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Messages - jseah

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166
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 22, 2009, 09:40:33 am »
Considering the lack of response from The Navigator, I think we can give this turn to Axil. 

Dante`'s not been signed in for the last three days.  Perhaps Axil should just continue first. 

167
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 22, 2009, 12:07:17 am »
Build it if you like, but I'm walling the lever off. 

168
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 21, 2009, 08:15:49 am »
Dante`, Axil's here, shall we give this turn to him?

Perhaps we can wait for 12 or so hours for The Navigator to respond. 

169
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 20, 2009, 04:29:56 am »
Hmm... this is valuable data in any case, since you didn't brew anything during winter, we know 86 dwarves drank 300+ units of booze over 3 months. 

Which is just over 1 unit per month.  Good to keep in mind. 

170
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 19, 2009, 11:06:46 pm »
Looks good...

What in the name of Armok...
1 booze and no plants?!  Did you turn off farming or something?

171
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 19, 2009, 12:59:22 pm »
Well, if you say they're undwarfy, I guess I must agree then.  The moat, wall and bailey setup (yes, we actually have a small hill in it!) is a standard medieval defense for a fort.  We just don't have a castle.  So it's humany. 

To make up for that, I can try for a magma cannon.  XD  Maybe.  Gonna need at least 30x iron/steel corkscrews, blocks and pipes. 

#######################################

I've done a short test already and I can get the power.  The full scale version, I'm going to build on my turn, magma cannon or not. 

This will be a trick to make the three-door-trick look small.  Perpetual motion machine... with no pumps!   ;D ;D

172
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 19, 2009, 11:30:45 am »
wow now I'm saddened./.. In less than half a year you've doubled my total yearly profit and tripled the amount of dwarfs... >.> Are you god?
Actually, since you cleaned up my mess of the economy, and he built on it, it's no surprise that he managed a major leap in net worth. 
Also, since migrants depend on the dwarven caravan report, his migrant wave is thanks to you.  =)

But still, good work that, for one season. 

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Finally, sieges.  Do ambushes still come?  I hope not, hate the invisible buggers. 

Also, can we have a statue garden, dining room, meeting hall, zoo, mister and lever room all in the same large area?  We don't have to do it all in the same year but if blah28722 would do the honours of siting it in a suitable area we can just add everything nice there. 

173
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 19, 2009, 01:05:39 am »
Oh, of course we will.  It's more interesting to read it this way. 

By the way, the individualized workshop rooms are important.  When a mood strikes, you can lock them in if you don't have what they want so they don't kill people when they go crazy. 

I never did that in my fort and instead posted marksdwarf shifts to watch moods.  But starving them is a less dwarfpower intensive method. 

XD  nice to see you call it a nightmare.  It is indeed a nightmare if you look at it from an efficiency point of view.  Barely anything gets done even if you order it and dwarves run lengths of the fort just to get their materials.  My stopgap measure was those mini-stockpiles but well... it's a stopgap measure. 

It is very good from a defensive point of view, the method of modularizing everything (farm section, stockpile section, workshop section, residential section) allows easy expansion of the sections and you can seal them off individually in case of whatever emergency, short of building destroyers. 

174
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 16, 2009, 12:39:02 am »
Oh yes, I found this on the forum somewhere. 

If we mod our Archold DF copies this way:
in
raw\objects\creature_equipment

The only entry is the wagon, adding an extra 0 at the number of the Trade_Capacity token makes the wagons carry ten times as much for trade. 

Can be useful for those of you who are thinking of building the economy to insane levels. 

Do be warned that it'll take the wagons 10x as long to unload.  Adding more than 1 zero is unadvisable and is known to make the traders take so long to unload that they just leave before they can finish. 

175
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 16, 2009, 12:32:29 am »
Sounds like it's going good.  Diplomats running around the wall is business as usual of course.  ;)

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Magma and pumps:
You don't need the materials to be magma safe. 

As long as magma does not flow over the pump, it's fine as long as there's no wood. 

############################################

About the cheaty things:
Brewing plants to cook for larger food stacks
2x2 meeting square to stat up dwarves
lots of traps
cross-training dwarves on easy to raise stats
quantum stockpiles and atom smashes

Cooking booze shouldn't be allowed,  but if it's that or lose the fort, then by all means save the fort.  We can swap over to a purely sweet pod/quarry bush farm if you're worried about food. 
2x2 meeting square to stat up dwarves has it's own downside (tantrum spiral risk) so it's fine in my book. 
Traps are also fine for me.  They jam or need resetting anyway. 
Cross training is also fine for me.  I usually don't bother since it's too much work to do. 
Atom smashing shouldn't be used.  We have a magma pipe, use it. 
Quantum stockpiles... well, if you have too much stuff (eg. goblin clothing) we can just cut a deal with the traders and trade them at serious undervalue. 

###########################################################

Important

About the magma moat, if you're serious about making a magma moat, you need to note the door entrance to the moat I made.  Wall it off before pouring magma into the moat. 

176
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 15, 2009, 10:45:34 pm »
O.o  that doesn't sound good. 

A miner and a marksdwarf?  Was the marksdwarf one of the elites?  The miner probably doesn't matter unless he set others on fire. 

If you've pulled the lever to shut the goblins out, you can just man the walls with crossbows and the goblins'll get shot to pieces easily. 

#################################################################

Glad you noticed the triple door.  My doing...  =P

177
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 15, 2009, 12:30:19 pm »
I usually aim for produced food > consumption, so yeah.  But then I usually have half my population in the farming/clothing sector.  (my current record is 10 million wealth from that alone, but it's too easy with a pop. cap of 75)

Don't worry too much about losing a few dwarves.  After the next person gets the economy working, I think we can focus on decorating the place to insane levels to boost happiness to prevent a tantrum spiral.  I built a mister before, I can do it again. 

Platinum statue garden anyone?  Perhaps we can copy the museum design I saw somewhere in these forums.  Put up one of each type of single tile building (anything non-construction, meaning not walls or such things) of each stone type + wood and metals.  Designate it as a statue garden cum communal dining / meeting hall.  Then nail as many "admired an X lately" thoughts as possible. 

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As for defense, I thought up an idea. 

Scatter stone-fall traps lightly over the entire map and then forbid them (using mass forbid) to prevent the dwarves from running out to reload. 

If ambushes walk on them, they'll take losses and it'll give enough warning to pull the bridge and mobilize the army.  When it's clear, you can unforbid them to reload.  Under guard of course. 

178
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 15, 2009, 11:41:39 am »
Ah, that.  My cousins used to quote that "everyone plays differently" at me. 

Perhaps it's true. 

But in a succession game, I don't think getting half the fort killed will be... nice.  I like forts intact and thriving. 

I'll still play on though.  Even if it means reclaiming.  It's a courtesy to the succession game, of course. 

###############

Unless you were thinking about me considering my moat to be a failure.  Then in which case, just ignore me. 

179
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 15, 2009, 11:08:51 am »
Sigh.  I consider the wall and moat to be a failure.  The moat can't be completed because it'll dig into the main living quarters, leaving us with an unsightly "dent".  Massive planning oversight on my part. 

I'll see what I can do when it's my turn again.  Perhaps a moat out to the mountain, and extending the walled area. 

###########################################################

Oh yeah, forgot to say this, and it's important.

I set claim your dead, death items, other dead and other death items to NO

Will prevent the mad rush into death that will inevitably happen if it's allowed but further leaders will have to use mass reclaim (d->b->c, IIRC) to get those items.  I note at least two full-sets of goblin clothing. 

180
DF Community Games & Stories / Re: Archold (Noob succession)
« on: August 15, 2009, 10:57:15 am »
Good job I must say, getting a basic economy up and running. 

I took a look at the save.  It's looking good, especially the 500 stone.  I've never actually run out of stone except with my first fort.  When I tried to double roof my entire fortress. 

A more detailed look shows the following problems for the next guy to solve:

1) We have no drink, my guess is that's caused by no barrels.  We have 42 logs. 

2) The upper farm could be rotated between sweet pods, cave wheat/quarry bushes, pigtails and dimple cups in order of seasons.  Armok knows we've got enough plump helmets.  (almost 600!)
Perhaps another farm plot and a few above ground could inject some variety. 

3) As Dante points out, military needs working on.  Get some copper crossbows and copper bolts out then set up two squads to patrol the wall, led by the elites. 

4) Name some low-strength peasant to be the captain of the guard and take off all his normal work.  Don't build a jail, don't give him a weapon and let him beat everyone ineffectually. 
Not dwarfy, but this is Noob Fortress. 

5) Jobs weren't handled.  Most of the workforce I drafted for the wall still have their masonry and architecture jobs enabled.  Looks like a job for Dwarf Manager. 

6) Precision of records is set to high but enough work was done for highest.  No idea if it'll deteriorate but perhaps it could be turned back up?

###################################################################

Looked at Dante's very nice tombs and it seems that our stone problem solved itself. 

I forget the basic principle to get too much stone.  Dig.  So much for my obsidian forge.  Not needed at all.  We need the metal anyway. 

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