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Messages - JmzLost

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61
My experience has been that snatchers get caught in cage traps, while thieves avoid them.  Both of them show up as "thieves", but snatchers have a bag of holding (children).

On topic:
1) train your military, armored gobbos with no weapons, armored dwarves with training weapons  :D
2) pit all of them in a room, lure the cavern FBs into another room, open connecting door, at least 1 of your problems will be solved  :P

JMZ

62
DF Dwarf Mode Discussion / Re: Stealing from Merchants
« on: April 22, 2011, 09:31:15 pm »
I learned that if you seize goods from the elves, because you accidentally hit T when meaning to mark more elven booze for trade, after marking ALL of your rock crapgoods as trade items, that you cannot then sell those same items to either the humans or the dwarves when their caravans show up.

Apparently, hot goods are not trade-able. ;(

If you encrust/stud/sew something on the items, they count as yours and can be traded.

You can also deconstruct the depot after the merchants have unloaded their goods to steal everything, without moving anything to the depot or even having a broker.  And you can 'v'iew merchants or guards, check their 'i'nventory, and 'd'ump and un'f'orbid items they are wearing.  Useful for human weapons and dwarven weapons and armor.  ;D  This will probably make them bring less next time, and may cause them to send a siege instead of a caravan if they don't like you (dwarves will never siege).

JMZ

63
Stone crafts are easy money from cheap resources that (almost) everybody has.  Unfortunately, they require a lot of hauling, so they might not be the best if you're short on dwarfs.  The wiki page on value can give you an idea of what items/materials are good combinations for the resources you have available.  I find green glass/silver serrated discs and spiked balls have a nice profit/effort ratio.

JMZ

64
Well, usually I'm a builder, not a fighter.  I've been working on training without a danger room, and it seems to be going well so far.  I just need moar magma!

JMZ

65
DF Dwarf Mode Discussion / Re: new fortress mode docs?
« on: April 21, 2011, 04:02:34 pm »
This looks good, very helpful for new players.  Keep up the good work.

JMZ

66
Least destructive? What does that mean? -Dwarven Confusion.-

It means you did it wrong! :P

This is very dwarfy and all, but I believe the OP was asking how to get the magma out of the volcano without lighting the world on fire until he was ready to do so.

If that's the case, I generally tap the side by carving fortifications on the top level of a two story room. The carver stands on grates, so the magma flows down a z-level and into the magamworks and not directly onto the carver. Though the fortifications generally slow the magma down enough that the carver would have time to run away even if you didn't build a 2 story grated room.

2 things:
  1) Make sure the grates are magma safe.  Check the wiki if you need to.  Orthoclase, alunite, and dolomite are all magma safe.  Granite isn't (trust me on this one :-[).
  2) Make sure all entrances to the forge area are at least 1 z-level above the magma resevoir, and any lower entrances have been completely blocked off.  Otherwise you'll end up with uncontrolled magma flooding your fort, which is a bad thing.  As opposed to controlled magma flooding, which is always a good thing.

JMZ

67
So I picked a terrifying/untamed wilds embark, and brought along a couple of teacher dwarfs to start my military.  As soon as I unpause, a pair of harpies attack.  2 unarmed, unarmored dwarfs and 5 dogs made slow work of the harpies, and the non-commander got a vicious red wound on the upper arm, with sensory and motor nerve damage.  Quickly built a hospital (a bed in the middle of the hall, and no medical skills), and Urist McWounded was nowhere to be found.  Zoom to him, and he's chopping down trees while faint and unhappy (blood loss, no weapon skill, no civilian skill, so he's "complained about the draft", "complained about relieved from duty", and "suffered a serious injury" with no happy thoughts to balance it).  His wound eventually healed, leaving a "large, jagged scar".  He still has nerve damage, though, and his "ability to grasp is somewhat impaired".  This hasn't stopped him from being the first to charge into a fight, and he hasn't had any trouble since that first battle.

When summer rolled around, Urist McOnlyAFleshWound had killed a total of 6 harpies and 2 ogres, with no additional wounds.  Unfortunately he was a little slow chasing the badgers, so the militia commander got all eight of them.  We've gone from no weapons/armor to a mix of bronze and bone armor, and +bronze battle axes+.  As soon as the magma forges are online, we'll upgrade to steel, and mix in 6-8 migrants who have dabbling or better military skills.  I think they'll go well with the Stray Giant Badgers guarding the entrances from thieves.  ;D

Looking forward to fighting goblins, whenever they get off their lazy butts and decide to start ambushing (currently Autumn of year 2).

JMZ

68
DF Dwarf Mode Discussion / Re: Milling Anything but Dimple Cups
« on: April 21, 2011, 11:30:59 am »
If they keep milling non-dye items, have your cook prepare some meals.  Everything that is not dye is either flour or sugar.  This will free up the bags, and make valuable meals.  Brewing will also prevent cave wheat, longland grass, and sweet pods from being milled.

JMZ

69
A standard suit of armor is still the same.  The difference is you can tell a dwarf to wear what is effectively 3 suits of armor at the same time now.  Combat was just as deadly, but training was easier, and markdwarves were basically unstoppable.  :P

Mineral scarcity can be adjusted in worldgen, although finding sites rich in iron ore is more difficult since we can't see what the layer stones are.  I'm assuming that wagons will carry even more than pack animals once they're working again, and requesting the same thing at max priority year after year increases how much the traders bring.

I, too, am happy that the caravan/trade/economy system is being worked on, and look forward to the changes the military arc will bring, as well.

JMZ

70
We made steel armor just fine in 40d, before the 1 bar bug.  When wagons get fixed, expect to see the bar bug fixed as well.  Hauling is a minor issue, I'm more concerned with getting my dwarves to restack items like bolts and tallow.

JMZ

71
DF Gameplay Questions / Re: Dungeon Master and Immigration issues.
« on: April 19, 2011, 12:59:01 am »
lol no one asks about the hammerer because it makes it harder to ignore noble requests >.>

and...there is no economy for the tax collector to be useful for lol

i dont even understand how the economy would be useful anyway >.>

A lot of people appoint a sheriff/captain of the guard, which has the same effect as having a hammerer.  The economy is for flavor, and a late-game challenge.  Once food/booze/defense/metal production is set up, most of the early challenge is gone.  Providing varying levels of housing and consumer goods in a mature fort was an added challenge in 40d.  That probably won't come back any time soon, although it has been replaced by forgotten beasts with melt-your-dwarf syndromes.

JMZ

72
DF Gameplay Questions / Re: Newb question: Items on Floor
« on: April 19, 2011, 12:49:30 am »
or place magma using dfliquids and remove magma using dfliquids (untested)

I have heard that the magma needs to be dropped from at least 1 z-level above, otherwise it doesn't update the temperature properly.  I've never used dfliquids, so I don't know for sure.

Atom-smashing won't work, because you won't be able to build a bridge on top of the items you want to smash.  Although you could build a large bridge on the level below, raise the bridge, channel the floor the clothes are on, then lower the bridge.  Or just d-b-h over the whole area, wall it off, and forget about it.

JMZ

73
DF Gameplay Questions / Re: Two somewhat related questions
« on: April 19, 2011, 12:20:47 am »
AFAIK, once a dwarf takes a lover (prerequisite for marriage) they are monogamous for life.  They will never remarry, they will never take a new lover.  Dwarfs will never "get over it".  You can confine the 2 dwarfs in question to a 1-tile burrow, with all labors turned off.  Or make a bedroom with 2 beds, and assign overlapping rooms from both beds.  Or lock them in a room with food and booze and no one else for company.  But if one of them is already married, they will never be more than just friends.

JMZ

74
DF Gameplay Questions / Re: Dungeon Master and Immigration issues.
« on: April 18, 2011, 11:55:16 pm »
All of the nobles that are supposed to be appointed by the baron/count/duke don't work.  They can all be "fixed" this way.  The problem is, they will show up early (you get a mayor before a baron), and won't fix the underlying problem that the ruling noble isn't appointing underlings properly.  Fixing that would require coding time from Toady, and will (eventually) show up in one of the bug-fix releases.  Meanwhile, everyone asks "Where's the DM?" and NOBODY asks "Where's the hammerer/tax collector?", even though they have the same fix. :P

JMZ

EDIT:  According to this bug, the DM doesn't work at all, even if you can appoint one.  Using the NoExotics mod is probably the best bet.

75
DF Gameplay Questions / Re: Dungeon Master and Immigration issues.
« on: April 18, 2011, 11:41:05 pm »
I believe all you need to mod is who appoints the DM.  Adding [APPOINTED_BY:MAYOR] to the DM entry in entity_default.txt should work.  However, modding the entity requires genning a new world. 

To get the DM in an existing world, you need the NoExotic mod.  It changes all [PET_EXOTIC] and [MOUNT_EXOTIC] tags to [PET] and [MOUNT], respectively.  You need to run it in the region folder for your current fort so it can find the right raw files.

JMZ

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