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196
DF Dwarf Mode Discussion / Re: Inheritance might be working now.
« on: September 10, 2014, 02:25:52 pm »
Inheritance has been working (mostly) as intended since 40.01. I'm not sure if the difficulty of having a noble expecting fully-furnished royal bedrooms right at the start is an intended mechanic, but there are plenty of possible solutions to their unreasonable demands if you are so inclined.

For what it's worth I've seen very little negatives from not furnishing an inherited noble quickly. In my forts where this has happened I've spent maybe 2-3 years slowly working on their furnishings and things have been fine. Pretty much so long as you get them an office, bedroom, tomb, and dining room of any non-meager quality they'll be ok for quite a while. I think a lot of the negative thoughts come about from things like being jealous of another noble's accommodations and what not which doesn't really apply when you get a king before a mayor. With an early monarch, especially since they work and travel around a lot, the negative from substandard conditions are balanced out by good thoughts of your fortress' furnishings, having mandates completed, and doing other tasks that boost morale.

197
DF Dwarf Mode Discussion / Re: [DF2014] Embark Profiles
« on: September 09, 2014, 10:22:32 am »
Hello fellow dwarves. I would like to contribute to this discussion, on the skill subject :


In my humble opinion, mining skill at embark is one of the biggest waste of points, though a majority of embark profiles I have seen have them. Urist McBetterSpendThosePointsElsewhere can go from no skill at all to legendary miner in no time (well, actually, some time, but not that much if you have at least a little soil to begin with). To go further on this subject : getting a legendary miner used to be useful with previous versions, at the time an unskilled miner was not always getting an ore  after mining or when there was economy. But nowadays, there is no real point in having dedicated miners. On the other hand, having a few extra copper picks is always a good idea.

I have a similar opinion on stone crafting. I quickly dedicate a dwarf to mug crafting and the lad levels up fast enough for me. Of course not as quick as his miners pals, but still, fast enough for me.

My general thought on the subject is to spend points on skills that do take a long time to rise and/or that will not be used from the begining, such as planter, armorsmith, weaponsmith, medical skills, military skills (I do not care for skill rusting, as the effect is minor). And none for fast leveling skills and/or skills that will be used alot, such as carpentry, stone crafting, masonry etc...

As for nobles skills, I usually go for appraisal and judge of intent for an efficient broker and that is all. No bookkeeping or managerial skills at embark.

I agree mostly, except that a point or 2 in mining for one miner is useful to speed up initial digging if you're dealing with a dangerous area or want to dig something big early on.

I mostly prefer points in skills that produce goods where quality matters and you need the goods early on. Masonry, Carpentry, Weaponsmith, and Armorsmith being the big four in my opinion. I have to make tables, beds, weapons, and armor reasonably early on to keep my fortress going smoothly and I'd much prefer to not have a couple dozen of base quality tables or beds laying around that I want to replace later on with better goods. I find masonry especially annoying to raise if I'm planning on using wood or clay storage so I actually really like 2x Mason starts (Block making raises Masonry so slowly).

I think my standard start would be something like:

Miner 2
Mason 5 / Building Designer 5
Mason 5 / Building Designer 5
Carpentry 5
Weaponsmith 5
Armorsmith 5
Metalsmith 5 (possibly Miner 2 for a 2nd miner)

(assuming metals as part of the embark landscape)

I'm not a huge fan of mechanic or food workers early either. Dwarves like admiring the mechanisms or things made with them, but usually you can make like 10 mechanisms then use the good ones for things the dwarves will potentially admire and the rest for linking up bridges and what not.

Food skills I find is often pointless unless you're newer. You can take a bunch at embark to last to at least the first migrant wave plus professions like Weaponsmith/Armorsmith can spend the early fortress time harvesting plants or fishing. I don't feel like the points offer a significant enough return over just taking more seeds at embark. Plus food supplying migrants tend to be the majority so after your first migrant wave you can make some dedicating farming. I don't care much for spending embark points on making a worker do 2 jobs when eventually they'll just drop one. A proficient Planter is useless if he's always Brewing or always working as an Armorer.

198
Part 2 is now uploaded and can be found here: http://imgur.com/a/6qDSH How will the dwarves of Tuftedstockades do with their new pickaxe? Read to find out!

I've got my workflow setup much better now so expect to see more animated gifs in the future. I'm going to try and make Tuesday updates a regular thing which should be fairly manageable.

I also failed to mention in the original post but this is version 40.10. I have not yet updated to 40.11, but I'll make note of when I do.

199
Last Update: 12/1
Current Update: Part 26 - Melancholy
View the Fort as of the Current Update: View Fort
Skip to the start of the story here

Editor's Story...
So it all began with a question. What was the least supplied embark I could get away with? One pick challenge is well known, but do you really need that pick? Experienced Dwarf Fortress players would mention how a 0-pick start really isn't that different than 1-pick because you can just chop down some trees and survive that way. But what if there were no trees? And that's what's led me here today. A haunted biome with an aquifer was just a necessary addition to ensure fun.

Introduction
Most people are aware of dwarven justice. The practice of hammering is well known. What most people don't know however is that it's not the only form of dwarven justice. For particular egregious crimes, or sometimes just at a noble's whim, a different type of justice is dispensed. Dwarves are forced out of their homes and off to settle in completely inhospitable conditions with completely inadequate equipment. This is one of those times...

The embark
Spoiler (click to show/hide)

The loadout
Spoiler (click to show/hide)

The story so far...
Part 1: http://imgur.com/a/Cz8kk#0
Part 2: http://imgur.com/a/6qDSH
Part 3: http://imgur.com/a/uibCA
Part 4: http://imgur.com/a/beFl1
Part 5: http://imgur.com/a/LSFkO
Part 6: http://imgur.com/a/1IMDW
Part 7: http://imgur.com/a/5Kw3O
Part 8: http://imgur.com/a/z1b51
Part 9: http://imgur.com/a/u79nh
Part 10: http://imgur.com/a/hfXf9
Part 11: http://imgur.com/a/7126l
Part 12: http://imgur.com/a/Cjlnd
Part 13: http://imgur.com/a/9TWpV
Part 14: http://imgur.com/a/ClllH
Part 15: http://imgur.com/a/bKB5V
Part 16: http://imgur.com/a/3B7D8
Part 17: http://imgur.com/a/3hTnP
Part 18: http://imgur.com/a/eWDgH
Part 19: http://imgur.com/a/NFX1N
Part 20: http://imgur.com/a/z61tX
Part 21: http://imgur.com/a/vsrIQ
Part 22: http://imgur.com/a/Hdu49
Part 23: http://imgur.com/a/v9qEQ
Part 24: http://imgur.com/a/T1QdQ
Part 25: http://imgur.com/a/niELW
Part 26: http://imgur.com/a/h1B0z

The Prologue
I also wrote about my first attempt at this challenge which you can read here:
Spoiler (click to show/hide)

200
DF Dwarf Mode Discussion / Re: Hunter/Gatherer fort
« on: September 03, 2014, 12:34:37 pm »
I'd say a military embark (stone/anvil to make armor and weapons) in an Untamed Wilds, either temperate or warm, level ground would be perfect for this.  Have one dwarf make two weapons, then set two of your 7 to train with them while the smith makes them armor.  The other 4 are on herbalist duty, maybe one on carpenter/wood cutting duty.  Soon as your military is decently trained/armored, send them out on hunting forays against the larger wildlife.  Keep up on the plant gathering. 

If you don't plan on farming, I'd set up some way to get rid of the seeds (creating a dump zone on a refuse pile sounds good to me).  Although, without farming, getting enough useful plants to brew for a reasonable amount of dwarfs will be difficult.  I've never tried to keep an entire fort drunk off of herbalism returns; I know high level herbalists are great, but its entirely dependent on what grows randomly.  Smaller embarks would make this problem larger; go with 3x3 or 4x4 I'd say.

If you do not plan on mining, I'd build a wooden palisade to keep most of the local wildlife out.  In untamed wilds, many things see your stuff, think 'shiny!', then beat your dwarfs' heads in with their own pants.  You will probably want to keep that to a minimum.  Surround your camp with a palisade, and have your military train at the only entrance.

Also, build wooden pots to start with as they hold the same stuff, and more of it, than barrels.

All in all, sounds like a fun (and not necessarily !!FUN!!) embark.  Great for fine-tuning your military building skills, dealing with local wildlife and making the most of surface resources.

** and I do not think dwarfs with butcher goblins without some raw editing.  But with your military exterminating the local wildlife (mmmm, elephants!), why would want to eat Snog Snotpicker?

You can just embark with animals and/or wood (or nothing at all) and make wood & bone equipment.

201
I abandoned all use of official meeting rooms for this specific purpose.  The downward spiral is too sharp and too fast for me and I get a little frustrated that tantrum spirals happen so easily.  Even in a situation where you have a dominant victory over a siege but still have casualties, the risk of a tantrum spiral is really high.  I generally prepare to kill (via trapdoor pitting) any dwarf whose mood sinks too low.

I think that's part of it too. I'm sort of fine with the game encouraging me to plan out multiple meeting and dining areas to keep my dwarves more split apart. A lot of the friendship entanglement seems to happen because most of the time we just let an entire fort hang out in the same room.

202
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 29, 2014, 12:16:51 pm »
I had found a nice embark site, right next to a 12-or-so Z level waterfall.  In setting everything up, I put my trade depot in the corner next to the waterfall and the cliff face next to it.

I go about my business of getting the rest of my fort set up and after a time the outpost liaison shows up.  I do business with him and it takes a few minutes for me to realize I've received no notification about the caravan arriving.  Time passed, still nothing.

Seasons passed and the human and elven caravans arrived.

Then I started getting notifications that the dwarves were being bothered by a ghost.  And more ghosts.  Checked my units and found no one missing.

Finally, in doing some construction down at the level of the bottom of the waterfall I realized what had happened.  The original caravan had somehow managed to fall into the river and drown.  Every single one of them, their animals, and all their goods down at the bottom of a raging waterfall.

I'm in a situation sort of like that one. I had diverted my river so it was flowing at 3/7 for a while. I had traffic-restricted the area for my dwarves, but merchants don't seem to care as much about that. They decided to take a dip there as they were leaving, then promptly decided they were stuck. Possibly because the river is back up to 6/7. Either way they seem like they can swim well enough to not drown, but refuse to move. One merchant has already gone insane and was put down by his allies and it's only a matter of time before the others turn. I may build a memorial 'bridge' for them to commemorate their stupidity.

203
DF Dwarf Mode Discussion / Re: 0.40.10 - So how's the game doing?
« on: August 28, 2014, 04:05:53 pm »
It's pretty stable. Morale is no longer debilitating, but it is still far from perfect. (My hunter flees before giant chinchillas and became a sobbing wreck at the sight of a dead kobold) Everything else is working pretty well.

That's fairly reasonable though. Giant critters are killing machines and a sentient corpse is well, some dead guy. I can see both of those getting to regular dwarves or recruits. As long as hardened veterans don't freak out over that kind of thing I have no complaints.

1: No matter how many caravans of merchant i slaughter they dont siege me or tag me under war

If no one lives to tell about it the rumours don't get back to the civ, I imagine. I have no idea how you would go about starting a war in the newest version. Adventure mode?

It probably needs more context though. If a hunter is going to be scared by the passive beasts their trying to hunt it makes no sense for them to go hunting in the first place and/or there needs to be a training method for that sort of thing beyond recruiting them to the military. Another associated complaint would be that corpses in a corpse stockpile can cause something, but it shouldn't be horror. Like it behaves oddly when the dwarf is carrying a goblin corpse, enters a coprse stockpile, then freaks out at the corpse that's exactly like the one they're carrying.

If military recruits are going to be scared vs a goblin invasion I think that's fine to me, I think that part is working well. It just behaves oddly with a few things like hunters and stockpiles.

204
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 28, 2014, 02:08:02 pm »
There's a troll just wandering around my fort. No idea how it got in, since I sealed off the cavern entrances, and it's not even doing anything aside from wandering around. This is so confusing.

Some of the 1st cavern critters are/were a little odd in that they end up being neutral-ish to your dwarves. Eventually someone will pick a fight with the troll which is a bit troubling, though in my experience my miners killed them without injury. They'll also occasionally decide they want to remove a door or something.

Either way I'd recommend placing a strategic cage trap or something.

205
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 28, 2014, 10:31:18 am »
I am trying to conduct some !!SCIENCE!! as to the nature of my local "nefarious mist", and it has me baffled. I have found a Fisherdwarf and some puppies randomly dead outdoors during a mist without any combat logs, but upon testing with 'willing' subjects into the mist, they suddenly just turn towards the Hospital themselves to rest despite the wounds screen not showing tired status, in the health screen it says "Sluggish" until the doctor diagnoses them and off the stroll. I am unsure if the Fisherdwarf and puppies were killed by this same Nefarious mist they could have been killed by a stealth weremammoth for all i know. Is this just a mist that causes drowsiness? Or possibly something more sinister.

Mists will intensify their effect based on amount of exposure. For example I have a mist that causes numbness, and rots the stomach. Some creatures will be affected with a small amount of rot before escaping the cloud. Others will suffer increasing rot before passing out, at which point the effect will eventually kill them off.

Sluggish is part of a paralysis, it seems likely that your mist is causing a  paralysis that will build up on exposure. Depeding on how/where the dwarf is caught they're likely getting slightly paralyzed then running off to recover from their paralysis. Other units, that aren't so luckly, will get paralyzed and first lose the ability to move then the ability to breath and will suffocate. So your fisherdwarf and puppies probably suffocated to death from paralysis.

206
DF Dwarf Mode Discussion / Re: How do you get military started quickly?
« on: August 28, 2014, 09:24:05 am »
Thanks for all the suggestions. So it sounds like you all mostly neglect marksdwarves for the initial phase of the fort?

Also, regarding glass, how do you all manage to get that industry running so quickly with the fuel cost? 3/4 of my worldgens have no bituminous/lignite available at embark, and I find digging down far enough to create magma forges so early is a disaster waiting to happen (magma death, cavern monsters, etc). Wood burning seems to take forever and is totally not worth it except in a major pinch to crank out the first few picks and weapons.

Markdwarves take a ton of bolts/arrows to train up and when you're at a small fort population you won't really have the supplies for that. Once you're at like 30+ dwarves and can have a meat industry and/or a fishing industry constantly supplying bones you can make enough bolts to train the dwarves well.

Also I'd probably do something early on with the idea of exhausting the ammo supply of bowmen and xbowmen though that may not be as relevant in 40.10. Either turtle up and let them hunt things around the map or maybe bait them with an animal they can only shoot at. Bowmen are always a risk, but they're going to be especially dangerous early on if your skills are weak.

207
DF Dwarf Mode Discussion / Re: How do you get military started quickly?
« on: August 28, 2014, 09:01:23 am »
Bringing Tetrahedrite for a silver warhammer + copper for additional picks and some armor is a good way to start. If you need an early barracks just make an armor or weapon stand from stone or wood and use one of your first indoor tiles for it. You can have a temporary barracks of like 2-4 tiles and your military won't really mind. Getting a piece of armor + shield on your dwarf early is important so they start developing armor user and shield skills.

Usually if I want early military I give one guy hammerer and maybe a point or 2 in teaching and leader so they pass their knowledge on to your first migrant recruits.

208
DF Dwarf Mode Discussion / Re: Seeding water pressure
« on: August 28, 2014, 08:36:59 am »
Why not use a pump somewhere?

I'd prefer a more minimal solution + one that leaves the "entrance" to require swimming up into a U bend. I'll add pumps if I need to, but I'd rather leave it as a small unpowered solution. Why build pumps if dumping a little water would get the whole thing to work.

I'm also curious for science. As I've seen actually the opposite where 'seeding' water has prevented water pressure. My situation for that was this:

Water tank at Z-0 supplied by aquifer
at Z-1 There is a Door at a corner. When the door is closed the only path by is a diagonal (resets pressure). When opened the water flows without a diagonal (keeps pressure)
Platform of downstairs at Z-0 over a pit of water at Z-1 (filled from water tank)

If I open the door (via lever) when the platform is dry pressure causes the platform of downstairs to fill with water (and fast!). However if the platform isn't dry (1/7 or 2/7 water and the door is opened the pressure doesn't appear to transfer. Or at least that was my observation and could be other causes.

209
DF Dwarf Mode Discussion / Seeding water pressure
« on: August 28, 2014, 08:28:46 am »
So I have a question about water pressure. If I have a vertical U bend with a river such that water on the left size is at Z-0 and the water on the right side is Z-1 (i.e one level lower because the river isn't dammed (see: http://dwarffortresswiki.org/index.php/v0.34:Pressure#Water_in_a_U-Bend). Can I force water into the right side at Z-0 somehow? I was wondering if I put water on the left side with a pond designation if it would cause the pressure to equalize then keep the right hand side pressurized at Z-0?

Or to put it another way if I have a vertical U bend and one side is providing infinite water, but only naturally pressured to Z-1 will the other side continue to fill with water at Z-0 if it's already partially filled with water pressured to Z-0?

210
DF Dwarf Mode Discussion / Re: How often do you save-scum?
« on: August 27, 2014, 02:03:40 pm »
I do for early on in the fort, like maybe <2 years, if it's either crippling or a serious set back to some project. Sometimes when I want to try out something specifically quirky I may load up my fort and do something weird with the intention of rolling it back.

For the <2 years though it's just a matter of it being more of the time it takes to re-embark and/or find a new location and embark. After that though I just roll with what the fort brings.

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