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Messages - hermano

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1
DF Dwarf Mode Discussion / Re: Faster designating (construction)
« on: December 26, 2011, 04:20:22 pm »
Also remember that you can press 'shift'+'return' to select one kind of stone for all the tiles at once. I remember being pissed off back in the day before I knew this, selecting a kind of stone somewhere down the list for a few hundred times for one small tower was incredibly annoying.
Otherwise I agree you should try to use makros as much as possible.

2
DF Gameplay Questions / Re: Farming Difficulties
« on: December 26, 2011, 12:38:55 pm »
I just remembered how I got an unmuddied farm back in .31.19. If there are still stones or other objects left in the mud you can designate a farm. While building the plot the objects will be removed, leaving behind unmuddied tiles. The farm will still be built however. If the top left tile of the farm is unmuddied no tile of the farm will be used.

3
DF Dwarf Mode Discussion / Re: Help with Trade Depots
« on: December 25, 2011, 09:39:50 am »
It seems the depot inaccessability screen is considering wagons although they are not currently in the game. So you would need a three tile wide path to your trade depot to get an accessible route. I'm not sure if this would also mean that the depot cannot be accessed by caravans without wagons, as I still build bigger paths to the depot. Caravans can however leave your fortress by using stairs and smaller paths.
Did you change anything since the last caravan arrived?

4
DF Gameplay Questions / Re: Farming Difficulties
« on: December 25, 2011, 09:09:32 am »
If the farm is built on muddied stone there might be an unmuddied tile. You can still build farms then, but they will be unuasable.

Nonsense.

If you attempt to build a farm plot in an area of muddy stone and some of the tiles aren't muddy, then the farm plot won't actually occupy the non-muddy tiles - there will simply be a hole in the middle of your farm plot that your farmers will ignore, just like how paved roads and stockpiles can be made "hollow".

I'm not trying to start an argument. But this has been an issue at least in earlier versions of 2010: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1132. It even gets mentioned on the farming talk page of your wiki.

5
Look, smithing just requires to much things and just is terribly tough for a new player. The point is that it's easy. That new people will have a little extra breathing room before they are forced to understand the labor options menu. New guys now can just build a butcher, tanner, jeweler, whatever and it will be built by the dwarves. Forcing them to go put on necessary labors and set up smithing as the first thing you do is completely against the point.

For now when i declare this done I'll make a video about just the embark set, explaining what is in it. When the next version of DF is out I'll think about making updated tutorials. And of course I'm still playing frostplunged and TAG at the moment.

You seem to be little pissed off :) . But I might misinterpret that. However you asked for input and got just that. If the embark profile is just meant for the first game and not as a general set for further plays it should be good enough as it is. In the end you know best what you need for your tutorials and you are doing a good job with them.

6
Creative Projects / Re: Developing simple d20 RPG system
« on: December 25, 2011, 06:21:02 am »
My group of friends has been working on a system that fits us for more than a decade. We tried lots of different things so there are quite some ideas considering non combat interaction.

But first, in the end we decided to not have an intricate sytem for social interactions. Because it is the one thing we can do best without many rules. We are not going to hit each other to find out who will win a swordfight, but we can argue pretty well when playing out social interactions. If the character you play does lack social skill you'll come up with something inept or outright stupid which is just as much fun as setting up a fine argument. If there will be fights or not will depend on the setting a lot. When you need to get rid of a dictator and lack the weapons and skills to do it by force you will automatically have to look for allies, for weaknesses in his life or lifestyle, for weaknesses in the personalty and lifestyle of his lackeys and allies - and exploit those. Setting up a revolution can take many evenings with plannings, talking to lots of different people, solving many smaller problems, and be lots of fun without involving a single fight.

But now to ideas for rules to strenghten the social interactions in the game.
One thing you can do is discourage fighting. Let fights be bloody and bad. Describe how people suffer when they lose a friend or family member - have it clear that the players made them suffer. Have limbs flying around. Do not have simple healing for your players, if they get a cut they could very well die of infection, if they lose a limb they're done. People usually do not want to get injured or die, let the people in the game world be like real people. Enemies and players might rather just give up a fight instead of dieing. If somebody does make a stand till the end do not be kind, describe how he is hacked to pieces, how much pain is involved, and let him see in the end what a wonderful day it actually is and that he might just have sat with his family or some girl and enjoyed his life instead of dieing for some stupid cause. That might discourage the player to try to solve everything by force the next time. Try to give them PTSD.

Another thing is to flesh out the rules for social interactions. The rules for fighting are very intricate in most games. You have lots of stats and different skills, you will have to think quick and come up with solutions for game situations, you will also have many little successes in the fights to keep you going. And then there is all the nerdy optimizing of numbers to get the perfect fighter or whatever, which too can be fun. Have a similar system for arguments. Don't just have the skill 'Talk'. Have defensive and offensive social skills, have willpower points that act like hitpoints, you might have to grind somebody down by argueing with them, threatening them or flirting with them. Have attacks and counterstrikes with words and arguments, have reasoning and diatribes. There are many different ways to interact with people, more than there are weaponskills.

But in the end it is really up to the story you play out and the mood of the players. If they really want to play a fight it is stupid to force them to not play it, they will not have fun and everybody will just waste their time. To play a nonviolent story takes a lot of effort for the gamemaster. It is not enough to write down ten orcs with attack +10, you will have to come up with lots of different people, their interests, their standing towards other people in the world. There will have to be a path or several paths for the players to follow to achieve their goals, even if they will do something completely different in the end. Then the gamemaster will have to be quick and improvise things which will still have to make sense and fit to the overall story, situations and characters. This will not always work out, so throwing some orcs or gang members at them might give you the time to come up with a good idea.

----
We played again a few days ago, everybody being back in town for christmas. And the story somewhat fits the theme. I will elaborate, but this might get a little bit long.

The setting is the close future, some country in south america. Our guys were working for a mid level security firm, doing simple guard jobs after failing to succeed in the military or police.
But we got our big chance, a bodyguard job for some important guy from a huge corporation. His bodyguard got ill, nobody was around and we were chosen to guard him when he went to a big party with lots of important figures of the country. But our guys were inexperienced, so we let no do them everything perfectly. While the client was in a backroom with a whore we had some drinks that were brought to us and got drugged. Somebody killed the client and made it look like we did it. The guards of the building went after us. Before we reached our car they shot at us, we shot back and hit one guy. He ended up dieing, this was going to haunt us later.
We lost our jobs and had the police after us. However one of us had a camera running and we got the face of the assassin. After quite some detective work, which filled most of that play session, we found her. She just gave up, agreed to go to the police with us if we left everybody else alone. That was good enough for us. She also tried to influence us, while the group she was part of had fucked us, they were fighting an important cause. Several corporations and part of the elite of the country were planning a coup. Work camps and cheap labor for the corporations would be the result.
After delivering her to the police we expected things to calm down. We were arguing what to do now, being without a job and knowing of the big conspiracy. Then somebody called us, we had done good work finding the assassin. They needed those kind of guys, there was a whole terrorist network that had to be uncovered. In regard to the money they offered we agreed to work for them.
Soon the other side contacted us, we really had to stop going after them and help them instead. We ended up deciding to be double agents, feeding the conspirators with false data, while also sacrificing some people to make our information look real enough. We would fuck other people over, just like we had been.
While we were working on the fake information and one guy was doing some errants unexpected things started to happen. The guy running errants was run over by a truck, then shot. Soon later some guys with masks and guns showed up at our place, good thing we had a security system and some cameras running. We torched the appartment complex and got away in the ensuing chaos. After some more investigations and visiting our guy at the hospital we found out that those guys were members of the security firm that guarded the party our client had been killed at. We had killed their friend and they were a close knit group. Now they were going to kill us. One of us argued that we had more important things to work on. We had to get rid of the guys, fast. They would not leave us alone, in the end it meant them or us. As they were more experienced, had better equipment and were twice as many guys an open confrontation was out of the question. In the end we decided to set off an I.E.D. It was lots of detective work again to find out who the guys were, where they would be at and how we could get all of them to one location at one time without anybody else being involved.
We ended up building an impovised bomb made of a mobile, a toy car motor and battery and some old russian grenades. However we were no specialists in building bombs, they heard the motor, the click of the grenades being unlocked and started moving before it went off. Some of those guys stumpled out of the building, horribly burnt and maimed by grenade fragments. We decided to go after them and killing them for good. But one of them was still unharmed. And he was better than us, being faster, with better aim and being better at taking cover he shot us several times before his revolver was empty. His lack of ammunition was the only reason we got him in the end. Then we still had to murder the horribly burnt guys. We knew they had family, it was gruesome. A horrible situation.
We had to get away, shot, heavily bleeding. We had not planned to be in a firefight, we had no doctor. Going to a hospital meant going to jail. We ended up at a veterinarian, forcing him at gunpoint to stitch us up. But he insisted this would not be enough, we had internal bleeding, bullet fragments in the wounds, we wouldn't last hours without going to a hospital.
There we were, some pale shocked guys in an old dirty van full of blood phoning frantically to get hold of some doctor who would not talk to the police. We ended up getting somebody, one of us had a friend who owed him a lot, that guy knew a doctor involved in drugs who could be coerced to be quite about the whole thing.
Even with the help of the doctor we were going to be out of the loop for weaks. Things will progress, the rest of the world will not wait for us. Stopping the coup will get much harder the longer we wait. We had fucked up, killing those guys had been a horrible idea, trying to talk them out of killing us or just hiding would have been a much better approach.
But roleplaying is like df, it is more fun if you fuck up and have !!fun!!.


7
On ducks: These are non negotiable, since my name is still captain_duck. I added turkeys because everyone keeps raving about them but the ducks are staying.   8)

Simple. Just change your name to captain_turkey... :) It has a certain je ne sais quoi.
Problem solved.

edit: Wait, that name might already be in use for somebody else: http://www.youtube.com/watch?v=Q6h8WntefD0&feature=player_embedded&t=3m0s

8
DF Gameplay Questions / Re: Farming Difficulties
« on: December 24, 2011, 08:51:26 am »
If the farm is built on muddied stone there might be an unmuddied tile. You can still build farms then, but they will be unuasable. Definitely check if you have the selected seeds and if they're accessible.
Did you set up burrows that might create a problem?

9
I think dwarf 4 is pretty useless with those low skills. A proficient armor/weaponsmith would be much more useful. The novice herbalism skill on dwarf 5 isn't that useful either, cooking, brewing and planting is already more than a single dwarf can accomplish, novice herbalism doesn't produce much either.
You might start the tutorial with enabling professions on dwarfs that did not get the according skill in the setup. At least it's pretty much the first thing I do when starting a game. And it's important information for beginners that every dwarf can do everything in the end.

- You could remove the plump helmets from the items. They're more expensive than the same amount of plump helmet seeds plus any food item. - Unless you want to introduce brewing before the first harvest.
- Instead of the wooden axe you could bring more wood. The carpenter could start with making an axe instead. Or don't be cheaty and take either a metal axe or get copper, charcoal and a stone and let somebody smith an axe right away :).
- If I read the items correctly you are taking bags with you. You won't need any right at the start of the game. Some leather would be cheaper, the leatherbags would be just as good. Or, as already mentioned, take turkeys instead of leather and food.
- Having some sand will be nice. Not just merely to get cheap bags but to be able to get some glass ceiling on maps without sand.
- I think you should get rid of the ducks. You already have chicken for eggs. Butchering ducks produces just a skull, so any big bird would be more useful. Maybe also take some geese instead of the chicken, they grow faster than turkeys and produce meat and leather when butchered, they're pretty useful in every respect.
- I would take more wood instead of splints and crutches. You will have to introduce the production of those anyway when talking about hospitals.
Same goes for the bucket. You will have a carpenter churning out products before you have set up a well or have time to milk creatures.
- You have lots of food. Remember, dwarfs will only eat twice a season, and your hunter and farmer will soon produce something.
- I understand that you want to introduce animal cloth production but it's not that useful in my opinion. You will have to shear, spin and weave to get cloth and can do this just once in a while, people will probably forget to do this. Pigtails will probably be much easier to handle for beginners.

My supplies should last me, until the first trader arrives.  *crossfingers*  That's why I hesitate to take a farmer, brewer or cook.  I hesitate to take an anvil, because its going to take me two years to set up smelting, and some hallways down there. Depending on how deep the first metal is, of course.  I've never had much luck with shallow metals, have you?  Are there even shallow metals, I know it says there are, but have you actually seen some lately?  If there are, and you plan on going for them in that kind of region, by all means take an anvil.  I just don't, they are salty.  Course it sometimes costs me a migrant or two, to a mood death.  But that could happen in any trade, without the necessary artifact crafting supplies.
You just posted while I was writing, so I'll add what I think.
Producing food is ridiculously easy in the current game, back in the 2d version you could starve, now you will have to fuck up royally to achieve that. Having one dwarf produce food and drink will be more than sufficient for the first years, and you will need at least one anyway later on, why not start with him instead of risking hunger?
In respect to smithing: taking metal nuggets or bars will always be cheaper than taking finished metal goods. If you need a military dwarf right from the start you will want at least iron or bronze armour and a metal weapon for him. I usually take copper, tin and bismuth bars and some charcoal with me. That will produce a bronze axe, chainmail, helm and greaves. Bars and charcoal cost 90 starting points, the anvil 100 and you will need one stone. I doubt you can get the equipment cheaper, and it will be of lower quality. Taking some copper nuggets, cassiterite and bismuth is really cheap. With some wood this will produce more weapons for a second military dwarf. In evil regions or when at war with other factions I will want to conscript and equip one of the spring migrants. Waiting for the first caravan to get equipment might already doom the fortress.
And finding metal is not *that* hard. Just dig down to the first cavern layer, that doesn't take much effort, you will usually find some metal in the walls there.
But I agree that currently metal is very scarce. However you can increase metal frequency in the world setup.
With 2010 the price of anvils was dropped a lot, it made sense before to not take one, considering the price, not so much now.
edit: Also by choosing a smith at the beginning I can make sure he likes adamantine or steel or some type of armour I will produce in huge quantities, increasing the quality of those items.

Quote
I still disagree, your setting yourself up for fail sauce, in taking socials.  They depend too much on attributes in the current version, and those points could have larger payoffs in other areas, observation for example.  After all you must observe before you design.  Its nice to see those vermin, ripping you off blind, and where they tend to hangout.  When the hunter isn't hunting, he can still be very VERY efficient, in standing there looking around, and identifying vermin.  Your kitty's will pounce better.
Interesting, I never spend a thought on the observer skill. However it will be midly useful at best, a chained puppy outside the gates will be good enought to 'spot' thiefs and ambush parties. I never really had problems with vermin (unless they're demon rats that rip my cats to shreds).

Quote
Ya don't need to spend points on an xbow if you take sneak/ambush.  Unless ya just want it for the early metal.  Be cheaper just setting another dwarf to sneak/ambush than buying that xbow, wouldn't it?  Doesn't ambush also provide lotsa freebie leather armor?  I could be mistaken.  Boy I put that I took 9 blocks in my previous post and nobody mentioned how insane that was.  LOL!  Do you all have me ignored?  *rolleyes*
I agree with this. Taking a higher ambush skill will be more useful, removing the crossbow, bolts and quiver will free quite some points. And marksdwarfship is trained incredibly fast while hunting.


10
A similar mod could be made for the still (use the mead reaction as a basis) that produces a barrel of alcohol for a specific brewable plant.

I thought should add this, seems useful.

Code: (reaction_other.txt) [Select]
underground plants

[REACTION:BREW_HELMET_PLUMP]
[NAME:make plump helmet wine]
[BUILDING:STILL:CUSTOM_W]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[SKILL:BREWING]

[REACTION:BREW_TAIL_PIG]
[NAME:brew pig tail ale]
[BUILDING:STILL:CUSTOM_A]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[SKILL:BREWING]

[REACTION:BREW_WHEAT_CAVE]
[NAME:brew cave wheat beer]
[BUILDING:STILL:CUSTOM_SHIFT_B]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[SKILL:BREWING]

[REACTION:BREW_POD_SWEET]
[NAME:distill sweet pod rum]
[BUILDING:STILL:CUSTOM_R]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:POD_SWEET:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[SKILL:BREWING]

aboveground plants

[REACTION:BREW_ROOT_MUCK]
[NAME:brew swamp whiskey]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:ROOT_MUCK:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

[REACTION:BREW_TUBER_BLOATED]
[NAME:brew tuber beer]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

[REACTION:BREW_BERRIES_PRICKLE]
[NAME:make prickle berry wine]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRIES_PRICKLE:SEED]
[SKILL:BREWING]

[REACTION:BREW_BERRIES_STRAW_WILD]
[NAME:make strawberry wine]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRIES_STRAW_WILD:SEED]
[SKILL:BREWING]

[REACTION:BREW_GRASS_LONGLAND]
[NAME:brew longland beer]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_LONGLAND:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_LONGLAND:SEED]
[SKILL:BREWING]

[REACTION:WEED_RAT]
[NAME:brew sewer brew]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:WEED_RAT:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:WEED_RAT:SEED]
[SKILL:BREWING]

[REACTION:BERRIES_FISHER]
[NAME:make fisher berry wine]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRIES_FISHER:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRIES_FISHER:SEED]
[SKILL:BREWING]

[REACTION:REED_ROPE]
[NAME:brew river spirits]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:REED_ROPE:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:REED_ROPE:SEED]
[SKILL:BREWING]

[REACTION:SLIVER_BARB]
[NAME:brew gutter crour]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:SLIVER_BARB:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:SLIVER_BARB:SEED]
[SKILL:BREWING]

[REACTION:BERRY_SUN]
[NAME:brew sunshine]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRY_SUN:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRY_SUN:SEED]
[SKILL:BREWING]

[REACTION:VINE_WHIP]
[NAME:make whip wine]
[BUILDING:STILL:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:VINE_WHIP:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:VINE_WHIP:SEED]
[SKILL:BREWING]

Code: (entity_default.txt) [Select]
[PERMITTED_REACTION:BREW_HELMET_PLUMP]
[PERMITTED_REACTION:BREW_TAIL_PIG]
[PERMITTED_REACTION:BREW_WHEAT_CAVE]
[PERMITTED_REACTION:BREW_POD_SWEET]
[PERMITTED_REACTION:BREW_ROOT_MUCK]
[PERMITTED_REACTION:BREW_TUBER_BLOATED]
[PERMITTED_REACTION:BREW_BERRIES_PRICKLE]
[PERMITTED_REACTION:BREW_BERRIES_STRAW_WILD]
[PERMITTED_REACTION:BREW_GRASS_LONGLAND]
[PERMITTED_REACTION:BREW_WEED_RAT]
[PERMITTED_REACTION:BREW_BERRIES_FISHER]
[PERMITTED_REACTION:BREW_REED_ROPE]
[PERMITTED_REACTION:BREW_SLIVER_BARB]
[PERMITTED_REACTION:BREW_BERRY_SUN]
[PERMITTED_REACTION:BREW_VINE_WHIP]

I haven't tested all of them, so there might be a typo somewhere in there...

11
DF Gameplay Questions / Re: All roads lead to Inchbolt.
« on: December 22, 2011, 07:35:23 am »
So its..... more likely that a caravan will spawn on my road?
You can manipulate so it will ONLY spawn on your road.

I have been wondering if this is still true. Back in the day when there were wagons trade depot access was quite important. Now this seems to be less of an issue. It's nice if we are able to manipulate caravan paths regardless.

12
Maybe add some big birds (so no chickens or ducks). Butchering them at the beginning will give you hides, lots of food and some bone. The hides are already worth as much as taking leather (or even worse bags/quivers/armor) at embark, the meat means you won't have to buy any food. I'm not sure if all birds are always available, but I haven't seen an embark where one of them was not available yet. In the beginning, when the miners start digging, several dwarfs will be unoccupied, so they can do the butchering, tanning and leatherworking.

You might add metal and coke for the embark. Having some metal to forge the first military equipment might ease the game for beginners.

An embark which works well for me is:
1 Soldier with some teaching skill
2 Miners
1 Weapon/Armorsmith
1 Farmer/Cook (will also brew in the beginning)
1 Mason with leadership skills
1 Mechanic/Stonecrafter - or any other profession I want for the fort.

The smith will work as a carpenter in the beginning, the soldier might work as a woodcutter if there is no danger (otherwise the smith will do both). This embark might not be too good for a tutorial as you will have to activate some professions at the start of the game, though. On the other hand controlling dwarf professions should be one of the first skills a new player should aquire. You could also use more specialized dwarfes then, right now they seem to have lots of different skills on low levels. To me specialization seems to be quite an important aspect of the game.

I don't agree with taking a butcher/tanner at the start. Both skills add no quality to the products, so a newly trained immigrant will be good enough while being slow first. Same goes for a woodcutter, this skill is trained really fast, it's not worth spending points on. Carpentry is less useful with rock pots being available now, so in my opinion it is not worth spending many points on either.
I would also remove the hunter from the embark, it won't be useful on all embarks and new players might forget to craft new bolts for them. Food is really not a problem in the current version anyway.
You might want to add some wood (I think fungiwood is always available) as some embarks might lack that. Instead of bringing wood products the carpenter can start right away to create those items with the wood you brought.

The above is not meant as nitpicking, I think your tutorials are great, in the end you will know best what you want for them. I have been playing since the early 2d versions, so while your tutorial had nothing new for me, I still enjoyed watching it. Keep up the good work.

13
@Fishbulb: No worries! The thread was still informative!

After reviewing the Farming Analysis thread it seems like Plump Helmets and Pig Tails are a good focus for the first 5 years of a fortress, diversifying my crops later when I have created billions of bags. A similiar problem I used to have with running out of barrels, before I learned pots were equivalent to barrels and all I needed was to keep a repeat task on a craftdwarf's workshop to pretty much solve that issue.

Well, Plump Helmets and Pig Tails are most efficient regarding the number of fed/drunk dwarfs per farm plot.
Adding a few Quarry Bush plots will give you huge stacks of high quality food (at least with a decent cook) that do not only feed your dwarfs but can be exported too. With the current high food prices this makes other export industries unneccessary. This is important for those with slow computers as carrying a few meals around uses much fewer dwarfs than stonecrafting or clothing industries. It's also much less annoying to trade as you won't have to select hundreds or thousands of items to sell.
In my current fort I have just 6 Quarry Bush plots but more food than my dwarfs could ever eat or could export (with also using meat and eggs for cooking). In the third year I bought stuff worth 90k from the caravan and gave them another 90k worth of food for their effort, plus 50k worth of food as a present for the king. It is actually ridicolous, I still have lots of the stuff lying around, most of it legendary meals. But it allows my small fort of 60 dwarfs to have 30 dwarfs in the military and much of the rest in the metal industry. Everybody should try all other export industries too, as it's fun, but in the end Quarry Bush cooking is most efficient regarding the number of dwarfs in export production (including needed haulers).

14
DF Dwarf Mode Discussion / Re: Training Skills
« on: December 19, 2011, 04:49:04 pm »
Metalsmithing can be trained by building metal bridges. After deconstructing the bridge you will recover all the materials (will also train building designer).

Cooking can be trained by cooking easy meals with seeds. If the way to the seed storage is short you will have a legendary cook in no time (forbid some seeds so you don't cook all of them accidentally).

If you are desperate for metal you can produce metal from melting single bolts. Have a wall behind your archery targets and a ditch in front of the wall. You will get lots of single metal bolts. Melting these will gain you 1/10th metal - i.e. 2.5 metal bars from a stack of bolts that used 1 bar to produce, also trains your weaponsmith. Actually I have never been desperate enough to use this exploit.

Gemcutters and gemsetters can be trained with green glass if you have sand and a volcano. If you decorate furniture you will improve the wealth of your fortress and have happier dwarves, decorating tradegoods will improve your financial situation.

Marksdwarfship will be trained best by attacking enemies. Drop/release enemies caught with cagetraps in front of your marksdwarves. Or have them hunt before adding them to your militia.

Grower skill of your farmers will improve faster if you disallow harvesting for non farmers.

But in the end your dwarves will get good with their trade anyway if you let them specialize and concentrate on their job. In most forts you should have enough materials to just let them learn on the job, useless products can be smashed under a bridge.

15
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: March 17, 2011, 11:15:21 am »
Doesn't stasis after berserking lead to negative effects? I had the impression when I played a berserker with one.
My current KoBe found an amulet of stasis, too, until now I thought it would be better to not use it.

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