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Messages - Saladman

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31
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 23, 2011, 02:56:24 am »
Definitely not forbidden; still nothing.

And I'm going to have plenty of Fun anyway on this fort, I'd like to minimize the smaller amounts of it.

32
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 23, 2011, 02:27:40 am »
How do I bury deceased human caravan guards?  (Goblins got em, not me; I like humans, they bring me leather and timber.)  I have built coffins, designated for burial use, some for and some not for citizens, idlers have the burial labor enabled, dwarfs are allowed to gather bodies and allowed to gather refuse from outside, (and in fact did bury a dorf struck down outside) and still nothing happens.

33
DF Dwarf Mode Discussion / Re: Best embark setup?
« on: August 22, 2011, 06:08:04 pm »
Building designer and mechanic seem hardest to train quickly, so I always take those.  A broker with social skills and common "likes" for eventual mayordom is pretty standard.  A diagnostician/doctor is useful if you need it, usually not necessary if you're spamming cage traps and being careful.  After that I like carpentry for quality beds, cooking, brewing, masonry, usually weaponsmithing, and often an extra money-making skill like glassmaking for trade, but none of those are strictly necessary.

But as was pointed out, it depends on the site.  On heavy soil embarks I start without mining skill and train two up by burrowing (usually a doctor and broker), while on soil-less you'd want a couple with max mining skill to start.  In dangerous biomes you may want to start with a couple of military dorfs.

I'm fond of taking an anvil, wood and bronze bars and forging my weapons/tools on location, but it slows the start down just slightly which you don't always want.

In the end the default setup isn't bad, it's just that we wouldn't be DF players if we weren't willing to micromanage and wring out every advantage.

34
DF Gameplay Questions / bismuth bronze cornucopiae
« on: August 18, 2011, 07:25:03 pm »
So I've been churning out roasts to deal with a food explosion.  I started with barrels disabled in prepared food stockpiles but allowed a few when I ran out of room.  And I noticed for the first time in the trading screen I had a prepared food pot (bismuth bronze, large) with a trade value of $230,693.  It's an imported pot with a base value of $60 and 12 1/2 pages of high quality roasts listed in the contents.  This one food pot apparently accounts for one fifth of my fortress's entire created wealth.  I'd never previously seen a food barrel go over ten items, but maybe I've just led a sheltered life.

Anyway, trade it away, or keep it, or does it matter much?  I'm okay with more immigrants, and I'm also okay with trader profit, but if I understand the wiki there's a trade-off between trader profit driving next year's caravan and kept created wealth driving immigration, correct?

35
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 16, 2011, 07:25:09 pm »
Do statues block off rooms the same way walls do?  Specifically, can I mine a square out of a shared wall between bedrooms, build a statue there, and expand the rooms to cover it without the room overlap penalty?

36
DF Dwarf Mode Discussion / redeeming blowguns
« on: August 15, 2011, 06:11:13 pm »
I've been blessed with one of the infamous artifact blowguns, and I'm wondering how best to use it.  I know about the weapon trap option but I'd like more.  Is there a way to edit in production of blowdarts?

Alternately I'm considering using it as a training weapon for a swordsdwarf to beat a goblin with, but I'm still confused by weapon stats and I'm curious as to whether it's better or worse than a simple training sword in melee.

37
DF Gameplay Questions / Re: Why the water become stagnant?
« on: August 15, 2011, 05:56:27 pm »
I think we're basically stumped.  What you're doing should work.  I'm starting to wonder about starting a new one in a new location and seeing if it's better.  I know that's a hassle.

Also, what are you drawing from?  I've always had good luck with brooks and rivers.

38
DF Gameplay Questions / Re: Keeping my military happy
« on: August 15, 2011, 01:44:58 pm »
I leave recruits on duty/training continuously for at least the first year, or until they hit novice.  They get the one unhappy thought (long patrol), but avoid the other (drafted).  Combined with a legendary dining room and decent individual bedrooms they usually stay happy, even with the "angry over long patrol" thought in the mix, as long as they're not under other pressures.  Also consider an artifact weapon trap, high-value statue, or caged creatures near the barracks entrance where they have to see it.

Alternatively, the wiki says you can create a squad, leave it inactive/off duty but assign weapons and set uniform to be used off-duty, and the squad members will eventually try out individual drills with their weapons till they hit novice when you can activate them.  It sounds like it relies on starting early and I haven't tried it myself, but I may be missing out by not using it.

Stone detailing is one good labor choice for unskilled peasants before drafting them.  Just have them smooth stone until they're a novice so they have a civilian job.

I'll mention in passing I've seen a 2 months on/1 month off rotation recommended.  I haven't compared enough to recommend from personal experience.

39
DF Gameplay Questions / Re: Steel - should I start making it?
« on: August 15, 2011, 01:28:43 pm »
if you do have all the resources there's really no downside to making steel.  But yeah, bladed weapons first before armor.

40
DF Gameplay Questions / Re: Run out of booze - help!
« on: August 15, 2011, 01:26:48 pm »
One other thing to do is keep an eye on plump helmet stocks through [z], then kitchen, and when they start to get low turn off the cook option, to leave them for your brewer.

41
DF Gameplay Questions / Re: Stockpile Question
« on: August 09, 2011, 06:15:10 pm »
For starters, turn off hunting on your woodcutters.  Then turn off any other labor they seem to be doing instead of wood-cutting.  Dwarfs will sometimes prefer other jobs over what you want them to do, either from preference or from having another skill higher.  It's often a good idea to turn off the wood-hauling labor on woodcutters so they won't stop clear-cutting, and leave the hauling to others.

To be clear, there are still trees designated to be cut, that are showing up as high-lighted?  There is space left in the wood stockpile?

edit:  Are they not chopping wood, or not hauling wood, or both?

42
Are these peasants only?  They're slower figuring things out on their own.  Consider embarking with something like a teacher 4 - fighter 3 - dodger 3, turning on woodcutting or mining (probably mining) until you need him, then making him the captain when drafting the peasants.  You'll have to turn off woodcutting and mining before you draft him though, it's buggy if those are active on military dorfs.  Similarly, if you do luck into any skilled military immigrants mix those into the unskilled squads.

If I understand Darkweave's post, he's starting a small squad by the end of the second season, correct?  And presumably splitting it later to captain new squads?  Do you start with skilled dorfs, or does that timeline work even with peasants?

43
DF Dwarf Mode Discussion / Re: Help with Giant Badgers!
« on: August 07, 2011, 02:39:43 pm »
If he got them to be tamed he must know to edit the saved games raws not the global.  They should be [TRAINABLE] now, but the only command that will show up in the kennels will still read "train a war dog".  Disregard that and set it to repeat, and the task will actually capture any war-capable animal.

44
You could edit their raw to include [TRAINABLE] and make War Tigermen.

45
DF Dwarf Mode Discussion / Re: Human Queen
« on: August 06, 2011, 12:41:57 pm »
Yes im not joking at all instead of saying like a job or something it says its TAME.
And to knock even more crap off i cant assine rooms to her-_-
Drowning Chamber time. If I cant get that to work ill just do cold blooded murder on her.
At least her Death will not be in vain, she killed 5 elves before coming here :D

<single tear>

She truly is a dwarf!  Drowning would be a waste.  You just need to find a way to weaponize her and get her up front with the militia during sieges.

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