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Messages - UmbrageOfSnow

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1
Hey, sorry guys, I came down with a pretty severe 103-degree fever on Saturday morning, still getting better, this is the first time I've felt well enough to do anything besides sleep.  I regret I didn't log into DF to see your PM.

I should still be able to play, sick days are a good time for DF I think, I just don't know if I'll have the staying power for the 2-day marathon session I was originally planning.

Did you already have the next guy start, or am I still good to go?

Either way, sorry about not logging in.

2
I'm excited for my turn, should be able to start tonight.  I don't mind having to outfit all the bedrooms and stuff, but if we have any plans or schematics or anything, could you either post them in the thread, or put a file in the save or something?

You said the upper couple layers of some of these towers were soil layers?  Do we have any intention of building some rooftop gardens or anything?  That could provide an additional food source.

3
Doors may be the solution to your hair problem.  I've been in the habit of installing doors everywhere since I lost a fortress to a limb-less, tooth-less, eye-less cat husk who just wouldn't die and cancellation spammed the fortress into death-by-dehydration.

4
I love the idea of mandates!  Can I sign up for a turn please?  As long as I don't have to start until Friday night or later.

Personally, I think succession games are much more fun when there are goals that take collaboration or at least continuation from previous overseers rather than just whatever project you come up with.  Otherwise I have to make my own one-year projects and end up with a 3/4 completed drowning trap or something.

5
Well a different location will have different weather effects.  The rain and mist/dust/ooze will do different things in any given biome.  And not everywhere has the random map-wide undead rising.

My advice is to just wall or channel-remove-up-ramps your wagon immediately upon arrival, then dig down, dig out an area in the soil layer, and get all you goods inside out of the rain.

Fighting the wildlife seems more likely to end in disaster than success.

6
I'm excited to see your secure fortress.  I've been playing on evil maps, but I haven't got one with a universal rising dead effect.  I only seem to get zombie-creating dust or rain.

I've been having thoughts about crypt security and I want to try them out.  If you can get the fortress stable for a year, enough to not instantly die, other overseers might be able to shore up remaining weak points.  Just point them out in your posts.

7
I am interested in taking a turn, but I wanted to see if the fort gets off the ground before saying anything.  As you are enquiring who is reading along, I thought I should speak up.

Interesting posts so far, too bad so much FUN!

8
DF Gameplay Questions / Re: Evil rain surface building techniques question
« on: February 27, 2012, 05:53:32 pm »
Carving up-ramps rather than channelling doesn't completely protect the cave-in option, but it makes it somewhat safer.  You can't be safe the whole time, but you can reduce surface exposure.  And a tower is just a room with the ground around it collapsed three times or so...

Also, you could always dig up and expose you battle arena to the surface for the benefits of rain/mist, but keep the fortified walls underground and allowing you as much time as you need to engineer the field of fire.

You could try roofing the whole thing over with bridges, I'm not sure whether or not that would still let rain in, there are some weird behaviors to the underside of bridges.

9
My advice:

Wait until both forgotten beasts seem to settle into one location, more-or-less.  Then cave-in a section of ceiling on top of them.  If you need to cave in half the cavern, so be it, but you can often nail them with a precision strike if they settle into place.  Unless one of them flies, then you might have trouble.

You stand a fair chance of a military wipe if the beasts have bad syndromes or are tough to kill or do a lot of damage.  If they are made of snow, maybe not.  But a cave-in will kill anything.  Clear the forgotten beasts from above before sending an expedition to observe the bodies.

OR

Set up some cage traps and a draw bridge air-lock, burrow one dwarf into the airlock, cycle it, send him on a terrible suicide mission for the vampire remains.  Hope he gets there before the beasts get him, he'll at least be a less violent ghost initially.

It helps if you can find the body on your own, so you can just put the dwarf in a squad and order him to it.

10
DF Modding / Re: Larger Maps: Dwarf Fortress
« on: February 23, 2012, 09:24:47 pm »
I think he just wants to know that you can use U,K,H,M while choosing a site to change the size of the embark.

11
That sounds perfect, thank you.  I'm anti-social and fond of giant badgers!
Also, founder-spouse is a good reason to be protected, so he doesn't go nuts and kill himself when I die!


I've got a female mason who also happens to be the best/only mechanic around. Her last name is Mebzuthrosat "Oarchapels". She's 77, fairly strong and resilient, fond of rose gold and giant badger bone, and hates fire snakes. She's somewhat reserved when it comes to crowds, and not to certain of herself in social situations, but she's disciplined, patient, and has a great spatial and musical sense.

Would you to be dorfed as her?

She's also sleeping with the guy who just made that last artifact armor stand, and is one of the founders.

12
Only once, but yes.  If you get the stone muddy with water, then you can build a farm plot there, and once you have a farm plot built, it never needs to be wet again, but it does severely limit your farming options until you find water.

And the caverns are worth figuring out too, although you can just avoid those if you want.

I say get a fortress going that you are comfortable with and think is fairly successful in a non-evil biome, when you get up to like 100 dwarfs, maybe abandon it and start a new one in an evil biome.

I vary load-outs by biome quite a bit, but if you take a temperate or warm biome with trees and shallow/deep metal and it isn't evil, you shouldn't have too many problems.

I'd bring 3 female dogs, 1 male, maybe 2 male cats, lots of seeds, booze, meat, a couple picks, a couple axes, and spend most of your points in whatever skills you like most that are hard to train.  A lot of people put max skills in armorer and weaponsmith on one dwarf, because they are hard to train later and valuable.  I always max one doctor dwarf out in Diagnostician, with the rest spread 3 Surgery, 2 Suturing, 1 Wound Cleaning.  This guy will then be an early hauler/mason.

Really, the most important skills are so quick to train because you do them a lot (Masonry, Mining, Carpentry, etc) that I just have a doctor, a weapon/armor smith, and maybe a mechanic/architect for speed and then spend the rest on booze and other supplies.

Oh, and it is worth noting that grazing animals need pasture space now.  There is a good table of how much they need under Pasture on the wiki, but otherwise your horses and whatnot will starve to death.  Cats and Dogs still don't eat though, so no worries there.  But food production is a bit more complicated than it used to be.

Oh, and trees grow underground in the caverns too!

13
I'd like a turn please.

Since my specialty is complicated machinery, I'd like to be dwarfed as a mechanic when next someone wants to name one.

14
I'd suggest trying a non-haunted biome first.

You could get lucky, but clouds that turn your cats into undead that can never die and either wipe out your army, as I read somewhere, or in my case, grind the fortress to a halt with cancellation spam, instant death rain, and perhaps other complications may make the haunted biome more of a chore then you want when you still have to relearn how to farm underground (get the floor wet), how to organize a military, how to set up a hospital, and various crap you may have forgotten like what workshops you need for some of the more complicated industries.  The wiki is your friend, and with enough pause time, forum posts, and wiki lookups I'm confident any player can handle anything, but the haunted and terrifying biomes will add countless extra security considerations that may be more trouble than they are worth when you're still trying to learn the differences from 40d and trying to remember what you once knew about fortress security when undead and weather were less of a problem.

15
Vertlnox:  You can definitely trap husk creatures, I have one dog husk in my animal cage stockpile.  A trapped husk does not scare anyone, so cage traps are a good defense against this.  Another reason not to have your only cage traps be at the entrance, as mine were.  I figure this cat must have wandered into the dust in an under-trapped walled-in pasture I have above ground, although my burrows forbid it, the cat apparently does not respect burrows.  But it is trap-able.

GoldenShadow: Abandoning would be an option, if I could get any dwarf to dig anywhere, move anywhere, or seal anything in anywhere, but they are literally cancelling digging jobs 100 floors down, and harvesting jobs 30 floors up and around 3 corners.  It appears that all the dwarfs are stuck in some kind of cancellation spam loop on or around some part of the central staircase.  If they ever had to path through it for a job, and for nearly all jobs they do.  The vast majority of my dwarves are stuck in a little hallway near the stairs, not moving, and being thirsty/hungry/tired from all the job cancelled messages.  They won't do anything, hence the need for mods.

ANYONE READING THIS, TAKE MY EXPERIENCE FOR A WARNING!  INTERNAL DOORS AND MULTIPLE STAIR SHAFTS ARE A MUST FOR EVIL BIOMES.

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