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Messages - Psieye

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586
DF Dwarf Mode Discussion / Devlog: Random metals
« on: January 02, 2012, 10:39:03 pm »
So it won't be coming in this upcoming version but Toady has made the framework for randomly generated metals. We're going to need some reliable way to figure out the combat specs of random weapons-grade metals that any fort can get going after establishing basic necessities. I can also see a new category of deaths from goblins wielding unknown metal weapons that happen to have been generated as stronger than steel.

587
DF Dwarf Mode Discussion / Re: Copper > Adamantium
« on: December 31, 2011, 07:53:40 am »
Also, it is uncommon knowledge that in DF, a dagger is the second most dangerous weapon in the game. The first being scourges/whips. Neither can be produced by your dwarves.

588
DF Dwarf Mode Discussion / Re: Tonight is just NOT my night
« on: December 31, 2011, 07:50:41 am »
No this sounds like a bad day more than inexperience. When luck is running low and you start growing impatient to make up for previous failures. Thus you create even more FAIL. These days happen, and not just in DF.

589
DF Dwarf Mode Discussion / Re: Outpost liason is acting weird...
« on: December 30, 2011, 08:26:27 am »
He's one of those dwarves whose daily routine goes eat/sleep/drink/party, actually. So he's technically busy most of the time, even when I don't assign him anything.
Pause-accelerate his eating and drinking, deconstruct his bed to stop his sleeping and unassign the meeting rooms to stop the partying. You only need him to be free for 2 seconds to pause-accelerate his meeting, then he can go back to his life of sloth.

590
DF Dwarf Mode Discussion / Re: Outpost liason is acting weird...
« on: December 29, 2011, 06:18:19 pm »
Then he takes two seasons, literally, to finish his meetings.
Pause game as soon as meetings are starting. Spam designations with mouse. Meetings still happen in 'pause-time'. Have all meetings be cleared within 2 seconds. This trick also works for caravans loading/unloading their goods. May screw up an organised military training session.

591
DF Dwarf Mode Discussion / Re: Favourite construction colour
« on: December 28, 2011, 10:03:32 am »
Hmm, phyllite I guess. The shimmering metallic colour looks good for the architecture. Quartzite looks more like the rock got blemished with white and basalt looks a tad bit dull. Granite and marble look good but they do have the 'classical rock' image stuck to them.

592
DF Dwarf Mode Discussion / Re: How NOT to kill a goblin?
« on: December 28, 2011, 09:51:21 am »
Cold, mechancial, beaurocratic, uncaring death.

Isn't it beautiful?
From the point of view of my industrial forts that run an 'organic products' line? Inefficient. The 'bureaucratic' part of the procedure can be purged while the rest of the adjectives remain true. But then, there is something to appreciate about deliberately being inefficient for the sake of Twisted Art.

593
DF Dwarf Mode Discussion / Re: "Our Tavern Of Mercy" Dorfish hospital.
« on: December 25, 2011, 05:27:48 pm »
I don't want their fat to rot off, I want all of their skin, fat and eyes to melt off. Difference :P
Minor detail, considering you didn't also mention you wanted your dwarves to become 3 times faster, grow twice as big and have extra large hands while all that rot happens.

594
DF Dwarf Mode Discussion / Re: "Our Tavern Of Mercy" Dorfish hospital.
« on: December 25, 2011, 05:13:14 pm »
Designate legendary butcher as Chief Medical Dwarf.

Turn on all health labours.

Train on gravity migrants.

Butcher is now legendary doctor.

???

Profit.
Also, traction benches adjacent to beds.
I once had a fort where this was actually the case, except the dwarf was a legendary butcher (from going through all the goblins with ethics modded) and his doctoring skills didn't really match up to his main skill.

I guess a magma shower would work, but the risk of your valuable military dwarves/useless migrants dying from blood loss is a big risk.

So far the most reliable way is a syndrome, and that is DEFINITELY not a reliable way ;P

Still, it is !FUN!, and it involves a megabeast, biological warfare and supersoldiers.

I wonder if there's a mod out there that lets you buy barrels of various syndromes from gnomes. Besides gnomeblight.

One more reason to look forward to the next version: this is the kind of thing that will be modded in almost immediately... into your booze or food. Now you can have plump helmets rot all the fat off your dwarves so you don't have to fear fire!

595
DF Dwarf Mode Discussion / Re: No
« on: December 23, 2011, 11:52:41 am »
Dear flamoot, you are treating this forum thread like it's a programming blog. Half the posts made by others have been on trying to 'fix' how you use this thread, not on what your actual problem is. Your communication protocols are too different for most forum members to follow, as such you won't get much (if any) meaningful input to your problem.

596
On the other hand, that would expose them to the perils of extreme cold temperatures and toxic contaminations.

597
There's a bug at present that prevents dwarves from putting on replacement clothing, even if they acquire them and mark them as personal property (and store them in cabinets in their rooms). A micro-heavy way of getting aroudn this is to draft everyone and define ordinary clothes in uniforms too, but miners, woodcutters and hunters have their own pseudo-uniform so they will forever be naked once their clothes rot away.

598
Ok so you have the right number of workshops and sufficient dwarves thrown at them to have !!INDUSTRY!! - I suppose one could argue that your layout could be made more efficient if you arranged the stockpiles and workshops across many z-levels but I can understand the desire to see everything on one z-level for the sake of management clarity. Switch off all hauling labours for the dyers and possibly also the threshers, you want to burn through your dye surplus and get those 500-ish bags made ASAP.


As for migrant numbers, it's dictated by wealth (both total and amount exported). I'm not sure which games you've read, but there are plenty of tales on this forum where people lament how big their migrant wave is (because they just aren't ready to cope with the population surge). But true, there are plenty other tales of small migrant waves because those forts just focussed on survival and nothing else: no trade. In your case, you have a textile !!INDUSTRY!! which happens to be one of the more lucrative wealth generators in the vanilla game.

599
Your question is somewhat odd as if a fort is considering a major textile industry, then you've got a lot of dwarves already. If there is a shortage of bags, then short of having stockpiles in close proximity so hauling distances are minimised the basic solution is "throw more dwarves at it". How many tailor workshops do you have running "make bag /R"? For glass industries in my forts, I prefer about 4 tailors going at it non-stop until I have hundreds upon hundreds of bags. Then I have around 12 glass workshops on "gather sand /R" so my 2~3 legendary glassmakers don't get interrupted with shortages.

Perhaps your issue is that you're trying to start dyeing too early. The dyeing industry has a pre-requisite of lots and lots of bags, even more if you run other industries which also need bags. Don't restrict bag making to dyed cloth, you want quantity at first unless you really insist that every bag (and barrel and bin) in use in your fort is a shining vessel of wealth.

600
DF Gameplay Questions / Re: Regarding starting a Military/Fortress Defense
« on: December 15, 2011, 07:30:14 am »
Thanks! And just wondering, what would be the best way to getting iron fast? Dig deep as hell for magma or just burn trees?
For beginners, the trees yes. Digging down to the magma within one week of embark and churning out steel by autumn is for when you're used to the game and have streamlined your embark plans.

Typically you won't get an ambush until the start of the 2nd year. Within that one year you need to come up with some anti-ambush plan, be it "wall yourself off completely, you want more time to build up" or cage trap spam or intricate 'dodge-me' traps or a militia.

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