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Messages - JmzLost

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46
DF Gameplay Questions / Re: Military Tips
« on: April 26, 2011, 11:38:10 pm »
This thread discusses some of the training problems.  Basically, small squads train faster, always separate squads by weapon type, use cage/weapon traps to weaken enemies before your military mops them up, start training early, schedule a month with no orders every 3-6 months to avoid unhappy thoughts.  There are a lot of other ideas there, and the wiki has several articles.

Good luck.
JMZ

47
DF Gameplay Questions / Re: 2pump waterfall with limited water
« on: April 26, 2011, 10:50:23 pm »
It sounds like you need walls around the output side of your pumps.  Unless the water falling from above is piling up faster than the lower pump can take it away, due to water flowing in from other tiles in the pool.  1 tile wide channels around the sides of the lower pump, with floor bars or grates should fix that.  "Needs Support" means one of the 4 tiles north, south, east, or west needs to be either a wall or floor.  Grates, bars, and bridges don't provide support, so you can't make the whole floor out of floor bars.

JMZ

48
DF Gameplay Questions / Re: VSQ (Very Stupid Question)
« on: April 26, 2011, 10:34:04 pm »
"Quit" is the last option on the list.  It may be pushed off the bottom of the list.  Try pressing <up arrow> once.  Also, your game should be saved if DF has exited to the main menu, just choose "Continue Playing" the next time you open DF.

JMZ

49
DF Gameplay Questions / Re: Military dwarves training very slowly...
« on: April 26, 2011, 10:30:28 pm »
I haven't seen anyone mention the "Observation" skill.  I've got a custom military tab in Dwarf Therapist with leader, teacher, student, observer and concentration.  I've noticed that every dwarf in my military, and almost every immigrant with military skills, also has observer at the same level as their other military skills.  All of my active military also have concentration at the same level as student.

If Toady is giving ALL immigrant soldiers the observation skill, it just might be important for quickly training military.  Just sayin', ya know?

Also, I've had the best luck training with squads of 2.  All of the training is applied to 2 dwarves, giving them 1 or 2 months of "no orders" will cancel the "long patrol", even if you issue a move or kill order in the middle of their vacation.  My starting military (5 Armor + 5 Teacher, 5 Dodger + 5 Teacher) were Axelords in just under a year, with 17 and 19 in fighting.  They did have a lot of combat (harpies and ogres and badgers, oh my), but never had an injury after the 1st harpy attack (no armor, no weapons, no duh they got hurt).  Larger squads with a minimum less than the squad size will only train some of the dwarves at any one time, and will spend a lot of time waiting for everyone to assemble.

Part of the issue is that while some players have figured out how to get training to work, nobody has been discussing what NOT to do. What are bad practises which must be avoided to speed up training? Why is it that some people spend years of training and only have 2 skill level gains to show for it while others make huge leaps?

From what I can tell, mixing different weapon types in a squad slows down training. Paying attention to Student/Teacher skills also helps greatly.

Don't assign mail shirts AND breastplates OVER clothing.  Most dwarves won't be able to wear everything, and armor will be left behind.  Or they'll do the stockpile dance.

Don't assign helms and caps if you haven't finished making the caps.  You'll end up with dwarves wearing helms without caps, and head protection is arguably the most important. 

Don't expect raw recruits to be legendary in a month, unless you're using a danger room.  Noobs train slow, and get pwned by everything.

Don't mix weapon types in a squad (as Psieye and others have mentioned).

Don't put active miners, woodcutters, or hunters in the military; their hidden uniform will mess with equipping.

Don't put peasants in the military, they'll get a bad thought at the start of every month when they (briefly) switch from mil to civ and back to mil.

JMZ


50
DF Dwarf Mode Discussion / Re: Dwarven Guidance Counselor
« on: April 24, 2011, 07:11:45 am »
I wasn't thinking of having it write anything to DF, just avoiding the input for a large(ish) fortress.  And I know even less programming than you, which is why I'm an idea guy and not actually trying to code something :D

Kudos for the good work!

JMZ

51
How about a moat on the plain that drops invaders down to the first (or second) cavern?  Or an orbital magma cannon to drop magma on top of invaders wading through the water, creating carbonite obsidian?  Or maybe both?

JMZ

52
A cave-in occurs in 2 phases: first the rock 'teleports' to the bottom - time stops while this tetris calculation is done ignoring thin floors etc. Only afterwards does gravity kick in for everything else. So it turns out, items (e.g. rubble) that were left on hollowed-out floors only fall after the cave-in tetris is finished. Thus I had a quantum stockpile of junk rock on every square of the 'roof' of my cave-in tetris block.

This is very interesting.  I'm planning something similar, dropping 3 soil layers 135 z-levels and turning the resulting shaft into a Dodge This! trap.  I thought I'd need an extra layer on the bottom because I remembered loose rock ending up buried inside the bottom layer of the plug I dropped.  Probably because I created the hole using channels in 40d (it was only 12 z-levels deep), so all of the stone was already on the bottom before the cave-in.  If all but the bottom layer(s) of rubble end up on top, it simplifies things a lot.

JMZ

53
DF Dwarf Mode Discussion / Re: Newbie questions
« on: April 24, 2011, 04:58:37 am »
Another key to getting eggs to hatch is having a male of the species.  Hens can sit on eggs in a nest box forever, but if there isn't a rooster on the map the eggs will never hatch.

JMZ

54
DF Dwarf Mode Discussion / Re: So many animals...
« on: April 24, 2011, 04:53:50 am »
Keep a couple of goats or sheep for wool in case a moody dwarf demands yarn.  Stuff all non-grazers in a single cage and butcher them at your leisure.  Maybe keep a few birds for making egg roasts, but food probably won't be an issue any time soon.  :P

JMZ

55
DF Dwarf Mode Discussion / Re: Harvesting Underground Wildlife
« on: April 24, 2011, 03:34:00 am »
Replacing Raws Requires Regen

Modifying an existing creature into something entirely different might work, but the amount you would need to change is ridiculous.

I've heard a number of people say the caverns have a max population of 600 creatures per cavern (not counting vermin).  I haven't heard anything about being able to restart creature spawning after they've all been killed/captured. 

I like your cave-critter-capture system, I'll have to try something similar when I'm done with my 135 z-level Dodge This! trap.

JMZ

56
DF Dwarf Mode Discussion / Re: Siege-proof pump power?
« on: April 24, 2011, 03:19:28 am »
A magma piston may be a better alternative than pumping up 170 z-levels.  No pumps, no power requirement.  Also, to lift magma 170 z-levels, you'll need 170 magma safe pumps, which means glass or iron for the screw and pipe.  The block for the pump can be made out of any magma safe stone.  Iron and glass need fuel, which you don't have enough of, which is why you need magma.

If that wouldn't work, try dwarf power; meaning, try getting dwarves to manually pump. After that, use gear boxes and axles to reroute the power you have in a convoluted manner to get the power to the pumps where you need it.
The problem: the magma sea is 170 floors down,
:o  You're gonna need more dorfs!  Manually operated pumps only power themselves, you can't transmit "extra" power anywhere, because there is no extra power.  You'd need 170 dwarves pumping at the same time to move a reasonable amount of magma.

JMZ

EDIT:  Another alternative is to create a mini fort down by the magma sea.  Smelters and forges, some stockpiles, bedrooms for metal workers, and a small dining room/meeting area.  Possibly with a burrow restriction to keep the metal workers from running all the way up to the main fort.

57
DF Dwarf Mode Discussion / Re: Dwarven Guidance Counselor
« on: April 24, 2011, 03:00:49 am »
Tried this out, it seems very nice.  Good for choosing some extra skills for your starting 7, or for a few extra dwarves you don't know what to do with.  I'd really hate to try and do this for a full fort, though. 

Any plans to use dfhack to access the traits and attributes directly?  Maybe pull up a list of dwarfs, user chooses 1, the Counselor returns the guidance information?

Good job, and thanks.

JMZ

58
DF Dwarf Mode Discussion / Re: Bedrock Phenomenon with rock layers
« on: April 23, 2011, 09:51:31 pm »
The number of minerals in a particular biome depends on the scarcity setting.  Very scarce means few or none, frequent may have several ores, plus several gem types. (Note: I have no idea what the exact numbers are.)  When scarcity was first implemented, someone posted a screenshot of a layer that was pure marble, with no ores or gems. 

I've also noticed the "bedrock" issue.  If you run dfprospector with "-ab", you can guess what the bedrock is because it's the last material on the list (they're ordered from lowest quantity to greatest).  This will also tell you what ore(s) you're likely to find down near the magma sea ("near" being a relative term).

JMZ

59
DF Dwarf Mode Discussion / Re: Grazing Self-sufficiency
« on: April 23, 2011, 09:16:52 pm »
can grazers "graze" when they are free roaming? like not assigned to a pasture zone?
Yes, but they'll spend all of their time in your meeting area, which (probably) won't have any grass.  Except pets, which seem to run between the meeting area and their owner.
can they walk z-levels through stairs? or only ramps??
Yes, all animals will happily path up and down stairs without problems.

JMZ

60
~/data/init/announcements.txt, change [CAVE_COLLAPSE:A_D:D_D:P:R] to [CAVE_COLLAPSE:A_D:D_D] (remove :P:R)

This will stop it from pausing and recentering every time.

JMZ

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