Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - infernalis

Pages: 1 [2]
16
DF Suggestions / Gembaker, the Ancient Anus!
« on: May 20, 2010, 01:52:54 pm »
Or, in Dorfish: Kadolnel Zustashagak!

I'd be very happy if by naming the fortress/group "propertly" and then living up (or not) to the selfgiven reputation, I could offend/satisfy some cultures or deities. Perhaps ADOM comes to mind? :)

17
OK. This is a post about my starting build.
The things I know about DF that led me to it are:
bridge building (how to make a raising bridge with a lever to it)
pathfinding discussion: http://www.bay12forums.com/smf/index.php?topic=56041.msg1261300#msg1261300
using "d"-"r(designate ramp)" for fast elevating slopes and making the mointain look 'useful' with all the right angles
dwarf XP = dwarf speed/efficacy

It works in my noob games as it's designed for HIGH efficacy, HIGH fps & LOW idleness among the folk:

I use Dwarf Manager (http://dwarfmanager.sourceforge.net/), imho without it there is no point in playing or reading the rest of this post :) 
Be sure: IT WORKS WONDERS ^_^


Lets prepare the expedition:

step1
Items changes: -1 axe, -animals, -fish, -perch, +picks up to total of 3
step2
D1 brewer 5 cook 5 (tick wood hauling in Dwarf Manager after embark)
D2 records keeping 5 miner 5
D3 appraiser 5 judge of intent 5 (tick mining in Dwarf Manager)
D4 herbalist 5 grower 5 (tick food hauling in Dwarf Manager after embark)
D5 Grower 5 + butcher 2 + tanner 3(?) (tick food hauling in Dwarf Manager after embark)
D6 carpenter 5 + woodcutting 5
D7 mason 5 + stonecrafter 5
step3
Items changes: +plump helmet spawn with remaining pts

All the DM changes: as above & untick ALL from animal hauling to alchemy; then tick furniture hauling for those, who don't haul wood or food (D2,3,6,7)

- after I rename those guys in DM, I get this:
D1 is a woodhauler for the first 2-3seasons but then resignes and becomes a full time FOODMAN nicknamed Brewer/cook
D2 is a bookie/miner
D3 is a trader/miner
D4&5 are full time FOODmen with nicknames: FARM/GATHER and FARM/butch/tan
D6 is a woodman,
D7 is a stoneman/miner

I rename them so the later management is easy & clean. Experiment with DM, U'll see!

VERY EARLY GAME:

Now before the first caravan/migrants come, I want to: 
have a dig into the region, plan my dungeon: It takes a LOT of channelling/ramping for natural wall shaping, digging for all the rooms and stairs, LARGE barracs and at last : a complex that contains small yet enlargable dining room, LARGE food pile with all foodmen workshops and farms near to/below/above it; 
gather 100-120 wood,
build a wall around my porch (about 800sqr tiles)
create another wall around the complex

EARLY GAME:

All the proffessions I need for later game will be slowly gathered/trained from migrants; i.e. I turned 6 peasants into haulers/engravers, which made them work round the lock between 2 tasks and gain xp very fast.



So, let's mingle :)

18
I'd like to dedicate this thread to swift and (not) humanitarian slaughter of goblins.

My fav for now:
Goblins enter the walled porch through a draw bridge, which in a second will keep them from running away (lever in the dining room);
large serrated disc traps keep them bleeding + some bolt sniping from my barracks at the opposite end of the porch gives the finishing touch;

got 3 POWs in cages - what can I do with those?

19
>>pls delete this thread<<

Pages: 1 [2]