of the area causing collapses when I tried digging ramps around them... could have been something else I wasn't aware of at the time though, always cleared them since then.

51
DF Gameplay Questions / Re: Specialists or Generalists?
« on: April 03, 2009, 09:57:04 pm »
Interesting to see just how many theories there are out there about how to do things.  I guess DF is real cool like that because no one can write down "This is the ultimate build, use it and prosper, don't and die sharp pointy deaths."  For those interested, I've finally settled on:
Mason 5/Intimidator 1/Judge of Intent 1/Appraiser 1/Organizer 1/Record Keeper 1 - basically he administrates when I need him to, and makes doors and tables and chairs and stuff the rest of the time.
Weaponsmith 5/Miller 5 - I plan on doing a ton of smelting, so want a jump start on someone who can make good weapons.  Picked miller so that he may mood to legendary, but is at Proficient already if he has to work for it.
Armorsmith 5/Thresher 5 - Same as the last guy really.
Miner 5/Brewer 5 - No wood on my map, so brewing will have to be regulated anyway, gives him something to do without any mining work.
Miner 5/Cook 5 - Basically the same as the last guy again.
Grower 5 - this is his only purpose in life, to make my guys not starve to death.
Stone Crafter 5/Building Designer 1/Furnace Operator 1/Wood Burner 1/Mechanic 2 - I plan on forging all my starting picks, so I figure being able to smelt my ore quickly would be handy.  He crafts for dwarfbucks most of the time, but can pull him off to other duties when I need to.

Millions of logs, food, anvil, some ore and coal, and a bunch of seeds.  Also quite a few animals, even though I lack a butcher.  I figure I'll make a proper butcher industry with some immigrants eventually.

I think for my next fortress I'm going to forgo all headaches and start with 0 skills and a single pick and see how things go. (Kinda like the hermit challenge except I'm keeping all my dwarves.)

Edit: Woot, DF crashes when I hit 'e'

52
DF Gameplay Questions / Re: Which nobles should I always kill?
« on: April 03, 2009, 09:24:09 pm »
I kept killing them until I used Dwarf Manager to give them hauling jobs.  Only downside is having to disable them again so that diplomat meetings work.  Not having the burning noble hate is a great relief though.

I'd always wondered if that was possible or not, but never bothered trying it.  I've not killed any of my nobles so far, as I've had hardly any mandates except for exceedingly easy to fufill ones like don't export anvils and make some harps and such.

Also, it's a nice added challenge, and at the moment once you get your fortress well developed, there is exceedingly little to challenge you.

Edit: I bet my stone harps sound awesome.

53
DF Gameplay Questions / Re: Which nobles should I always kill?
« on: April 03, 2009, 07:34:57 pm »
There's no such thing as useless dorfs. Anytime I get someone with no skills I turn him into a miner and pick a hauling labor for him. I've got a lot of mass-miners for excavating areas for rooms and the like and I NEVER wait for a hauling job anymore.

I'm guessing you've never had a noble.  You can't assign them -any- jobs and for the most part they don't -do any- jobs or have -any- skills.  We aren't talking about peasants who just need to be tasked to do something and they're useful, we're talking about people who do nothing but consume resources and cause problems and throw parties.

54
Hmm, yeah, just expand your various craft industries like masonry/craftdwarf/clothing/leatherworking until you hit an equilibrium of creating just enough jobs that your haulers can barely keep up with it.  Personally my fortress has over 100 dwarves and usually no more then 1-2 idlers (Showing up, plenty on break/eating/drinking/sleeping, but they always have jobs to get back to)

Ramps are by far the easiest way to carve out a big area in my experince.  Just set an entire z-level to be ramped, then remove the few remaining ramps except one wall to get out, then do the same on the z-level below.  You'll have a slope on one side, which you'll deconstruct when you get all the way to the bottom.  Takes a minimal amount of micromanagement and you don't have to worry about doing cave-ins properly or channeling anything.

55
DF Gameplay Questions / Re: Which nobles should I always kill?
« on: April 03, 2009, 06:12:27 pm »
The dungeon master since he work and dont ask for much. Also needed to tame exotic stuff.

Actually you don't need to have him around to tame exotic stuff.  As soon as he shows up he instantly shares knowledge of how to tame exotic creatures with the entire fortress.  So, once you get him, you don't need him any more for that purpose.

56
DF Gameplay Questions / Re: Specialists or Generalists?
« on: April 03, 2009, 05:54:13 pm »
Hmm, lots of interesting suggestions.  I suppose I should mention that I'm embarking to a mountain area that will have virtually no trees other then what I bring with me.  It has an underground river and a magma pool, as well as flux so I expect to be doing plenty of smelting.  I'm also fairly sure that this was somehow a calm area, so I doubt I'll do too much fighting (Which is a shame considering I'll likely end up with a steelclad death army of doom pain (or something)).

Right now I plan on having a Proficient Mason (To get rid of stone) with novice mechanic (For a couple of traps to be safe), novice building designer and 3 novice leader skills.

Also going to have a dedicated proficient grower, as a legendary grower can basically single handedly supply a fortress of any size.

Haven't gotten past that much yet.

57
DF Gameplay Questions / Re: Specialists or Generalists?
« on: April 03, 2009, 05:20:55 pm »
Hmm, interesting.  I'm surprised you don't at least get the last person to novice in the various little skills you want done.

58
DF Gameplay Questions / Specialists or Generalists?
« on: April 03, 2009, 05:11:01 pm »
So, about half of my time in any given fortress is spent on the embark screen, because I'm exceedingly anal about what I start out with (And then I forget one very important item and have to do it again).

So, having read the wiki, it seems most people have all their starting dwarves have two skills maxed out.  Now, most of the time I've found that giving each dwarf a single skill to max out works very well.  Sure you may be hurting for some skill before your first migrant wave, but in the mean time you'll have 7 legendary guys much quicker since they aren't burning time and resources on backup jobs.

So, what do other people think about Specialists v Generalists?  Are the 5+6+7+8+9=35 points spent on a backup skill that may not get used much in the later fortress really worth the extra stuff you could buy to help you out at startup?

As an added note, I'm considering this on heading into a (virtually) treeless area, with only 2 tiles of sparse trees.  I don't plan on bringing an axe or woodcutter, so those extra 35 points are going to be useful to carry along as many trees as I can manage.

Also, feel free to talk about which skills you find are utterly indispensable and which aren't all that helpful despite getting used alot, or at least aren't helpful to start very high (Like woodcutters can train crazy fast in well forested areas, so points in woodcutting are almost wasted)

59
DF Gameplay Questions / Re: Stange skills for strange moods
« on: April 03, 2009, 04:55:04 pm »
I think carpentry, as they can also make reasonably good furniture to put in a room, and saves you a lot of wood cutting to train to legendary. Assuming it's not a possession.
You assume, of course, that high-quality wooden products are desired. Most of my forts don't have a dedicated carpenter until a migrant shows up with the relevant skill, since the difference in quality between a crappy and a masterwork bed is so small and quality is irrelevant for anything else that gets made out of wood.
Damn, now I'm going to have to rethink my proficent carpenter as well.  I usually bring a good one just so they can work quickly more then anything else.  I tend to need tons of barrels and bins quickly, but your right that quality doesn't really matter for that, and I could use those 40ish points elsewhere.

60
Most annoyingly there isn't one as far as I know.  I hate having to spend forever mashing the enter key to sell my 20k worth of trade goods without the bins on low wood maps (Which for me are all maps because I use wood like crazy)

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