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Messages - greycat

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661
A cashier is not necessarily a cook.  Dwarves don't really have a position analogous to cashier at the moment, with the economy turned off and the tavern arc still just a gleam in Toady One's amphibious eye.  Once we have taverns, it would be similar to a bartender.  A bartender in a bar with no booze.  Now that's a dwarven hell.

662
If I had been allowed to vote for two characters, I would have chosen the Nun as #2.  But I had to vote for Misty.  She's just so incredibly adorable.

663
Ask the nun if she knowns anything about elven funeral practices.  If info obtain, do the best to do that.  If not, just do something nice in their memory with the bodies.

-1 Sorry, we already know the Nun thinks elves are the lowest form of life in the universe. (Reference: "We came first, and rightfully claimed the rich, bountiful mountains. Then came humans and the Gnomes and the Orks and their cousins the Goblins. Then the mythical and the mundane and then the creeping, crawling, ugly things and then the elves.")

That map.  Shielddawn's layout is far too simple, sensible and logical to be a succession fort.  I love the Shielddawn crest, though!  (The shield with the three holy circles and the sun rising over it.  That's just wonderful.)

664
DF Community Games & Stories / Re: The Hall of Legends
« on: January 04, 2015, 01:49:03 pm »
+1 for The Littlest Cheesemaker

665
I really, really can't see Misty volunteering to oversee a whole fort at this point in her life.

Not only is she barely 12 years old, but she's got a problem with authority figures (dad), she has absolutely no leadership experience, and right at this moment she's still in severe emotional shock over seeing her closest friend killed.
In other words, she's perfect for a succession fort

Yeah, I can sorta see the story thrusting her into the role with zero preparation, as the next horror she has to endure... but she certainly wouldn't announce herself as "Mistem Wheeldreams, Overseer of Shielddawn!"

666
I really, really can't see Misty volunteering to oversee a whole fort at this point in her life.

Not only is she barely 12 years old, but she's got a problem with authority figures (dad), she has absolutely no leadership experience, and right at this moment she's still in severe emotional shock over seeing her closest friend killed.

667
Awesome.  Do Masterwork nuns actually do things?

Yes!  They can run any of several different special "Pray for ___" jobs.  They can produce military-grade metals, economic metals, silk, etc. out of thin air.  An overseer should be greatly pleased by this.

And ES, kudos on the succession fort thing.  That's hilarious.

668
DF Announcements / Re: Dwarf Fortress 0.40.23 Released
« on: December 24, 2014, 06:50:12 pm »
You're making me dizzy, trying to follow all these releases!

669
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: December 24, 2014, 06:40:27 pm »
So can you not butcher dead animals, I've tried to butcher recently starved/killed weasels, cows, horses, dogs, and yaks, but I've always gotten a error that there isn't an unrotten carcase nearby.

I know this is a late reply, and I know this question comes up all the freakin' time, but I was disappointed not to see a correct answer to this iteration of it.

There are two different jobs that can take place in a Butcher Shop: butchering and slaughtering.

Butchering is when you take an animal corpse and chop it into meat and bones and skin and stuff.  Butchering takes a while.  You can only butcher a corpse if all of the following are true:
  • The animal was wild (the corpse must not say "Stray").
  • The animal was not sentient (no butchering elves or goblins or humans).
  • The animal was large enough (I don't know the exact cut-off point).

Butchering does not require a refuse stockpile.  The previous answer stating that corpses must be brought to a refuse stockpile before they can be butchered was wrong.  The only thing that matters is proximity.  Dump (and reclaim) the corpse near the Butcher Shop, or build a new Butcher Shop near the corpse.

Slaughtering is when you take a live animal to the Butcher Shop and chop it into meat and bones and skin and stuff.  Slaughtering is instantaneous.  You can only slaughter an animal that is not wild (doesn't have to be all the way domesticated -- any partial taming is enough).

If a non-wild animal dies of starvation, injury, old age, or any other cause that wasn't slaughtering, you can't butcher it.  Ever.  It's just a useless hunk of waste material.  You can atom-smash it, or dump it in magma.  That's it.

670
Silly people.  Civilians can't assign themselves weapons.  They have to be placed in a squad!

Tell Datan about the zombies on the road.

671
DF Announcements / Re: Dwarf Fortress 0.40.19 Released
« on: December 17, 2014, 08:30:53 pm »
The spores can only live for a few minutes outside of a dwarven host, so proximity is required.

672
Yep, the Armok-worshipping nun is engraving the divine symbol with holy ink.  It's not a very good engraving, though.  It's... dripping.

Misty: pray to Urist for your departed friend.  Quietly.  Don't let the axedwarf know.

673
Captain Holt is a homosexual 165 year-old dwarf.

Now that's interesting, because homosexuality wasn't in the game in 0.34.x.  So our author is either importing some 0.40.x features, or isn't sticking to Dwarf Fortress mechanics at all.

Technically, dwarves are generally considered adult at twelve.

But dwarves also must be within 10 years of each other in age to become romantically involved.  That is, in Dwarf Fortress they do.  Maybe not in this story.

674
DF Gameplay Questions / Re: What does "active/training" imply?
« on: November 29, 2014, 08:53:45 pm »
As a counterpoint, my main squads never go off duty.  I do not mess with orders and alerts and schedules and all of that.  I just assign the whole squad to train all year, all the time, every dwarf.  They take breaks for food/booze/sleep whenever they need to.

You don't really need all that micromanagement.

675
There is a Military quickstart page.  You can start there, and follow the links to the more detailed pages as you need them.

In a nutshell, you create squads, which are groups of 1 to 10 dwarves that mostly train and fight together.  You assign dwarves to the squads.  You create uniforms, and assign the uniforms to the squads (or to individual positions).  Note: you do not assign a uniform to a dwarf; you assign it to a squad position or a whole squad.

Make a barracks, and assign the squad(s) you want to train there.

Activate each squad, by changing their schedule from "Inactive" to "Active/Training".

If you want a squad to fight, give them a move/station order and tell them where to go.  If they see an enemy, they will fight.

If you want a squad to chase an enemy across the map (usually failing to catch it), give them a kill order.

Don't forget to cancel your move/station and kill orders once they are no longer relevant.

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