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Messages - NecroRebel

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2161
DF Dwarf Mode Discussion / Re: Kittenconomey: Viability and Execution
« on: November 01, 2010, 08:07:57 pm »
I've done a bearconomy, and I eventually came to the conclusion that purely-animal-based economies aren't really viable. By slaughtering the number of animals you'd need to to support even one bonecarver full-time, you'd be producing thousands and thousands of food. It's worse than having too-large farm plots in the amount of food it produces, and you can't turn it off without ruining your economy. You'd need a dozen more more cooks to render all of the tallow in a reasonable timeframe, too. I guess you could also shut down stockpiling of some/most/all forms of meat, but that just seems unreasonably wasteful, too.

Hmm... Actually... I think I've seen mods that let you make blocks and furniture out of meat. Maybe you'd be able to handle the meat ocean if your fort was actually MADE of meat. Hm. I've got to try that, actually; sounds like oodles of fun :D

2162
DF Gameplay Questions / Re: Military and civilian management help
« on: November 01, 2010, 06:37:36 pm »
Just a question, what orders, exactly, do the soldiers have? I've noticed that some, especially patrol routes and defending burrows, have latency between when you set the soldiers to the proper alert and when they actually start following it. They'll even go back to civilian status temporarily, even if both their old alert and their new one have active military orders.

So, are your soldiers actually active soldiers? If not, you might try waiting with the soldiers on the proper alert for a bit. They might just not be paying attention at the moment.

2163
Generally, each dwarf eats twice per season, and drinks four times per season.

A legendary farmer almost always produces ~4 plump helmets per farm tile (as in, 1 1x1 farm plot) per harvest.

You can typically have about 2 1/2 to 2 3/4 plump helmet harvests per season. This works out to ~10-12 plump helmets per farm tile per season.

So, you could support one dwarf for every tile of farm plot that you have, with some excess. A single maximum-sized 10x10 farm plot could feed and booze about 110 dwarves. The only problem is that this can take some careful management to make sure that your brewer doesn't brew too many mushrooms into booze, causing your people to starve.

Of course, you could also arrange for ALL of your plump helmets to be brewed, and then some of your booze cooked into meals. This would essentially make each dwarf take up 6 dwarven wine per season (2 eaten as meals, 4 drank). Your production with a legendary farmer, then, would be ~50-60 combined food and drink per farm plot tile per season, essentially meaning that every tile could support ~8-10 dwarves. A 10x10 farm plot would then feed 800-1000 dwarves. This, again, takes more micromanagement, however, to make sure your cook doesn't cook all of your booze.

Generally, though, I find that I have more than enough food from 49 farm tiles (as in, 1 7x7 farm plot, though usually divided into several smaller ones) that are left fallow most of the year. Food production is very simply in DF because farming is almost unreasonably productive.

2164
DF Gameplay Questions / Re: Goblin ambushes, and snatchers
« on: October 31, 2010, 11:18:12 pm »
The fact that your ambush squads mostly consist of lashers is somewhat unlikely, but not impossible. There's nothing you can really do about it, though.

The ambush squads aren't actually "appearing within minutes of one another," or rather, they are, but not the way you're thinking. When ambushes show up, all of the squads spawn at the map edges at the same time. The fact that they almost always get detected at longer intervals is a side effect of this and their transit time to your fort entrance, since each squad of ambushers is detected individually.

Finding a particular goblin to kill can be tricky. First, use your announcements screen to zoom to the dwarf that is getting interrupted, then see if you can't find the interrupting goblin manually. If you can, go into your (s)quads menu, select a squad with a, b, c, etc., set up for (k)ill orders, and then scroll over the offending goblin and hit enter. This will produce a kill order for that squad, meaning that all its members will activate and go hunt down that creature to kill it. Obviously, if you don't have any military squads, this won't work.

The other option to shutting that dwarf up is to make sure that no jobs are being taken where the goblins will be seen. This is most easily done by setting up a burrow and using alerts to restrict civilian dwarves from going outside the main fort region when a particular alert is set, meaning that until you declare it safe they won't go to do such jobs.

2165
DF Gameplay Questions / Re: what happens...
« on: October 31, 2010, 07:13:39 pm »
Semi-Molten Rock, which is below pretty much all "lava flow" tiles at the bottom of the Magma Sea, eats any and all objects and caved-in materials that fall into it.

Note that constructed walls that cave in instantly deconstruct, regardless of what is at the bottom. Only "natural" (which includes cast-obsidian, though not constructed obsidian, walls) walls and floors remain intact after a cave-in. Constructed walls and floors still have the other cave-in effects, such as piercing through floors, creating dust, atomsmashing things directly beneath them, and tossing around (possibly fatally) things caught in their dust, but they won't form walls when finished.

2166
DF Dwarf Mode Discussion / Re: Elf Caravan
« on: October 31, 2010, 06:02:01 pm »
Or that.
You see, elves regard animals as low-value, and cloth as high-value. If they like you, they will bring more cloth. If not, more animals.
This isn't quite as true anymore.

In 40d, pack animals' carrying capacity was quite limited, binned materials (like cloth) was always loaded first, and if there wasn't enough weight to fit everything a caravan wanted to bring, they'd simply not bring the rest. So, if elves were happy enough with you, they'd load up their bins and bins of cloth, and have no carrying capacity left for all of the animals that they wanted to bring, so they didn't. If they didn't like you, on the other hand, they'd try to bring less stuff, so they'd have room for non-binned things like animal cages.

In 31.x, however, animals' carrying capacity was massively buffed (perhaps to compensate for the missing wagons), so you will practically never see an elven caravan that is completely filled with cloth. They simply can't become happy enough with you to bring that much cloth. So, now, if the elves like you, they'll bring more of everything, including worthless cloth and wooden armor, but also including precious exotic beasts.

I've also seen some people claim, and hints from ingame behavior, that traders will tend to bring more of things that you've bought before. So, if you buy animals whenever they come, the traders will be more likely to bring more animals. This also means that if you buy-with-a-100%-discount all of traders' cloth, they'll also start bringing more of that. As a result, it's probably better anymore just to treat elves more kindly than you might treat, say, goblin lepers, as they're not completely worthless anymore.

2167
DF Gameplay Questions / Re: Help using add-ons
« on: October 31, 2010, 05:48:47 pm »
Ah, thanks. So I never really needed the original one at all, just the Mayday download?
Pretty much, yeah.

2168
DF Gameplay Questions / Re: Help using add-ons
« on: October 31, 2010, 03:51:18 pm »
Most premade tilesets include everything that needs to be done to make the tileset work, as that is a fairly extensive project on its own. To make a tileset work properly from scratch, you would have to make or acquire the art, then modify most of the creature and material raw files to tell each of them individually which tile to use, then do some init setting changes. The game client in the tilesetted folder will just refer to all of the modified files by default; if you wanted to use your "original" download, you'd have to copy the dwarf fortress/data and dwarf fortress/raw folders from the Mayday one to the original one, but that would just turn the original one into the Mayday one.

The Mayday version probably has no sound because of the init setting changes. Go into dwarf fortress/data/init and find the init.txt file. Open it, look for a line that says [SOUND:NO] and change it to [SOUND:YES]. It should be very close to the top.

The current version of Dwarf Therapist's forum thread is here. To get it to run, you just load up your Dwarf Fortress game, then open the Dwarf Therapist client in a different window. It doesn't really "go into" the game, it just reads Dwarf Fortress's memory as it happens and alters it as you tell it to, so you'll have to either play Dwarf Fortress windowed or minimize it when you want to use Therapist.

2169
DF Gameplay Questions / Re: Weapon question
« on: October 31, 2010, 03:40:03 pm »
I'm going to agree with Alastar here. Generally, it's been found that density is the most important material trait for blunt weapons like warhammers, but except for adamantine the difference in weapon materials' densities is so slight as to be immaterial. So, you really just get the difference between the artifact weapon bonuses and the masterwork weapon bonuses, which are identical except that artifacts get a 3x skill modifier while masterworks get x2.

2170
DF Gameplay Questions / Re: HELP! Cannot get weapons made...
« on: October 31, 2010, 04:55:17 am »
I see the problem. Lignite is a form of coal; when smelted, it turns into 2 bars of coke, a form of fuel exactly like charcoal. You appear to be mistaking that coke for iron, so you essentially have charcoal, more differenter charcoal (coke), and pig iron, but no iron. Those dark-colored bars the weaponsmith is dragging to the forge are almost certainly charcoal or coke, not iron (they look identical).

Pig iron is useful only for making steel, so if you made that instead of buying it, you wasted some iron you did have. Iron ores in vanilla include magnetite (if present, it will probably be your main iron source as it comes in huge amounts), limonite, and hematite. People will also refer, tongue-in-cheek, to "goblinite," which simply refers to melting down the iron equipment that goblins bring when they die assaulting your fort to use as an iron source. In many forts, goblinite is actually the main iron source.

I'm not sure if Genesis includes any other iron ores, as I don't play it.

2171
DF Dwarf Mode Discussion / Re: High Boots
« on: October 30, 2010, 06:32:10 pm »
dwarves dont make high boots anymore at all, without modding.
You're mistaken. Dwarves do make and use high boots in vanilla; I just checked the (pure vanilla) copy of my DF entity_default file, and found the relevant entry for dwarves using high boots on the 34th line of the Mountain entity entry.

As other have said, sometimes civs choose only a few types of coverings for each part of their body instead of all of the ones marked "common." This is an unfortunate thing sometimes, as high boots cover more than low, but if you've got greaves it usually isn't too big of a deal.

2172
DF Gameplay Questions / Re: Reading civ list
« on: October 29, 2010, 07:44:28 pm »
If you don't have a W by the goblins, you're not actually at war with them; they just try to kill you because they're jerks.

If you actually happen to be at war with the local goblin civ, then they'll send more and larger ambushes and sieges earlier, but due to their [BABYSNATCHER] tag, they're hostile even to people that they aren't at war with.

2173
DF Dwarf Mode Discussion / Re: Unusable stone and wood (not forbidden)
« on: October 29, 2010, 07:22:33 pm »
You probably inadvertently blocked up your entrance so no one can go through it. Make absolutely certain that there is still a path from inside your fort to outside. Maybe your seawall caused it to flood? Do you have a drawbridge raised? Might you have accidentally removed some ramps, or the walls adjacent to them? Any locked doors or hatches? Lots of things might be the problem, but that sounds like a textbook case of lack of accessibility.

2174
DF Gameplay Questions / Re: Useless Vultures
« on: October 29, 2010, 12:10:37 am »
I've noticed that connecting levers to cages uses 2 mechanisms, but only returns one after the cage is opened. Can someone confirm this?
It takes 2 mechanisms to link a trigger to a building because it takes 1 on the lever-end and 1 on the building-end. When you pull a lever linked to a cage, it deconstructs the cage building, thus releasing all of the materials used to build it, namely the cage and mechanism. The mechanism for that linkage on the lever, however, doesn't get pulled off of the lever. You can recover both mechanisms (as well as the one used to actually build the lever) by deconstructing the lever. This is, of course, impractical if the lever was linked to anything else, but if you built the lever just for that cage, it's not that big a deal.

2175
DF Gameplay Questions / Re: Healthcare
« on: October 28, 2010, 05:23:52 pm »
I'll admit, I've been having a great deal of 'fun' wiping out my sieges.  But since they can destroy buildings from what I've heard I've not been hiding.  They'd also be able to slaughter the trade caravans that show up, and they always siege me around the time migrants arrive or a caravan is arriving.  I can win a fight with relatively few outright loses but now I've got a dozen useless dwarves because they lost a pinky toe and won't go do anything until the Dr sees them.
Trolls can destroy doors, but nothing can destroy a raised drawbridge, particularly if it's over a moat. Also, if it's the caravans you're having trouble protecting, you should probably 1. limit the number of places they can enter the map (use the (D)epot accessible tool off the main menu to check where they can show; they will show only where green reaches the map edge if it does anywhere), and then 2. make a certain, well-guarded route for them to go on.

Migrants are more difficult to protect, but usually losing them isn't very terrible since they have no friends and don't cause problems with other civs when they die.

Quote
I've set the Chief Medical Dwarf, changed it a few times, etc... nothing works.  To top it all off my best diagnostician managed to break his spine somehow.

Thanks for the z stocks menu, I have a great bookkeeper so I can use that.
Changing the Chief Medical Dwarf might be part of the problem. It takes quite a while to register diagnosis jobs, and it could be that when you switch that timer gets reset.

Also, it's not just having a bookkeeper, it's having a working bookkeeper. You have to assign them through the (n)obles screen, then change their accuracy (s)ettings and give them an office so that they'll actually work. Their skill matters little, really; dabblers will usually hit perfect accuracy within a season or two.

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