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Messages - captduck

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1
DF Gameplay Questions / Re: Migrants, Military, And Massive Fun
« on: August 04, 2011, 12:20:35 pm »
Dwarf Therapist is a utility that runs alongside dwarf fortress.  It reads and edits dwarf data from memory while the game is paused.  You can get it here.  Basically it shows you a big chart of all your dwarves, with all possible labors to the right of each dwarf.  You can turn labors on and off by just clicking on the boxes.  Take a look at this screenshot and you'll get the idea.  Try it out, once you start using it you'll wonder how you ever played without it.

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DF Gameplay Questions / Re: Migrants, Military, And Massive Fun
« on: August 03, 2011, 12:02:32 am »
Hence, I recommend that every time a wave of migrants arrives, you zoom to the location that they enter the map and inspect them one by one to enable their skills.  You will get a lot more accomplished that way than just having a bunch of idling haulers. 

It's even easier if you use DwarfTherapist, just pick group by migration wave from the dropdown menu and you can quickly scan all the skills and enabled labors from your most recent migration wave.  I don't think I'd be able to play without DT, it's such a time saver.

3
DF Gameplay Questions / Re: Explain bags to me, please.
« on: August 02, 2011, 11:56:31 pm »
You should be able to haul goods you own out of the depot before the trader leaves.  If you query the depot and go to the screen that lets you mark goods for trading you can unmark them as well, in which case dwarves should come and take all the unmarked stuff back to the nearest valid stockpile.  If that doesn't work double check and make sure there isn't a burrow restriction or pathing problem between the cloth you hope to use and your workshop.

4
DF Dwarf Mode Discussion / Re: Too OCD to get past 40-50 dorfs.
« on: August 02, 2011, 09:05:39 am »
DF is an inherently messy game. Despite your best laid plans, you're forming a fortress around 'natural' terrain, and you're trying to- in effect- create a living machine that can survive a host of varying unpredictable assaults or circumstances. Furthermore, the peculiar rules of the game dictate certain features of the fortress that may not sit intuitively in your fragile human mind. The fort has not just to be efficient, but aesthetically pleasing and comprehensible.

A fortress is like a digital bonsai tree; albeit one that's grown in radioactive soil and beset by blackfly and aphids. The pleasure of it is not in attaining perfection; if it were, people would buy plastic, symmetrical bonsai trees. The goal is to find pleasure in the balance between the game's rules, yourself, and the form of the fortress as a conceptual unit. There can be no perfect fort, but there can be an optimum pleasure derived from it, as one can derive pleasure from a bonsai meticulously and passionately cared for.

I have had the same issue as the original poster, where I just have too many dwarves, too many things I want to build and get paralyzed with indecision.  I think this post responds to the problem perfectly.  At least I hope it will help me get past my own OCD reservations about fort design.

5
DF Gameplay Questions / Random sand piles
« on: August 20, 2010, 07:52:11 pm »
So I built a cistern in my fortress with a couple wells over it.  Recently I've been finding small piles of white sand near my wells.  I've had worker's collecting sand(not from near the wells) to make glass with, and I have a bunch of bags of sand around my fortress.  The floor around the wells is natural smoothed stone.  Do workers get sand splattered on their clothes in a similar fashion to blood?  In the past I've had blood puddles near my wells after dwarves clean themselves off, is this the same thing?

6
You could probably disable some of those workshops completely if you didn't need to be using them all at the same time.  I've heard that forbidding the piece(s) of material used to build the workshop will stop people from using it.  It'll still get the orders, but nobody will carry them out.  Once the production order is completely filled you could cancel any extra orders manually and then unforbid the workshops.

If you want to be able to use them all at once you could probably do something tricky with burrows.  Like make sure each crafter is assigned to the burrow with the workshop(s) you want him to use, and make sure the workshop you want making the bolts to be the only one that has access to wood inside its burrow.  Orders will still get sent to all the workshops, but hopefully they'll be autocanceled at the workshops that don't have wood inside their burrows.  I'm not sure if that'll work or not, but might be worth a shot.

7
DF Gameplay Questions / Re: Attachment of Objects
« on: August 18, 2010, 06:56:32 pm »
In the current version I haven't bothered with training weapons at all and never had any injuries.  They even spar and do fine.  It's possible that it's just because my soldiers have lowish weapon skills, but I think it's just the recent changes to sparring made it much safer.  The sparring reports are filled with messages like "The Swordsdwarf stabs the Speardwarf in the right lower leg with his steel short sword lightly tapping the target!"  If lost noses are still a danger, they're pretty rare.  I think the only point to using training weapons would be if you wanted to send your soldiers after disarmed goblin prisoners and wanted the fight to last a while.

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DF Gameplay Questions / Re: Sparring/drilling issue
« on: August 17, 2010, 10:36:37 pm »
This seems to work very well and can also be adapted to the surface. Create a surface burrow, assign multiple squads to defend the surface, and they will hunt the local wildlife.

By local wildlife I mean goblins.  :D

That sounds kind of risky to me, at least before you get some pretty tough soldiers.  Even with full steel armor I've had dwarves get maimed by goblin lashers or crossbow users.  I like the caverns idea.  I think I'm going to try that.  Cavern beasts seem to have little to no weapons or armor.

9
If you don't allow any barrels in your food stockpiles, won't your stockpiles fill up like really really fast?  Won't a single plump helmet take up a tile all by itself?  I know you can always quantum stockpile all the food into one spot but that seems like a lot of extra hauling, not to mention having to go designate everything for dumping and reclaiming at frequent intervals.  Or is there some way to make plants stacks without barrels?  Or am I just totally misinformed?

10
DF Gameplay Questions / Re: Will dwarves ever bite?
« on: August 15, 2010, 08:46:19 pm »
2. Only if his legs and arms are unable to be used in combat (for example, he has a headlock on four goblins, he will end up biting the fifth one)

I so want to see a dwarf headlock four separate goblins at the same time, that would be kind of epic.  I feel like at that point the goblins should be able to just walk away with the dwarf while still headlocked as long as they all go in the same direction.

11
DF Gameplay Questions / Re: I miss the hammerer
« on: August 15, 2010, 07:07:00 pm »
The last official word from ToadyOne didn't say anything about jobs, although I suppose something like that may have been added.  I've tried bribing the traders, but it just seems to get me larger migrant waves.  I think my current game is just bugged.  I recall mention of there being a bug with barons in the previous version that was supposed to be fixed with this one, but maybe it isn't quite fixed yet.  Especially if it's the type of bug that doesn't manifest in every single game it could be hard to track down.

12
DF Gameplay Questions / Re: I miss the hammerer
« on: August 15, 2010, 06:10:23 pm »
I suspect the large glass production was just a coincidence.  You guys have gotten barons though?  I'm jealous.  Right now I have 3.7 million created wealth, 320K imported wealth, 89K exported wealth, and a population of 143 dwarves.  Still no baron.  My understanding was all I needed was a population of 20, with 10K of exports, and 100K of wealth produced and I'd be set.  That doesn't seem to have been the case though.

13
DF Gameplay Questions / Re: I miss the hammerer
« on: August 15, 2010, 03:57:07 pm »
Have the various nobles been removed or are they just bugged?  I still can't get a baron in this version  :(   When I started playing in a slightly earlier version (0.31.8 or something?) I didn't have any nobles show up until after I got a baron.  I can't help but wonder if the bugged baron is holding everything up.

14
DF Gameplay Questions / Re: cleaning mud?
« on: August 14, 2010, 05:21:42 am »
Does it matter if you smoothed the floor after it got muddied?  I've had a muddy hallway outside my farm for forever and my dwarves never clean it up, even when I have like 30+ idle.  I'm wondering if maybe I only smoothed the floor after it was already muddy and that's why they won't clean it.  It's pretty annoying too, ever since I've breached the caverns random fungi keep popping up and growing in the hall and even after they're removed the tile where it grew won't be smooth anymore.  The only way I've found to smooth it back out is to construct a tile of new floor over the spot where it was growing.   Every time I open my designation menu there's an irregular patchwork of blinking green C tiles where I constructed single pieces of floor to fix floor that got destroyed by fungus.

15
DF Gameplay Questions / Re: Hiding miasma?
« on: August 14, 2010, 05:14:30 am »
Oh hey, I like that idea.  A little miasma air lock.  I'm going to have to use that.

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