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Messages - Veroule

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496
DF Dwarf Mode Discussion / Re: fertilization analysis (spoiler)
« on: August 15, 2007, 10:00:00 am »
Actually the wood to potash stages might not be that bad.  Just do it during the winter when there is nothing better for your farmers to do.

Knowing that ferttilizing allows the stack size to go over 5 is actually useful.  I still suggest using the smallest plots possible because of the seasonal change overs.  So if 1 potash does 5 tiles of fields then a 5 tile plot would be best.

So my suggestion would be to put the wood furnace and ashery near the farm.  Start with 1 dwarf that is your farmer, asher, and potasher.  The first year you set it so only farmers harvest, and build a small supply of potash while digging out the farm area.

Having 3 different skills being developed will actually help that dwarf gain stats.  This is because the planting and harvesting tends to have significant delays in between.

Once the dwarf reaches legendary in farming then you should turn the all dwarves harvest back on.  There is quite a bit of evidence that shows that the skill of the planter is what determines the size of the stacks harvested.  Harvesting also takes no time even for completely unskilled dwarves.  So this helps to allow you to have a much larger farming area.

[ August 15, 2007: Message edited by: Veroule ]


497
DF Dwarf Mode Discussion / Re: Work harder!
« on: August 10, 2007, 12:59:00 pm »
Make your plant stockpiles small, and make many of them.  The way stockpiles work right now is they keep 1 empty barrel in them.  Once something is put in that barrel then the stockpile calls for another.  If you have many small stockpiles in the same space you would have made 1 large one then multiple barrels can be called for at once during large harvest events.

498
DF Dwarf Mode Discussion / Re: Ultimate Gate Designs
« on: August 08, 2007, 08:14:00 am »
You should also take a look at my fortress Clear Copper.  It was built mostly by 10 dwarves before I allowed more to immigrate for a free standing military.

499
DF Dwarf Mode Discussion / Re: Winter Help !!!
« on: August 05, 2007, 01:15:00 pm »
I recommend starting right where your wagons are.  Designate the digging 5 high by 12 deep.  Take the first stone produced and build a masons, mechanics and crafts shop outside.  Make 3 mechanisms, 5 stone blocks, 2 stone doors, and 10 stone mugs.  Next dig 1 high centered on your 5 high and due east until you hit the river.  Put a door immediately at the start of that passage.  It will look something like this.
code:

............
............
............+....................river
............
............

This gives you a place to put the trade depot just inside, and you can use the blocks to make a drawbridge.  The mechanisms are used to close the bridge.

Once you know where the river is and how it is shaped then you can start planning how to lay out your farms.  Right after you hit the river you will want to put a floodgate at the spot you hit it.  You can then make some more mechanisms to work the floodgate.  Be sure to check out farming and flooding on the wiki pages.


500
DF Dwarf Mode Discussion / Re: Never before seen!
« on: August 08, 2007, 01:40:00 pm »
I had so many grow to adults in one fortress that I had to sterilize my dwarves.  I had been making all of them my military, but even as champion marksdwarves they would follow thier mother around when not on duty.  It was highly irritating.

In some ways it seems I run fortresses for the longest times.  My current fort is up to 1088 I think and that was the first in a clean world.

[ August 08, 2007: Message edited by: Veroule ]


501
DF Gameplay Questions / Re: Mechanism quality
« on: July 17, 2007, 08:44:00 pm »
I can't say for sure, but I tend to adjust my mechanism quality based on what I have and what I want.  Even if it has no effect I consider it good RP.  I put higher quality mecahnisms for the traps that are most important.  Even going so far as to rip out older traps to lay new ones.

If the mechanism quality has no effect then perhaps Toady should consider making it such that mechanisms are made without a quality modifier for future versions.  Until he does that I will believe that quality mech makes a difference in how a trap behaves.


502
DF Gameplay Questions / Re: Cannot Reach Site while digging a channel
« on: July 16, 2007, 07:26:00 am »
Also if there are rocks in the channel the miner will move them outside of it.  If all the neighboring spots are assigned to building then they will suspend it as well, since they can't put the rock into a place that is waiting to build.  The message it give is just unclear.

503
DF Gameplay Questions / Re: Tomb troubles
« on: July 15, 2007, 07:41:00 am »
Clothing will go in a cabinet.  You might try a weapon rack if her pick is also shown as owned, but I believe Toady said storage with weapon racks is currently bugged.

504
DF Gameplay Questions / Re: Weapons Question
« on: July 15, 2007, 07:43:00 am »
Build a cage some place.  If you don't happen to pick the one the lizard is in that is fine.  You then assign the lizard to your built cage with 'q', then once there assign it to be free.

505
DF Gameplay Questions / Re: Landlord Madness!?
« on: July 13, 2007, 11:25:00 pm »
Also aim to devlop some skills for your dwarves.  Competent in a single skill pays enough to cover that room.  I tend to aim above that for all my dwarves before activating the economy, but then I also cap the population quite low.

Consider drafting some of the drawves that can't really pay.  I think military skills pay higher then regular skills, but I can't yet confirm that.  I also think there is some sort of bonus for being in the military, but I can't be sure of that either.  I have generally made every effort to avoid having to activate the economy in most of mort fortreses.


506
DF Gameplay Questions / Re: Schematic for Anti flood loop
« on: July 11, 2007, 01:36:00 pm »
Turn on your souther magma channel.  Once it fills open the floodgate into your water channel that is right by the buckets.  You will have a lot of steam so make sure your dwarves are kept well away from all of it.

It is very likely that one of your aqueducts acrossed the river is the problem.  I can't really tell while the permaflood is going on.


507
DF Gameplay Questions / Re: Old Player With Question
« on: July 11, 2007, 01:30:00 pm »
My fortress usually turns to herbalism after a few years.  I farm during the first few to rapidly increase my stocks of the plants.  I try to proccess as little as possible during this time to clear the seeds out of the bags.  I will then build the bags as a container (b-h) to keep them from getting seeds again.  Finally I run a massive drink brewing cycle to get all seeds to 200.  By then my dwarves have usually gotten the helmet spawns up to 200 through eating.

Then a bit more farming to bring the rock nuts up.  That is a micromanaged portion as I unbuild 1 bag, process leaves, and watch the seeds get barrelled.  Once rock nuts hit 200 I stop all farming and just run with herbalism.  That way I have no seed hauling after the first few years.


508
DF Gameplay Questions / Re: Tileset / Needs rocks help.
« on: July 10, 2007, 06:42:00 am »
Mosts workshops have a few unwalkable spaces.  The configuration you have likely made it so the dwarf can't walk into the shop.  When you set the shops look for the darker colored X's to understand which parts aren't walkable in that shop.

509
DF Gameplay Questions / Re: Butchering enemies
« on: July 06, 2007, 12:22:00 pm »
I really think everything should be butcherable.  Just needs to have some thoughts for canabalism added.  I personally get happy thoughts when I tell my dwarves to trade a stack of human skull totems to the humans.

510
DF Gameplay Questions / Re: Are you a patient player?
« on: July 07, 2007, 11:41:00 pm »
I take a very long and patient view.  My patience finally expired in my current fortress at year 1080.  I wanted all the remaining stone moved to front and it was taking way to long so I started upping the speed of the dwarves.  Seeing everything that speed increase affects I almost wish I had done it sooner.

Still I figure 30 years with only 10 dwarves actively building all that time qualifies me as patient.  They hit the magma well before that but only on the defensive flood ring, which is at the outer edges on my build.

My secret to wood conservation is yet more cheating.  It is an odd thing, but you can make adamantine armors at a regular forge.  When doing so no charcoal is required.  In any case I would class myself as patient.


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