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Messages - ancistrus

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151
Life Advice / Learning SQL
« on: June 13, 2014, 03:28:04 pm »
Jobhunting. (Argh) It seems a lot of positions I desire require at least some knowledge of SQL. Since I know nothing about SQL I thought I'd ask here: how do I start with it? I suppose I could just google it, but I trust the advice of people here more than random google results.

152
DF Dwarf Mode Discussion / Re: Food Production questions
« on: June 10, 2014, 05:37:21 pm »
You'll be fine. I usually sustain a whole fortress of ~200 dwarves on a 3X3 farm plot of plump helmets. Good planters and fast brewers help a lot. Eggs will also help a ton. You should be set for basically forever. Although getting some other plant to brew is often helpful for othe reasons.
That hardly seems realistic. Care too elaborate?

153
DF Gameplay Questions / Re: What should I smelt?
« on: June 10, 2014, 05:27:12 pm »
Beautiful, so many options. If you literally want the biggest value, df wiki has a list of alloys and how much they differ in price from their components http://dwarffortresswiki.org/index.php/DF2012:Metal

Although with 80 000 tiles of metal ores, why would you care how to use them optimally?

154
Depends on where you embark, of course... but a Noob should pick a "Calm" biome rather than "Terrifying" anyway.

Where's the fun in that?

Oh, but terrifying is not fun. Endlessly reanimating corpses of things you killed a million times already,the constant need to destroy corpses before they animate again...

Burn the bodies?
Sure you can destroy bodies, but some of them will get animated before you dump magma on them or whatever, an now you have zombies that are on fire, which is not as convenient as it sounds, since undead can not be destroyed by heat.

The point is, no matter how you handle it, it will require a lot of tedious micromanagement that gets old fast.

155
Depends on where you embark, of course... but a Noob should pick a "Calm" biome rather than "Terrifying" anyway.

Where's the fun in that?

Oh, but terrifying is not fun. Endlessly reanimating corpses of things you killed a million times already,the constant need to destroy corpses before they animate again...

156
So, what is the purpose of bringing those two soldiers?

157
If you want to start metal industry asap, to arm your military, then bringing some charcoal with you, or making charcoal early actually makes sense.

Oh, they'll be coming armed.
May I ask now armed?

158
Wood burning is the skill used for making ash and charcoal. If you just dig straight down till you hit magma, and build your forges and smelters there, then the only use for charcoal is steel production.
If you want to start metal industry asap, to arm your military, then bringing some charcoal with you, or making charcoal early actually makes sense. But I prefer not to bother with temporary arrangements that will be abandoned and destroyed a season later anyway(pretty much what emu said).
Ash is used in production of soap and glass, definitely not your first priorities.

Also, the skill actually used to get metals from ore, or smelt things is called Furnace operating.

159
It is not hard to survive, it is hard to survive without resorting to cheap tactics like walling off the entrance.

I firmly believe that overanalyzing the preembark preparations (which seems to be quite a fad lately) is pointless. I especially dislike advices like you should bring 100 different types of food, so that you get more barrels. If you have trouble with lack of embark points, increase them in the advanced world generation, who cares.
Truly important stuff is picks(better bring two), anvil, food(~50), drinks(~100). Can't think of much else.
Animals... yeah bring some dogs if you want. You can always import animals later, or catch some cool ones with cagetraps.

two military dwarves - ...makes sense if your goal is to defend yourself without using traps, purely with military, right from the start. Otherwise, not so important. Giving them the teacher or armor user skill may be a good choice.

All the rest of dwarves and skills- you are overthinking it. Too many different skills. Being an adequate brewer vs no skill in brewing makes basically no difference. Make dwarves proficient in a few skills, don't invest 1-2 points in a dozen of skills.
stonecrafting/woodcrafting/brewing/wood burning seem useless for your starting 7. Bring a proficient armorer instead.

Your biggest (only) challenges will be defense and providing for the huge number of dwarves you are likely to have by the end of year two.
For defense, don't just rely on soldiers, try to build a simple trap. Is there an infinite source of water on the surface? Then the easiest thing would be a long entrance tunnel that can trap the intruders inside, then pour water in and drown them.

Food and drinks- make a safe reservoir of water early and build a well above it. Food is almost too easy to get. I frequently have so much there is no room in the stockpile, so it rots. That is because migrants bring all sorts of stupid useless animals for me to butcher. Also there is always some stupid animal that decides to enter the fortress and I have to kill it.

160
DF Gameplay Questions / Re: Real Quick Newb Questions! :]
« on: June 09, 2014, 06:44:16 pm »
It doesn't stop creatures from going from baby to child to adult but it does make it make it so that their size doesn't increase, which affects certain things like combat and butchering returns.
Not sure why you wrote it like this but it is hillarious.

161
To put it simply,
movement between level Z and level Z+1 via stairs is possible if there is a downstair tile at X,Y,Z+1 and an upstair tile at X,Y,Z. The special tile "up/down stairs" simply counts as both upstairs and downstairs tile. Whether the stairs were constructed or carved is irelevant.

Try not to think about stairs as of their real world counterparts, they have little in common.

162
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 08, 2014, 12:00:50 pm »
Does removing rotten tissue from a dwarf have any long term consequences?

163
DF Dwarf Mode Discussion / Re: Help - No Megabeasts
« on: June 08, 2014, 10:04:49 am »
It seems you didn't check if there are any titans or megabeasts left in the world. Duplicate the save file, abandon fortress, look into legends. Having a young world that is in the age of myth does not guarantee there will be anything left alive. One the other hand, I too had forts that were 5+ years old and without a single megabeast encounter.

164
DF Gameplay Questions / Coffin room value
« on: June 07, 2014, 10:44:44 am »
So I have two identical coffins with dead inside. Both are placed on a diorite floor. I did not make a room out of any of them. Why the hell is one of them a grave, and the other a servant's burial chamber?

165
DF Gameplay Questions / Re: Unable to Distribute All Skill Points
« on: June 04, 2014, 11:45:28 am »
my slightly related opinion: do not spend too much time coming up with a "perfect" embark skillset or itemset, its not that important

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