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Messages - SpacemanSpiff

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76
DF Dwarf Mode Discussion / Re: So How Long?
« on: June 11, 2010, 03:00:20 pm »
Dwarf Therapist makes things much easier.  You can also install an optional tab that shows the military skill level of all your dwarves (see towards the end of the Dwarf Therapist thread on the modding forums).   Sadly it doesn't show the strength/agility/toughness of your dwarves, so you still have to flip back and forth between DT and DF if you don't want to end up with pathetic specimens in your military, but it's still far easier than using DF on its own. 

77
That'll teach me to preview before posting.  It interpreted the P as a smiley-face...

78
Wasn't there something that did this in earlier versions? Has it been updated or is it possible to update it to the current version?

Modify this line in data\init\announcements.txt ?

[DIG_CANCEL_WARM:A_D:D_D:P:R]

You should be able to just take off the :P:R and it'll stop pausing and recentering

79
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 11, 2010, 02:06:31 am »
Perhaps 60% of my battles begin and end with "The Axedwarf slices the goblin's lower body, and the severed part sails away in a bloody arc!"

Yeah, but those get a bit repetitive.  I live for rare battle reports like this:

The Axelord hacks The Goblin Spearman in the right lower leg and the severed part sails off in an arc!
The Goblin Spearman falls over.
The Axelord hacks The Goblin Spearman in the right upper arm and the severed part sails off in an arc!
The Axelord hacks The Goblin Spearman in the left upper arm and the severed part sails off in an arc!
The Goblin Spearman has become enraged!


At this point it's basically the Monty Python scene, with the goblin screaming "Oh yeah?  Come back here and I'll kick you to death!"  Sadly they always bleed out in the next second :)

[Mansionmurdered's two militia squads just butchered four goblin ambush squads, where I got the above combat report.   So it's time to extend my network of subsurface tunnels - my dwarfs dig near goblin remains, build an up-staircase immediately under them, and can then channel out the surface square while standing on the stairs.  Voila, goblinite falls down into my fortress, and no-one ever has to go outside.  Then I build a wall there afterwards to plug the hole and act as a floor tile on the surface.]

Edit: typo.

80
DF Gameplay Questions / Re: Any advice for a 2010 starting builds?
« on: June 10, 2010, 03:05:18 pm »
Hey all! I'm new to DF 2010 and watched captn ducks videos and looked at the 2010 wiki. I've seen advice on starting in the 40d version but with the new features of 2010, what starting builds do you all use? I tried doing a search for starting builds 2010 but didn't come up with much.

So what skills did u assign to each dwarf and what gear and how much of it did u take on embark?
Thanks!

The wiki has a pretty good page on 2010 starting builds: http://df.magmawiki.com/index.php/Starting_build

Everyone is different, with their own play styles, so "it depends".  Here's my last starting build, for a terrifying glacier/untamed tundra biome, where I wanted to hunker down and survive by trading bone and gems.  If you're just starting out, stone crafts are easier, but seem a bit too easy after a while :)

  • Carpenter-5 / Leader-1 / Appraiser-1 / Judge of Intent-1 / Consoler-1 / Architect-1.  Not many wooden goods get made, so the leader is available for building design and meeting caravans.
  • Miner-5 / Armorsmith-5.  By the time I need to start cranking out armor, this guy is near-legendary and I can recruit new migrants as miners.
  • Miner-5 / Weaponsmith-5.  Ditto.
  • Mason-5 / Diagnostician-1 / Wound Dresser-1 / Suturer-1 / Bone Setter-1 / Butcher-1.  Generally very busy making stone stuff, but on call for injuries early in the fort's existence.  I threw in "Butcher" just to scare the other dwarves about his skills :)
  • Grower-5 / Bone Carver-5.  Gets lots of crops per seed, and carves skeletal elk bone in his spare time.
  • Brewer-2 / Woodcutter-1 / Axeman-1 / Fighter-1 / Gem Cutter-5.  Early militia captain, then transfers to brewing (slowly) and cutting gems (high skill gets you better quality).  He's also cut a few trees that grow underground.
  • Cook-3 / Axeman-1 / Fighter-1 / Metalsmith-4 / Mechanic-1.  Backup militia, then gradually builds up to a master chef.  I didn't need many mechanisms, but he may be useful for metal goods later.

The rather odd skill arrangement gives everyone a moodable skill, and stops any one dwarf from being overloaded at the start.  Later you won't care so much with more migrants coming in.  If you're just starting, then cage traps may be the easiest defense, so you'd want to put more skill levels into the mechanic.  Ditto for the woodcutter if you're anywhere with lots of trees.  Try to keep the armorsmith and weaponsmith, since you rarely get those skills in new migrants, and it's a pain to have to train them up.   You can sacrifice brew skills since that only affects speed, and the cook if you don't care about making amazing meals. 

I took 21 of each booze, one of every unique 2-point meat, a cat, four dogs (1 male + 3 females), three ropes (for two dogs + well), ~20 logs, a little thread and cloth for early injuries (you can save a lot of money by ditching the expensive pig-tail fiber thread/rope/cloth and replace with cheap cave-silk stuff), 10 of every seed, and a bunch of plump helmets (maybe 20?  I forget what the math works out to).  As soon as I set up I got a water source as my first priority and irrigated a farm.  Meanwhile my cook converted all the meat into lavish meals to free up barrels.  Then I brewed the plump helmets into more booze before the dwarves could eat them all.

This mix worked well for me.  In particular, the dogs were useful distractions for skeletal wildlife while I was struggling to get underground, and having two fighters was crucial for killing anything that got through (if one dwarf goes down the other one can often save it).  And the doctor knew just enough to treat their injuries.  Everyone survived and is now thriving two years in.

81
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 10, 2010, 02:35:34 pm »
Yes, you'll have to copy the raws. If you haven't done any modding, you can simply delete the old raws and replace.

I've figured out why my raws were updated.  I play with the Phoebus tileset, and it includes "df_savegame_updater.bat", which copies the raws over for you.  Phew!

82
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: June 10, 2010, 02:32:48 pm »
Last night I was sitting in my car at a deserted traffic light, thinking "man, I could go even though it's red - no-one else is even around right now".  Then a car came out of nowhere and zoomed across in front of me: if I had gone I'd have been totaled.  I immediately thought "boy, that would have been Fun".

So yeah, Dwarf Fortress has changed my interpretation of the word "Fun".

83
DF Dwarf Mode Discussion / Re: Lame artifacts!
« on: June 10, 2010, 02:22:16 pm »
That cage sounds awesome.  Build it as the centerpiece of a dining room for a very special noble.  Put a lever next to it that triggers some water-based Fun, such as dumping the entire room into an underground lake.  Your lucky noble will be ecstatic at having a royal dining room, and if when you get tired of him you can order him to pull the lever.  "If you're a seal, you'll have no troubles!"

84
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 10, 2010, 02:07:22 pm »
I'm moved a fortress between versions for the first time, from 31.05 to 31.06.  I did so partly to get this bug fix, from the readme:

   "(*) fixed material template values causing many natural creatures to be very squishy and underpowered"

Then I got to thinking - this was a change made to the raws in 31.06, correct?  But when I transferred the save over, it included its own raws, from 31.05.  So, which raw files are used when I actually play this old fortress under 31.06?  Does it use the files in raw\objects (which are from 31.06), or the files in data\save\region 1\raw\objects (which are originally from 31.05)?

And does this mean that I have to carefully copy the 31.06 raws into place in my 31.05 save directory so that ice wolves will stop trying to gum things to death?

Edit: Never mind.  Should have investigated more before posting :)  The answer is that 31.06 seems to have copied its updated raws into place in the save game, so it all works "as expected". 

85
DF Announcements / Re: Dwarf Fortress 0.31.06 Released
« on: June 10, 2010, 09:50:58 am »
Is it just me, or did the cages join the wooden blocks in not having a stockpile setting available in the 30.06 release? Just noticed my carpenter's cell, err, work-area secure cubicle, is backlogging a clutter pile of cages, instead of going to my furniture stockpile like I swear they used to? I browsed through all the category lists under stockpile settings, and if it's there, I sure didn't see it. Any advice?

Empty cages are stored in an animal stockpile: you can toggle them on and off with "u" (look at the bottom right when you're viewing the stockpile settings).

Took me AGES to find that...

86
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 09, 2010, 11:29:45 pm »
Urist only had a brief tenure as militia captain of Mansionmurdered (http://www.bay12forums.com/smf/index.php?topic=15096.msg1315947#msg1315947).  Two years in, the human caravan walked into a goblin axeman ambush.  As bits of of pack animals flew past their ears, my militia charged to the attack.  Urist did surprisingly well, using my only masterwork steel axe to chop down three goblins.  Then the last fleeing human merchant walked into another ambush, this time of goblin spearmen.  Again my dwarves ran to the scene.  Urist and my best axelord arrived first... and then a wandering Yeti distracted the rest of the squad coming up to support them.

The axelord was in a martial trance, acting as a little dwarven death machine.  Urist managed one blow before being disarmed, thanks to a shattered right hand that DIDN'T HAVE A STEEL GAUNTLET ON.  Before the rest of the squad could finish off the yeti and the last goblins, Urist took two spearthrusts to the chest, bruising both lungs.  The civilians coming out to aid my wounded (i.e. Urist) were then interrupted by a couple of goblin snatchers... and by the time those were seen off, Urist had suffocated on the field of battle, and the recovery party turned into a burial party.  All because Urist had (of course) forgotten to put on one vital piece of armor.

Oh, and the previous elven caravan were run off by skeletal muskox.   Mansionmurdered is definitely not a pleasant place for traders to visit.

87
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 09, 2010, 04:11:31 pm »
I think I have my first fortress that I'll transfer to the next version, instead of starting over!  I say this because the RNG gods have blessed it twice:
1. The fortress is named Mansionmurdered
2. One of my recent migrants is called Urist - and they're my new militia captain!  Story below...

It's my first terrifying glacier/untamed tundra fort.  Getting below the tundra wasn't too hard, although since teeth have been de-nerfed in .06 I wouldn't like to face those ice wolves again.  I had to skirt an aquifer, and had some minor Fun learning about ice: "Why did my workshops-made-of-ice disappear?  Where did my up-staircase go?  WHY ARE MY MINERS TRAPPED?" 

Since then every arriving caravan has brought a new military adventure.  The first dwarven caravan mixed it up with some skeletal elk that gave everyone a good kicking - one butcher still goes to the well every so often to clean dwarven pus off his broken nose.  The elves encountered skeletal muskox, which are even more vicious.  By that point I had a trade depot airlock but foolishly tried to save the damn hippies.  Luckily my bookkeeper-turned-militia-captain turned out to the quiet-but-deadly type.  The human caravan "only" encountered a blizzardman, but it attacked a pack animal, took a masterpiece willow harp, and then started hitting everything in sight with that damn harp.  My dwarves stood back and laughed.

That brings us to the second dwarven caravan.  By this time I have a squad of six in shiny new steel armor.  The dwarven caravan runs into seven goblin macemen, wielding SILVER maces.  Those things are just plain nasty, even against steel armor.  The three caravan guards go down in seconds as my militia runs to assist.  My captain relieves two goblins of their heads before having a leg shattered and passing out from the pain (hey, she's only a bookkeeper).  My best military dwarf - unbelievably strong, indefatigable, agile, etc - is reduced to a bloody unconscious pulp by her side.  The rest of my militia gradually turn the tide despite being badly bruised... and then Urist shows up just as the last two goblins flee.  Urist bravely chops them down from behind.

The captain is bedridden with "just" a shattered leg, but the pulped super-dwarf has multiple compound fractures.  After several months of surgery he finally succumbs to infection, with my dabbling surgeon still trying to figure out which bit of his friend goes where.  So, yeah.  Who's next in line to be captain?  Urist!

88
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 09, 2010, 12:12:46 am »
How do I find the seed for a world I have already generated. I want to regenerated with the hopes that dwarves wont die out this time. O and im playing 0.31.05 if that makes any difference.

Look for the "gamelog.txt" file in your Dwarf Fortress directory.  Every time you generate a world it dumps the parameters in here (along with every other game announcement message, so the file can get pretty big).  Here's what it wrote for my last world:

Generating world using parameter set Medium Savage Evil Region 100 Years
 Seed: 64818544
 History Seed: 911289808
 Name Seed: 3518845984
 Creature Seed: 411813824


Of course, if you've generated a bunch of worlds since then, you'll have to count carefully backwards to work out which was which :)

89
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 09, 2010, 12:08:04 am »
What would cause my dwarves to stop putting food/drink/seeds into food stockpiles?

Starting maybe a season ago, crops began building up in the fields.  If I brew anything, the seeds accumulate in the still.  Ditto for making any meals.  I buy food from caravans, and my dwarves leave it sitting in the trade depot.  They've also left random dropped bits of food around the fortress.

They still consume existing food from the stockpiles, so it's not a pathing or burrows issue.  I've checked that nothing is forbidden, even going through my entire stocks menu a panel at a time.  I've made sure all dwarves can harvest (but that's *definitely* not it, because it affects meat as well).  I've tried deleting the stockpiles, waiting a while, and creating them elsewhere, even directly in the meeting hall where all the dwarves hang out.  I've tried making three separate stockpiles for food, drink, and seeds, and one big stockpile.  I have lots of empty barrels and bags available.  The stockpiles have lots of empty room in them.  I've deconstructed all my farm workshops and then rebuilt them.  Nothing works.

I don't think the dwarves will starve, because (I assume) they can still pick and eat directly from the fields, but I'm wondering if I'm missing something blindingly obvious here.  Otherwise this is going to be an interesting game-play wrinkle in the history of Mansionmurdered the glacier fortress.  "We eat raw mushrooms from the caves and like our meat dripping with blood from the butcher's shop!" 

Edit: Duh! Fixed. I walked away, then had blindingly-obvious thought "maybe I misclicked in Dwarf Therapist and turned off food-hauling for everyone". Came back, fired up the game. Nope, that wasn't it. But then I checked the mass-orders "o" menu, and saw that I had set "Dwarves Ignore Food" - which was when I was desperately trying to stop my civilians heading out onto the glacier to pick up bits of half-dead Blizzardman.  Turned that back on, and my fortress was FILLED with dorfs scurrying to fill food stockpiles, left right and center :)

90
DF Gameplay Questions / Re: Barrels?
« on: June 08, 2010, 11:58:35 pm »
Try as I might, I can't seem to keep enough empty barrels in my fort to be able to brew consistently. I have MASSIVELY full food stockpiles that only keep getting more full - should I try cutting back on food production to free up some barrels?

q-s on the food stockpiles and limit the number of barrels they can hold.  iirc the keys are "erER", with e and r doing -/+1, and E/R setting to 0/max.  This will gradually release more barrels for your all-important booze.

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