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Messages - herrbdog

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31
DF Adventure Mode Discussion / Re: Worst\Hilarious Battles
« on: June 25, 2007, 04:55:00 pm »
I had a bunch of screenshots where I had a bunch of thrown XXrotten quarry bush leaves roastXX that had the results of breaking the creatures' stomachs and making them vomit.

Was kinda funny. Kinda.


32
DF Adventure Mode Discussion / Re: Funniest Names
« on: July 16, 2007, 01:14:00 pm »
Don't ask; don't tell.

33
DF Adventure Mode Discussion / Re: Dragonslayer
« on: May 04, 2007, 09:08:00 pm »
Damn homonyms.   :D

34
DF Adventure Mode Discussion / Re: Favorite weapon?
« on: May 06, 2007, 12:24:00 pm »
With enough speed, a butterfly can crush ANYTHING! (theoretically...)

F=ma (or f=MA or some combination, I ferget my fizzicks, it's been a long long time.)


35
Also, goods in the trade depot won't move either, or so it seems.

36
DF Dwarf Mode Discussion / Re: 1 question
« on: January 20, 2007, 03:31:00 pm »
It's winter.

37
DF Dwarf Mode Discussion / Re: A sign that this fort is going ALL THE WAY
« on: January 20, 2007, 01:25:00 pm »
What's the difference between the two kings? Adamantine demands?

Nobles who want adamantine get to dream about it, under water...


38
DF Dwarf Mode Discussion / Re: Excavationist Build
« on: January 16, 2007, 08:59:00 pm »
I have to say, I second this build. I have been doing very similar builds recently, even on Forested maps, with no woodcutter. I really like the massive excavation.

39
DF Dwarf Mode Discussion / Re: defensive flood
« on: January 11, 2007, 06:20:00 pm »
AFAIK, as long as the flood doesn't reach either river, it should be fine. It seems sort of a loop-back error.

40
I build my bridges 1 tile high, by just enough to cover the river (or chasm) (not land). Then I build dozens and DOZENS of bridges, stretching as far as I feel like placing them, but usually I end up with a solid string of bridges about 50-60+ tiles high, to cover all the idiots near the river: the swimmers and the tantrumers. I don't use fisherdwarfs, to not attract the river critters, so I don't worry about them trying to find a place to fish. And I have never had a booze shortage problem, I don't even use wells, so my dwarfs don't even need to try to drink from the river. Also, I get spider silk like crazy from all them bridges. Oh yeah, I also clear both sides as well, for tree farms, even on Heavily Forested maps.

41
DF Dwarf Mode Discussion / Re: The Problem with Produce
« on: February 28, 2008, 07:44:00 pm »
The redness is the fact that it is currently out of season to plant whatever you were trying to. use 'A' 'B' 'C' 'D' to switch to spring, summer, autumn, winter (respectively) and set planting for that season. seasons that have already passed for the year will be redded out, and in the last couple of weeks of the year (late winter), even winter crops will be redded out.

42
My food setup pretty much takes care of itself, with the Manager, and without the Manager, all the food processing buildings are centralized and easy to maintain manually.

Here is the flood:
   

And here farming is underway:
   

Legend:
1 - RAW Fish only stockpile, no barrels, fishery on repeat "Prepare Raw Fish"
2 - Seed stockpile, 2 barrels each pile, each pile is 4 tiles vertical, one each for PHS, SPS, RN, CWS, PTS.
3 - Booze, Max barrels. Other booze piles take from here.
4 - Prepared food, and meat/fish, no barrels. Other prepared food piles (in Dining Halls) take from here.
5 - Empty barrel only stockpile.
6 - Empty bag only stockpile.
7 - PLANT piles, few barrels each, depending on surplus barrels and food.
8 - Other food piles.

The butchery is just south, and there is an overflow food pile there (for now).

You only really need to set it up in spring, and make sure the Manager has lots and lots of orders for "Brew Drink", "Prepare Raw Fish", "Process Plants to ...", and setup "Prepare Lavish Meal" and "Render Fat" alternating in the manager.

Edit: image tags. =p

[ August 04, 2007: Message edited by: herrbdog ]


43
quote:
Originally posted by schm0:
<STRONG>

While the four (actually, 8 in your diagram) door rock-blocking prevention is nice, this is only a true problem until your haulers get all of the junk out of the farming room. The chances of a seed being dropped at the precise point of one door is not a common occurance (in my experience) and is more an annoying possibility if anything. After that, the "extra" doors are mostly useless, not to mention impractical.</STRONG>


I do this more as "insurance". As a matter of fact, I have never seen them block the doors by the farms, but it is possible, and in the off chance a flood DOES reach into near the seed piles, I will be glad I have more doors. Not to mention I burn rock and skill up my masons by making tons of doors, so I put doors everywhere. This may be strictly unneccessary, but it makes me (and thus my dwarves) feel more secure.

quote:
<STRONG>By the time you detail all of the stone and build all of the fortifications, there should be nothing but bare land left over. Also, pillars, raw rock or detailed stone walls would substitute just fine for a fortification support in the middle of the room, not to mention they would block any stray bolts or arrows flying from advancing forces if your dwarves flee south or west.

The layout of the farm plot is effective. I especially like the smooth floors around the borders to "box in" the farm plot. But the doors are a temporary fix for a rare problem and I just don't understand the reason for the fortifications at all. Why not just leave one square open to the river (to allow water to flow in) and the rest of the adjacent river squares as raw rock or detailed stone walls? Why not put the smoothed floors on the inside of the walls along the river?</STRONG>


If you clear complete river banks, and watch the floods flow over the land, then place some obstacles (doors block the floods, they work), you will see that the flood branches only into open space, and blocked space (including a single pillar) can significantly reduce the amount of land exposed to flood waters. Therefore, I make sure that every possible 'block' in my farms/tree farms is a fortification, to allow maximum water flow. And I use fortifications instead of holes in the wall, because river monsters can, and will, come in through that hole and murder your farmers!

And smoothing the floors on the inside of the fortifications, well, I have toyed with that idea. If I can confirm that tower caps DO block flood flows, then I will consider doing it to ensure maximum floodability of the rooms.

quote:
<STRONG>Furthermore upon invasion, couldn't you just organize all of your Farmers into a squad, assign them a patrol point far away from the action, then have them be put on patrol? Unless, perhaps, all of your Farmers are also Legendary Marksdwarves. Doors can be picked by goblin-thieves and trolls can break them down.</STRONG>

I do this anytime there is a siege. My kitchen crew (farmers, cooks, fishers) are in one squad for that purpose, the krafters another, so on. However I haven't had a siege break past about 20 tiles into the mountain.


44
And to eliminate more automation (and dwarf risk) use a Nile farm instead of floodgate farms.

I make em with fortifications to allow flooding, but otherwise the room is safe from invasions

code:
  
======|++++++++++++++D+++++D++++++++++++
=====|+++++++++++++++D+++++D++++++++++++
~~~~~#D##############XXXXXXXDDXDDXXXXXXX
~~~~~~+#+++++++++++++++++++++++++XsssssX
~~~~~++#........................+XsssssX
~~~~~+##........................+XsssssX
~~~~~+#.........................+XsssssX
~~~~~+#.........................+XDDXDDX
~~~~~+##.#.....#.....#.....#....+XDDXDDX
~~~~~++#........................+D++++++
~~~~~~+#........................+D++++++
~~~~~~+##.......................+X++++++
~~~~~~++#.......................+D++++++
~~~~~~~+#.......................+D++++++
~~~~~~~+##.....#.....#.....#....+X+++++X

=| = bridge
+  = smooth floor
.  = rough floor
#  = fortification
X  = solid wall
D  = door
s  = seed stockpile
~  = river


At the top, is a portion of the main hallway, crossing the river. the only way in is through the doors at the top or the kitchen.

The edges of the room are smoothed to keep tower caps offa the edge, so they won't block (potential) door sites (and aesthetic reasons).

The seed stockpile is just north of the 'kitchen' room - stills, fishery, kitchen, farmer's workshops. It has DOUBLE doors on it, as well as the doors leading into the main room, JUST IN CASE dummies block the doors open and a flood ACTUALLY makes it that far, your seeds shouldn't wash away in the flood.

This room will flood 3x a year, but non-lethally (you can even still work the area during flooding), and you will get tower-caps and shrubs too!

The edge of the river is smoothed to prevent tower caps from blocking the access routes to the outside, and eventually trapped over and the river bridged as well.

Edit: Footnote: I use 5x5 rooms, not 6x6, even though that is the limit. 5x5 breaks up into smaller units easier, fits a workshop nicely, and if you DO make a mistake, you probably won't collapse.

[ July 31, 2007: Message edited by: herrbdog ]


45
DF Dwarf Mode Discussion / Re: cool artifact
« on: August 01, 2007, 10:43:00 am »
Ok, now, um, this dwarf named his artifact after HIMSELF. And his surname translates to 'Mirrorcontrol', hence his nickname as Narcissus.


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