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Messages - Dorfus

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76
DF Dwarf Mode Discussion / Re: I'm stuck in a rut
« on: November 30, 2010, 05:40:20 pm »
Don't think so. I gave everyone stockpiles or a hauler to move stuff away from them. There've been few complaints so far - the occasional drop-off inaccessible issue but then a hauler sweeps in and takes care of it for me. Currently running it into the ground though, having dug down a few hundred z-levels to find magma for a metal industry. Since I've run out of wood I'm relying on making enough metal to provide enough bins to make more metal. The problem is I've got so many people working on it they're using all the metal they're making to make enough bins to hold the metal they're making :/ Still, it'll work out soon enough. Got a batch of 20 or so stone haulers to dedicate their lives to the forge soon.


77
DF Dwarf Mode Discussion / Re: I'm stuck in a rut
« on: November 30, 2010, 03:05:11 pm »
Not exactly. You have to spare about 10-15% of your dwarves to keep everyone fed and watered and supplied. The best bit is how easy it is to give dwarves new work to do. If I want to suddenly double my farming capacity, I simply assign dwarves to that burrow, turn on the labour and build the farms. The haulers and stockpile settings take care of getting seeds in, harvesting, getting barrels, taking food out to give to other burrows etc.

It doesn't exactly reduced the amount of idlers but it does make it easier to give dwarves something to do that doesn't consist of mass-dumping stone.

78
DF Dwarf Mode Discussion / Re: I'm stuck in a rut
« on: November 30, 2010, 01:15:38 pm »
I found something to do! I took your suggestion, Vactor, and made a decentralised fortress. I spent two whole seasons walling up a big perimiter and then sketching some sample burrow layouts. Then I began building the burrows, each one focusing on a single industry. All of my food comes from the food burrow, all of my trade goods from the trade, etc. I have a dedicated team of haulers and masons/miners running between the burrows keeping everyone stocked on food and supplies and it looks awesome - like clockwork.

My favourite bit is the specialisation - each burrow-dorf has his own assigned bed and the more lively burrows have dedicated haulers who live solely to facilitate things within the burrow. As an example, my food burrow is currently feeding 30 dwarves and has one farmer, one butcher/tanner/brewer/chef and one food hauler who takes all the products up to the food stockpile for the cross-burrow haulers to distribute. Thanks for the suggestions everyone!

79
DF Dwarf Mode Discussion / I'm stuck in a rut
« on: November 30, 2010, 10:46:07 am »
Every single fort I make is starting to follow the same pattern and I'm struggling to willfully break it. I put my farms/food/dining hall in the same structure I usually do, big centralized areas and large multi-use stockpiles. I even follow the same order for building things - drawbridge, food, traps, trade, military, housing, military equipment.

I just don't think I anticipate scale well enough - each migrant wave I get I simply pile into a custom profession and leave them to do hauling tasks.

How do you guys manage to break out of typical design routines/fort constructions and make something more interesting and unique?

80
I feel the pain. I have never had crash problems before with DF. Today I made my first ever efficient large-scale steel production chamber (without magma) consisting of around 14 smelters and 7 forges churning out one set of steel equipment + weapon each iteration with a team of 8 miners supporting the raw materials and 12 haulers, all in one big steel-focused burrow. I prepared all of this in one season. And it crashed before the new season arrived.

I lost everything. I could cry.

81
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 19, 2010, 05:34:51 pm »
I have finished my aqueduct of death. I mentioned in the facepalm thread some of the difficulties I had in building it but it's finally done.

It's 3 z levels high and drops huge volumes of water down a shaft that runs through the center of my fortress. The inner shaft is lined with vertical bars for that feel-good misty morning. It allows my dwarves to watch a beautiful constant waterfall dropping from the sky with the occasional goblin mixed in.

Yes, I added a pit to drop goblins into the aqueduct. For FPS reasons I keep it off most of the time so they mill around looking helpless until I throw the lever. Then, they get carried over, fall to the bottom (a big cistern draining off the map) and, if they break their legs, drown. If they don't break their legs they usually survive. Currently got about 3 of them chilling around near the edge of the map, nearly drowning. Think I'll leave them there for a few years.

Eventually I plan to train up a few war dogs and drop them in. For now I'll just watch.

Edit: typos

82
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 19, 2010, 06:41:33 am »
Ah I'd like that. I built the man a tomb with a windmill in it to commemorate his achievement. The best bit was it was only about 3 flights he had to climb and it took ages because he kept getting pushed down. Managed to pump the water out of my lower level now so everything's back to normal, apart from an unarmed goblin master theif took out two of my recruits. Ah the joy.

83
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 19, 2010, 05:40:06 am »
Had a near miss last night. I'm building an aqueduct and have a 3 level pump stack. The wall for the duct is half finished so there are a few gaps. I'm building it from a brook and everything was going fine. I told my dwarves to finish the windmill and all of a sudden I see a rain of water and dwarves falling from my aqueduct. They were being pushed through (or jumping from) the gaps in my walls. Turns out you DON'T need to channel a brook tile to suck water out of it.

So yeah, the dwarves were running and falling everywhere like lemons and I didn't hook the damn thing up to a lever to turn it off. The water by this point was starting to flow down my entrance and flood my fort.

My last resort - send a guy to deconstruct the windmill. About twelve dwarves tried and gave up on the steps due to dangerous terrain until one guy battled hard against the torrents and took the thing down. Crisis averted. Just. Lost my lowest floor though, gonna have to pump it out.

84
DF Gameplay Questions / How do you magma?
« on: September 18, 2010, 07:50:55 am »
Just a question - now that magma is only found very deep down, how do you make use of it? Do you pump it up to a cistern or take your forge and traps down to it? Something else? I never know what to do.

85
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 12, 2010, 12:36:58 pm »
Do ambushes ever get fed up and go home? Been holed up for two seasons now and they're still dancing around making streamers out of migrants. Haven't got facilities or equipment to train an army and can't access magma or water to build a trap.

86
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 12, 2010, 09:49:09 am »
How I get rid of water? I have a drowning chamber fed by a cistern filled from a local river and due to some lever inefficiencies I managed to fill the chamber and the cistern giving me nowhere to drain the chamber into. I don't particularly want to pump it out all over the grass.

I've heard of carving fortifications into the edge of the map - is there any other way? Can I use the river somehow? Or should I just give up and leave it on the grass to evaporate?

87
DF Dwarf Mode Discussion / Re: Water / magma submarine
« on: May 05, 2010, 10:29:40 am »
The problem of the roof of a pod collapsing could possibly be circumvented depending on when it collapses. A double hull has been mentioned before but if it collapses AFTER the floor has stopped falling, having two water cisterns either side of an open top sub MAY allow the water to flow into the gap where the cieling should be and solidify AFTER it lands before crushing the dwarf inside. It would need to be at least as tall as it is wide, probably a little more, and I'm relying on water hitting the gap faster than magma. Might test it soon.

88
The tutorials are aimed at the 40d versions of DF and a fair amount of things have changed in the newer version. I'd recommend playing 40d until you're familiar with the basics but as far as military is concerned, leaving your squads on inactive but taking their labours off causes them to train constantly but they will take a break to eat and sleep and as such won't get mightily pissed.

One other tip, as soon as the dwarves are ok at using armor and shields give them real weapons. I tried fighting nasty things with wooden training axes and it didn't go well. Not well at all.

89
DF Dwarf Mode Discussion / Re: Post your dissatisfaction here
« on: April 23, 2010, 02:29:06 am »
I don't think anyone has a right to be dissatisfied. It's not a game built for your satisfaction - not yet. Sure it's free and sure it's all well and good to discuss bugs and give feedback but dissatisfaction implies that you are owed something by the developers and you are not. The game is free, it's not a final version and you damn well don't have to play it. 40d didn't have many bugs so if it's stress free gameplay you're after, try that. Either way you can't expect a 2 year release being pushed for by the fans to be bug free and you certainly can't expect to walk up to a free alpha product and say 'I demand satisfaction!'.

I have a proper fortress on 40d but I'm trying to get accustomed to the new version where I can. So many things have been improved on 40d it's almost like playing a new game.

90
Forgive a possibly stupid question, but what skill set does a "quartermaster" have?

My bad, he's the book keeper. He's called a quartermaster in my nobles screen so that's how I think of him.

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