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Messages - zooeyglass

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361
DF Gameplay Questions / Re: Sorted Skill List?
« on: August 14, 2009, 05:25:51 am »
I'm certainly a fan of dwarf manager as well, just for the ease of adding custom nicknames/profession names, and toggling skills. do be aware that you can force nobles/children to work via dwarf manager, which is a bit of a cheat....

362
DF Gameplay Questions / Re: Newbie buildings and fort defense
« on: August 14, 2009, 05:17:32 am »
i build in a very similar manner to funk. I'd add though, that you could ignore the down and up stairs that are separate on level 2, and simply use an up-down stair construction from 'b' - 'C'.

for building corner walls, try this on your second level:

stage 1:
build the floor on level 2, inside the perimeter of the walls (leaving the tops of walls all bare)

stage 2:
build the walls at 2 opposite sides - i.e. the east and west walls OR the north and south walls. your dwarves will use the tops of the walls from level 1 to reach the corners, and the floors you built in stage 1 to build the middle bits of the walls.

stage 3:
build the remaining walls. you've already put in all the corners in stage 2 so they should not be a problem.

hope that helps.

on walling off the entire map - the caravan *should* spawn in the space you leave, but don't bet too heavily on it - as far as i've read, it's not a sure fire thing. take a look at martin's map for the df masters competition - he left a section of land available around the entire map with ramps down, so that the caravan, wherever it spawned, could come round to his entrance and enter...sure, it's a longer route, but it avoids any buggy caravan arrivals.

363
DF Gameplay Questions / Re: Shops. To build or not to build ?
« on: August 14, 2009, 03:54:11 am »
i *thought* it meant that they would get dwarfcredit from things bought from their shops. They don't have to be there to make a transaction, but they do spend time stocking the shop with goodies for others to buy.

as an aside:
in my current fortress, the 'common clothing' shop has become thoroughly depleted of items. this suggests to me that dwarves are in fact buying new clothes to replace the XXrope reed shoeXX and the rest...this isn't to say that the economy is functioning fully or any such thing, but at least the dwarves have got the hang of buying now...maybe...

on the champions/legendaries not paying - this means if you have a fortress of entirely legendary dwarves, you can essentially return to an economyless era. i wonder if the tax collector would spontaneously combust if he realised there was no longer a need for him, at all.

364
Has anyone in fact decided to make a collection of all the different colours of goblin in cages? 1 of each? A kind of rogues gallery, like a zoo...? It could be a dwarven advanced combat and military research facility outpost, that traps goblins to experiment for the good of the Mountainhomes! You know, kinda:

Urist McScientist: And here you see our biological labs. We've collected together a range of different goblins, and are testing the results of various liquids and fluids on their system.
Melbil McVisitor: Oh, how quaint, like what?
Urist McScientist: Mainly, uh, magma....

365
Congratulations everyone! Most enjoyable - twas indeed a shame that some judges and some competitors couldn't get involved in the end, but now we have a much better idea of how much effort/time/dwarfsweat&tears&blood is required, so next round should be immense!

366
DF Gameplay Questions / Re: Shops. To build or not to build ?
« on: August 13, 2009, 09:42:38 am »
plus there's the fun of seeing who buys a shop to start selling. it's like, hey, urist mcrichmothertrucker, how did you suddenly become mister richypants??! oh, i see. you're the master jeweller who somehow managed to pocket a buttload of gems....sly dog you.

367
DF Gameplay Questions / Re: Shops. To build or not to build ?
« on: August 13, 2009, 04:46:45 am »
or just don't play with the economy. It doesn't add anything interesting and does take away.

i disagree - the economy to me represents a new stage in the development of the fortress - when tasks suddenly have value assigned to them, when dwarves start actively selecting items for themselves from shops, and when the pace of industry shifts a gear to reflect these changes. yes, i concede that the advent of economy can cause all sorts of teething problems for a fortress (i've experienced them myself many times) but i think the challenges it poses the player are worthwhile in forcing one to consider new angles of development within the fortress. but it's personal preference, i know....

368
DF Gameplay Questions / Re: D11 question, also, increasing FPS?
« on: August 13, 2009, 04:08:32 am »
Just set your masons to work making stone furniture until you have an army of legendary masons.  Won't get rid of the stone, but gives it all a use before you melt it.

Because we need an army of superdwarvenly tough mason's throwing tantrums. Great idea.

just what i was going to say - destroying masterwork thrones and tables will upset the masons...unless, of course, you have made literally so many that the fraction that are destroyed is too tiny really to impact upon the creator's mood....

369
my observations - feel free to ignore/shoot down/concur/do other things:

- i've yet to see new local leaders appointed on the <c>iv screen after i killed my batch
- i've read repeatedly that the basic gobbos in a siege do not deplete the population of that civilisation - they are spawned on the map edge
- i've yet to see a new ruler for a <c>iv appointed - can anyone contradict this for me please? it would be good to know that the goblins can find a new ruler and start new attacks.
- i've noted some down time between large sieges - that is, i've thumped them royally and rather than returning the following season they've taken a bit of a break, but they have then returned, in force...it just took time.

ok, that's all.

370
i have word from the ubermensch! only days remain as scores are compiled and prizes prepared....any day now!

we wait with bated breath! huzzah!

371
DF Gameplay Questions / Re: can't store food?
« on: August 12, 2009, 10:47:07 am »
i had this exact same problem, about 2 months ago....

you are right to change some settings, fiddle with orders, etc. i think because food hauling gets assigned such a low priority in the hauling stakes, unless you
a) have people with only food hauling as a labour
and
b) give them plenty of time (and idle time) to adapt to the economy kicking in
then food just doesn't get hauled. after a time, they'll remember to do it and it'll kick in. remember to check your dwarves for any complaining of a lack in tasks as well, and make sure your manager is free to talk to them, and then free to talk to your mayor...that comes up a bit....


372
DF Gameplay Questions / Re: the init - changes and saves
« on: August 12, 2009, 05:34:59 am »
Here's yet another occasion of a world-generation question that could have been resolved using the DF Modding stickied topic of mine  ::)

Thank you all. Jay, thank you for your helpful sig!

373
DF Gameplay Questions / the init - changes and saves
« on: August 11, 2009, 04:44:31 am »
Hello all,

brief question, sparked by looking here: http://dwarffortresswiki.net/index.php/Init.txt#POPULATION - have done a quick search of the fora and of the wiki, but failed to find what i'm looking for.

if you change any of the settings in the init, then load up a previous save of a fort, will those settings take effect? or do you need to start a new fortress? or, even worse, do you need to gen an entirely new world for changes in the init to take effect?

thank you in advance!

374
Looking good, looking good (as a starting fort...hehe).

To add a tip, if I humbly may:

Are you playing with economy turned on or off? If on, those bedrooms, while lovely with statue, armour stand, weapon rack et al. will become hella expensive when the economy kicks in - I recommend making some 1x3 rooms, unadorned, with just a bed and a door, for those dwarves that won't be able to afford the smoothed, engraved, packed-full-of-goodness rooms you've made (which look ace, by the way).

Keep trooping!

375
DF Gameplay Questions / Re: Disappearing Chains
« on: August 11, 2009, 04:17:17 am »
i've been doing a similar thing, but with a slight variant:
my dogs are all stuffed into one quantum cage, so that on a pull of a lever the cage flies open and the hounds of hell are released. (in fact, they release behind the goblin sieges normally from a side passage so that as the goblins break and run they are met by 30 war dogs).

i use a cage and lever rather than pit to store the dogs simply to cut down marginally on fps - the dogs sit still in the cage rather than pathing around a small pit. minor, i know, but on my ancient machine (typewriter) every little helps to get my fps to a workable amount...

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