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Messages - Grendus

Pages: 1 ... 40 41 [42] 43 44 ... 174
616
DF Dwarf Mode Discussion / Re: "Histories of..." tagline
« on: June 03, 2010, 11:58:12 am »
Time to update the wiki I guess. They're work themed, not stubbornness themed.

617
DF Dwarf Mode Discussion / Re: Post your dwarfy insults here!
« on: June 03, 2010, 11:56:53 am »
Go shave your beard and wear rope reed, you elfspawn mandate-whore!

Your mother was a noble and your father was an elf!

Go to Boatmurdered.

You're so ugly, even a tentacle clown wouldn't touch you.

Yo momma so fat, when she fell in the bottomless pit she got stuck.

May you sober up and figure out where you really are!

Go pull the noble lever.

618
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 03, 2010, 10:53:21 am »
If you bring an anvil (which you should, they're only 100 embark points now) setting up temporary forging early on is probably a good idea. Good trade goods, backup armor in case of ambush, replacement axes, picks, and other tools... there are dozens of reasons to make one, even if you have no magma.

619
Healthcare: Yea, it's buggy as all get out, but it's still a step up from where it was in 40d. No more military dwarves in bed for six years (superdwarvenly tough no less, pissed me off) because of a lousy lower left leg. No more tantrumming dwarves because they can't drink booze due to a broken bone. No more being permanently bedridden because you lost your left pinky to a carp. Lost a foot? Grab a crutch. Lost an arm? Learn to use the other one. No more need to euthanize perfectly good dwarves because of minor injuries.

Military: Still buggy as all get out, but at least you don't have to very carefully regulate who's using what. No more buying wooden weapons or carefully making base quality silver weapons with haulers, then painstakingly forbidding and unforbidding to make sure your trainees are using silver, then having to quintuple check to make sure one of them isn't carrying a steel one by mistake and still getting spinal wounds because your marksdwarves, who you gave steel crossbows, decided to practice hammerdwarf. Wooden training weapons are a godsend, and the quartermaster is my new favorite noble. We still need behavior fixes, but it's way easier to use than it was in 40d. Which is good, because we need the military a lot more now than we did in 40d.

620
DF Dwarf Mode Discussion / Re: How Deep Should They Sleep?
« on: June 03, 2010, 10:32:02 am »
As for graveyards, I'd probably stick the nobles who annoy me in cheap coffins down near the lava sea near their fiendish bretheren, rather than the elaborate tombs they were promised in life.

Don't waste the stone on the coffins. Dump em in magma. They aren't even worth the log/rock to hold their corpse, just chuck em. Bonus if the fall is far enough that their corpse explodes on the bottom of the magma pipe before burning away.

621
DF Dwarf Mode Discussion / Re: "Histories of..." tagline
« on: June 03, 2010, 10:12:38 am »
The first word is one of the 7 deadly sins. The second word is a synonym of stubbornness. It sums up dwarves nicely (though a synonym for "mind-bogglingly stupid" would work as well). It's just fluff.

622
DF Dwarf Mode Discussion / Re: Explain bronze to me in 31.04
« on: June 03, 2010, 10:08:34 am »
I bring a proficient weaponsmith and a proficient armorsmith.  I also bring an anvil and some iron ore.  That way I can start with picks and axes for my minors and lumberjacks that have a quality modifier.  Embarking on a volcano gives early surface access to magma with little digging or pumping.  By 2nd year, you should have a full blown metal industry churning out steel weapons/armor and metal furniture.
I assume you are forging steel from the beginning instead of using raw iron, right? Iron is inferior to bronze in both cost and power, the reason it was used both in the game and in the real world is that it's easier to get. But to each his own, I guess.

Each pair of steel bars costs 6 fuel, 2 iron, and 2 flux. Using coal instead of wood for fuel, you could get the cost down to 69 embark points, including an extra coal for forging the picks/axes. It's a fun number, but in terms of embark points it's no 18. You're using 3.6 times the amount of embark points to bring steel for weapons that will see very little combat, when bronze is itself more than battle capable. Unless you immediately pierce the caverns or start duking it out with evil creatures like werewolves and ogres, you don't need steel. Unless you have the extra points, you'd probably be better off with bronze.

To put it in perspective, for the cost, you could bring along roughly enough bronze (I get 7 bars plus fuel, but you can't bring an odd amount of ore) to forge an entire suit of bronze chainmail. That's much better protection than you'd get from a steel pick. Investing the extra points in food, that's 25 meals for every 2 bars of steel if you switched to bronze. That's 51 seeds to be planted. That's 10 pieces of leather for armor, bags, or trade goods. That's 4 threads to be used for sutures, woven into bandages, or sewn into trade goods. You can do a lot with 51 embark points (x3 if you make 6 tools, x4 if you make 7). Food for thought.

623
DF Dwarf Mode Discussion / Re: Explain bronze to me in 31.04
« on: June 02, 2010, 11:44:06 pm »
Bronze is a good metal, it's no steel (though neither are adamantine) but it makes good armor and weapons and is very easy to make if you have the right conditions. If you embark in a spot with granite near the surface, bronze will be a logical first step. If you embark in a metallically ideal spot (limestone or chalk upper layers), you'll probably go right to steel.

Moreover, iron ores cost 24 embark points and the bars cost 50. Copper Nuggets/Malachite and Cassiterite cost 6 embark points apiece and can be combined with a 10 point charcoal or a 3 point log (or free if you use the ones that make up your wagon) into two bars of bronze. If you increase the amount of bronze you embark with, you can reduce the fuel cost further by bringing Bituminous Coal and processing that with a log. Assuming you use one log, one coal, and one each of cassiterite and copper, two picks would cost you 18 embark points if you forged them yourself, compared to 220 purchased at embark (or 88 if you only brought copper, since if you're buying picks that's probably what you'd get). If you stretch the pick order (let's say you want to forge 6 picks, leaving one dwarf to gather food/farm), you would need 51 points worth of material (using coke instead of another log to process successive bituminous coal saves 3 points) plus a 100 point anvil. Compared to 660 for bronze picks or 264 for copper, that's one heckofa deal, especially since the picks you forge yourself come with quality modifiers if you invested in a weaponsmith. Bronze is the king of embark metals if your mountainhome has access to cassiterite.

624
DF Dwarf Mode Discussion / Re: Pull the lever. PULL THE LEVER
« on: May 31, 2010, 06:18:30 pm »
If you get a new migrant, he can keep pulling until he gets tired/hungry/thirsty.

625
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 31, 2010, 12:01:56 am »
Humans are born with hair on their heads. Dwarves are born with beards longer than they are.

I finally got around to DF2010, mostly because Dwarf Therapist is updated and I managed to optimize enough that it didn't lag horrible. The place I embarked is very nice, lots of limestone, trees, and I haven't pierced the caves yet. I checked civs on embark and the only civ missing is the elves, and who needs them anyways. There's no running water, unfortunately, but it rains a lot and it's fairly cool. Haven't hit winter, it might freeze up, but I saw no evaporation during the summer which is promising.

The place is very mineral rich, I've dug through three gem clusters and five iron veins just digging out storage and farming zones (takes a lot longer, now that you have to plan for irrigation. I dug out some rooms right below a murky pool and pierced the roof with a ramp to irrigate, then had to wait two months before enough water drained into my fort for me to build a wall and cap the flood. So water won't be a problem.

Just got my first migrant wave. Not a huge fan of Dwarf Therapist, but since Dwarf Manager apparently didn't make the migration I'll have to learn it I suppose.

626
You have to get water to the stone. Once even 1/7 depth water occupies a tile, it will have at least a little mud on it until you either build a floor on top of it or reclaim the fortress.

It's possible that your water is evaporating before it reaches your farm. Best way to prevent this is to add a little 'pressure' (note: water pressure is not in the game, but you can simulate it's effects) via a pump or dropping it further before you try to send it down a tunnel.

627
DF Dwarf Mode Discussion / Re: Worst. Giant Cave Spider. Ever.
« on: May 29, 2010, 08:21:01 pm »
The problem with fantasy worlds is that if you try to apply scientific structure to them they tend to fall apart. Toady is legendary for even getting his worlds to generate under those conditions.

628
Other Games / Re: Tropico 3, optimism is welcome.
« on: May 29, 2010, 09:55:00 am »
It's the militarists who get pissed if you have no army. And you don't want to piss them off, even if you have an army of 4, 2vs2 battles rarely go your way. Your troops run into battle separated like chickens with their heads cut off (why the heck did they draft dwarves?) while the rebels and coup usually start together. Kind irritating really.

629
Other Games / Re: Games you wish 'they' would make
« on: May 29, 2010, 09:49:51 am »
A decent physics based combat game similar to Robot Wars 2 (I believe... it was based on that robot wars tv series). You had a bunch of things like motors, pneumatic rams, etc and you built, by drawing them out with a CAD-like tool, weapons and other devices to use against AI opponents. As far as I could tell, the game calculated damage based on real physics - your robot took more damage from a weapon designed like a pick than it would from swinging the same mass flat. Moreover, each component was separate, similar to DF's wound system. You could rip off wheels, break weapons, or, for the ultimate kill, smash the CPU inside the robot. It was awesome.

630
Other Games / Re: Tropico 3, optimism is welcome.
« on: May 28, 2010, 01:14:55 pm »
Cattle makes a surprising amount of money. The downside is it's no good for employing your workforce. Employment is a bitch.

Your best bet is to find a good crop, preferably an inedible one like tobacco, coffee, or sugar, and develop an advanced economy. That makes the capitalists happy, which will keep the US off your tail, and doesn't make the communists pissy at all (though it will probably lead to high economic disparity, which does). Plus it generates a large number of jobs, between the farmers, factory workers, and teamsters. Generally, I don't worry about making the people happy, my philosophy is that the nation is built on it's economy, if you are making money and building general improvements (decent housing, garages, education, entertainment, electricity, etc.) they'll be happier in the long run than if you drive yourself into debt trying to pander to them. Winning elections is easy anyways, just suck up to the factions that hate you in your speech and maybe do a tax cut if you're still losing.

Generally speaking, if your island has anything marketable like crops, beaches, or minerals, you probably will be fine. It's not a very hard game, you just have to learn how to find the information you want.

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