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Messages - Saladman

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16
DF Gameplay Questions / Legacy/standard advice
« on: August 27, 2011, 03:13:17 pm »
So, I'm about ready to start a new fort, and it would be my first 31.25 fort, I realized I never upgraded from 31.21.  Several versions ago I switched to Legacy for (I think) an apparent performance edge on my (crappy) machine, but it's been long enough I kind of forget how much of an edge it was, and I don't know if it still applies in 31.25. 

I guess first and most directly, is the standard/Legacy performance difference the same across all versions?

Also, does world gen FPS correlate to gameplay FPS?  I tried downloading regular and Legacy 31.25 and genning a world in each simultaneously (opening and starting standard first, Legacy immediately after), and Legacy had a very slight but consistent FPS advantage.  So that argues toward sticking with Legacy, if world gen FPS correlates to gameplay.

I'm not quite motivated enough to start two games simultaneously and wait for the FPS hit, I tend to micromanage in the early game and don't care to double up on it.  Any advice or guesses?

17
DF Dwarf Mode Discussion / Re: Least-favorite/favorite industry?
« on: August 26, 2011, 09:00:09 pm »

The most important aspect of any dwarven industry is stockpile management. 

It only takes significant time to learn how to manage stockpiles the first few times, like any learned skill.

After you get the hang of it, it becomes second nature and takes very little effort.

The amount of time it takes to wait for dwarves to do things with inefficient stockpile management by far outweighs the time to manage stockpiles properly. 

There is really no need to have 350+ dwarves when you can easily break game economy with just 30 properly managed dwarven workers.

That being said, there is very little difference in managing stockpiles for 30 dwarves or 300, the only difference is in scale. 

In fact, it is even more important to properly manage a large number of dwarves than a small number of them.

Okay, I'll bite.  What is good stockpile management, and how do you figure it out, and how do you know when you have it?  Cause I've been through the wiki, and I've tried to follow that, and I generally have some initial success, but things still get bogged down as the fort grows.  Do I need to just un-designate everything and take an afternoon, paused, re-designating?  Bins everywhere for everything?  Lay out new workshops and storage from scratch (and if so, to what design)?  It really is not clear to me what a very good stockpile setup is supposed to look like compared to the klugey thing I have going on.

18
DF Gameplay Questions / Re: work priority
« on: August 26, 2011, 08:38:49 pm »
Worker specialization depends on the job; I usually give a number of haulers furnace operating + wood burning + pump operating, while skilled craftsdwarfs get to specialize (and are excused from hauling).  But there are other ways to break it down.

I don't worry too much about overbuilding workshops, it's not like you're going to run out of space or stone blocks by doing so.  When quality matters I manage them with workshop profiles, and accept they'll be idle some of the time.

Masons are a particularly good candidate for this:  you can set a high minimum skill on a workshop producing furniture or trade goods, set a maximum skill on a couple more mason's shops and give them a repeating job of creating stone blocks, and enable masonry on some unskilled dwarfs, so you have stone blocks going and also have some designated masons for building projects.

19
DF Gameplay Questions / Re: Tanning
« on: August 26, 2011, 08:20:54 pm »
Hit "o", then "W" to make sure you haven't changed Auto Tan to No Auto Tan.

Make sure you have a tanner's shop built near your butcher's shop.  Then check your Tannerdwarf, make sure he has tanning enabled, and turn off any competing labors, even including hauling, so he has nothing else to do.  If that still fails, enable tanning on several peasants (and again turn off competing labors), though if you do that and you're butchering multiple animals you'll likely want to build an extra tanner's shop or two since they'll take longer unskilled.

Finally, if you do have any unrotten skins still around, try issuing an order manually in the tanner's shop to tan them (it'll be red and unavailable if no skins are still fresh), though once this is going they should be tanned automatically when new animals are butchered.

20
DF Gameplay Questions / Re: scheduling downtime for squads
« on: August 24, 2011, 03:05:00 pm »
Thanks.  I knew there must be a way, and it turns out it was staring me in the face.

Shame about the long patrol duty thoughts.  It's actually manageable, but I'd wanted to give them a break.

21
DF Gameplay Questions / scheduling downtime for squads
« on: August 24, 2011, 02:31:36 pm »
Adults Only!!!  Too hot for the Little Questions Thread!!!

Or maybe not, but since I didn't get an answer there:

I've had a military set up on a year round training schedule and I'm just starting to give them some down time, but is there a way to set that up automatically in the schedule?  Edit order doesn't seem to give me the option, except by dropping the minimum down to one (won't go to zero).  Or do I have to switch alerts to inactive manually each time?

Also, what's a good mix of down time to optimize training but avoid unhappy thoughts?  (For dorfs with military and civilian skills.)  I'd been assuming more Training was better, so was thinking of a two months on, one month off schedule, but am I underestimating the individual drills they do in down time?


Added:  more generally, can anyone link or point me to their favorite military threads on the boards?  Search kind of sucks and I'm certain I've seen stuff on the boards that's not in the wiki.  I feel I'm doing well enough overall, I have military dorfs trained to the Skilled to Talented levels without using danger rooms and can take out normal sieges before they get to my trap corridor, but I still feel like I don't have training as optimized as I've seen claimed it can be.  Your best practices, give them to me!

22
DF Dwarf Mode Discussion / Re: Fortified Lookouts?
« on: August 24, 2011, 07:59:01 am »
But short of the lookout boxes, I think if you take out the fortification and put the window in its place that the dogs should see through.

23
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 23, 2011, 06:53:19 pm »
I think my dwarves participated in some sort of grand theft cloth.  As soon as the first Dwarven trade group arrived a bunch of my dwarves ran up to the caravan and hauled massive amounts of cloth to my hospital chests, will this make the dwarf civilization angry?  Is this a bug?

Flash mob!

Dwarfs don't siege you even when they lose a caravan so you should be okay.  You might consider offering a generous trade if you want a good sized caravan next year.  They do seem to track profit and loss when deciding how many merchants to send next year.

It sounds like a bug though.  Was anything else weird going on, casualties on the way in, depot deconstructed, or were you doing anything with designations at the time and place?

24
DF Gameplay Questions / Re: Possessed children
« on: August 23, 2011, 06:42:19 pm »
If they're otherwise happy you should be fine.  But this is a prime reason to set up a high quality dining room and decent individual bedrooms.  As well as things like wells, traps and statues for dwarfs to admire.

25
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 23, 2011, 06:40:20 pm »
I've had a military set up on a year round training schedule and I'm just starting to give them some down time, but is there a way to set that up automatically in the schedule?  Edit order doesn't seem to give me the option, except by dropping the minimum down to one (won't go to zero).  Or do I have to switch alerts to inactive manually each time?

Also, what's a good mix of down time to optimize training but avoid unhappy thoughts?  (For dorfs with military and civilian skills.)  I'd been assuming more Training was better, so was thinking of a two months on, one month off schedule, but am I underestimating the individual drills they do in down time?

26
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 23, 2011, 06:25:40 pm »
I recommend lead bins.

Good call. I got galena and nothing to do with it.

He's trying to get you to have Fun.  Weight matters for hauling tasks.  Copper is marginally better if you have it.  Lead's only good if it's your only cheap metal.

27
I've had good luck with a copper-armored military against most goblin invasions as long as I mass enough troops.  Goblin archers are the only things that give me problems.

28
Practically speaking, yes, consider de-activating it for a time.  A dormitory doesn't absolutely prevent room claiming, but it does give dorfs somewhere else to go, and if they're busy or don't path near those empty rooms they may not get around to it.

29
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 23, 2011, 03:10:23 am »
Ah, thanks.  I don't know how I got the other idea, except the wiki suggested coffins over slabs.

30
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 23, 2011, 03:00:14 am »
In Dwarf Therapist, how many labors can I activate before my dwarves go all screwy on me?  What type of labors need to remain off so that my dwarves can function?

The only screwiness I know of comes from activating mining, woodcutting or hunting on military dwarfs.  Anything else should work.

For optimization you'll often want to turn off common hauling tasks on key skilled dwarfs.  But failing to do so won't break anything, it just means they'll defy your wishes and common sense to go haul wood.

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