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Messages - celem

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106
DF Gameplay Questions / Re: Indoor farms outdoors?
« on: August 15, 2014, 08:50:45 am »
Yes that works for dodging cave adaptation, I used to skylight the meeting hall but flier defenses is a fun point to consider.  Easier just have a surface statue garden as meeting and then a proper indoor dining room for eating than cutting deep skylights.

Bees ought to work too though cant say i've done that.

107
DF Modding / Re: NATURAL_SKILL = Cave Crocodile Fortress, wtf?
« on: August 15, 2014, 07:24:55 am »
Gotta be a little gentle with the RAWs, duplication leads to unpredictable interestingness as you discovered.  It isnt always cavecrocs, you might be tree creatures with a wagon made of pus pulled by cheese.  Great stuff.

108
Building destroyer:

They cannot ever destroy something on the z above or below them, so locked hatches over ramps is a fine access, he cannot break the hatch from the ramp and minotaurs cant pick locks.



I thought that was "fixed".

Ok, I cant say either way then, I dont recall reading that though i've been away.  Possible, YMMV (Your Monster May Vanish)

109
DF Dwarf Mode Discussion / Re: Does this mean I'm doing it right?
« on: August 15, 2014, 07:09:05 am »
Yeah I can totally see that.  You do use them in bursts now and then for exploratory mining, or vein-chasing.  But not enough to keep them busy with just mining enabled.

Thats why I always embark with 'useful' miners.  Mining isnt moodable anyway, so give them a backup trade that is, as a starting dwarf theres a better chance of them mooding than most since they will be available for every selection.  Dont make it a critical one.  miner/mason i dont like, it gimps your setup speed off the wagon.  miner/stonecrafter is also horrid if you want to trade stone crafts at first caravan.  My 2 embark miners are miner 5 weaponsmith/armorsmith 5.  Funnily enough, right around the time you stop needing fulltime miners is right around the time you start needing fulltime smiths.... go figure.  Only clash is when I go to move my initial low forge to high levels after pumping up magma, while they cut the pumpstack/minecart tracks your smiths are busy.

Do remove their hauling and make them pure miner for the first year(or season or two), but remember to add them back in or they will be idle a lot after your intial dig-in is done.

110
DF Dwarf Mode Discussion / Re: Military for a new player
« on: August 15, 2014, 06:34:10 am »
Yeah eventually came some key info, was reading the thread waiting for people to touch general defense rather than pure military interface.

The general is the most important guy in the military, thats you.  If you dont pitch the battles your military will be curb-stomped all across the map day-in day-out.  Only total legend weaponlords are going to survive a foolish general, and then only sometimes.  The random nature of df combat means your candy-clad axelord can and will be skullbusted by a surprising range of targets given enough time.

(example:  ordering a squad that is training or off duty to kill an invader is poor play.  they will turn up in 1's and 2's in a string as they finish their tasks, take a piss, refill the waterskin and show up.  If the invader is any good he's gonna ruin your day.  Instead order the squad to station infront of the invader, get him to path to them.  Hopefully that way they gather and then suddenly he comes into sight, where their own nature takes over)

Control the movement of the hostiles, whether they come from cavern or surface.  Compartmentalizing the surface can allow you to handle traders/migrants during sieges.
Funnel into choke-points.  This is where the traps go and where the cross-fire should be.  You can also put a military squad where a chokepoint opens to try and get them numbers advantage, though they traditionally are pretty much a norse berserker once they see a hostile and pass from your control.  Dont ever, ever have your dwarves fighting on top of your traps.  If they black out for even a second they get hit by whatever they are standing on.

Learn how to train and equip them.  Much of that in first posts here.  Marksmen can be finicky to train effectively and deploy safely.  Some hints in my sig thread.

Dont over-estimate the military, commit them loosely and watch their numbers thin.  Only thing gonna keep your dwarves alive is you and your caution.
Be wary of over-extending them.  Pushing to meet an enemy far from your part of the map can end ugly if you find an ambush out there, you have no control.
Remember always that once they are engaged they are not listening to you anymore.  So you want all the fighting to go down in 1 go, extended conflicts, switching targets and tactical retreats are not dwarven concepts, dont be surprised if they wont obey an order until they cannot see a living hostile.

111
DF Dwarf Mode Discussion / Re: When is a goblin civ considered extinct?
« on: August 15, 2014, 06:14:35 am »
Theres a limit to how far stuff will travel across the worldmap to get to you.  There was a frontpage thing about it, or something...patch note?

Anyway... as i recall, for the latest versions

30 local area tiles (middle window) is how far stuff travels apparently, 10 for Towers. 

It doesnt count just that they have a valid path of some kind like it used to, they gotta be in your neck of the woods. (makes sense, what kind of general examines all the threats to the kingdom and picks one 3 continents away?)

So my guess is your neighbouring sites ran out of goblins (since invaders now draw from site pops), and the other goblins are too far away to be bothered with you.

112
DF Dwarf Mode Discussion / Re: At what FPS do you call it quits?
« on: August 15, 2014, 06:01:20 am »
Cages is indeed a great solution.

Heads-up:  Dont build 1 cage and use it as your quantum chick pile.  Use a minimum of 3-4.  Reason being its the cage generates the jobs, not the animals.  So if you assign 40 chicks to 1 cage you get 1 dwarf who takes a month to wade about grabbing each little fuzzball.  3-4 cages results in 3-4 dwarves.  At the fps you get right after a hatching this makes a big deal.  (lol, they always hatch together, its a conspiracy by the avian population to eat your fps)

Anecdotal:  I've seen a dwarf assigned to gather a big flock of chicks into a cage disturb nesting mothers and cause them to move off a nestbox.  Possibly the targetted chick stepped onto it too bringing the dwarf into the tile.

11 fps is not really longterm viable unless you already got a lot of what you wanted done.  When it slows up that much then digging stuff out takes forever, even with a bunch of legends.  Takes a long real time for me to get an ingame year done too.  Im taking steps by 25 and 20 is a point at which it becomes 'fix at all costs', 15 is dead.

I prefer it to farming and trading for leather.  Once you get a routine of caging chicks until they mature then it feeds you, gives you your leather and leaves bone for decorating (yay, my favorite fix ever).  That said buying leather bins is easy, its cheap as chips and trading for it is totally viable.

113
DF Dwarf Mode Discussion / Re: Got wood?
« on: August 15, 2014, 05:50:39 am »
Thats odd behaviour.  By default a bar/block pile does accept bins, might be you killed that accidentally in the settings. (hitting 'r' once while 'q' over a pile will roll it from max barrels to 0 certainly, done that)  Its always possible you lack some bins too but this is usualy noticable by them backing up in furniture storage.

Bar/block should always bin.  Personally, if I have an shortfall, where a pile lacks bins it seems to be this one (bar/block).  I dont know if they actually prioritise or its coincidence based on the fact that my metal bar stockpile is very low down and therefore far from carpenter/furniture piles.  And any block piles i make for stone blocks tend to be placed very late in the game after bins are largely distributed.

Queue 30 more in the manager to be safe.  You know when a pile has all it's bins.  It will claim until it has 1 completely empty one on standby in addition to full or part-full bins.  An empty stockpile always contains 1 empty bin.

114
DF Dwarf Mode Discussion / Re: Best way to haul a corpse?
« on: August 15, 2014, 05:48:15 am »
Good work khearn.  I've never even seen this 'Emotional Shock' yet.  Only seen Horrified cancels.

I agree, this oughta be properly science'd by personality trait.

Preparing for the harshness of the world:  I folded some time ago, every creature in my world has natural novice disc.  You still get heroes and wusses, just less of the '90% combatants sitting like a lemon at any given moment'

115
DF Dwarf Mode Discussion / Re: Got wood?
« on: August 15, 2014, 05:41:36 am »
Yer not doin it right, them trees just gonna sprout back on ye in 3-4 years.  See son?  Magma gets the root too!

That said, thats a big woodpile.  Where are you burning it though?  To save haulage my wood burners are always out in the courtyard by the pile.  Once its burned it slots nicely into bins and doesnt occupy a bazillion tiles.  Rather like your wood pile there.

116
DF Gameplay Questions / Re: Legends Wars
« on: August 15, 2014, 05:37:24 am »
Sounds awesome.  In my mind they are arguing over who has rights to the nearest Human hamlet.

Cant say i've heard of that, and cant see why night critters would keep animals.  Doesnt sound super normal tbh.

(unless this really is night creature territoriality at work in which case, epic)

117
DF Gameplay Questions / Re: No migrants ever
« on: August 15, 2014, 05:22:37 am »
I didn't have the [STRICT_POPULATION_CAP:220] line, so I've added it now, but I'm a little unsure if that's all of the issue because I didn't get the two hardcoded migration waves. I also was not upgrading from an older version, but I am using Mayday so maybe his was built from an old version.

Odd odd.  You ought always still get those first 2 waves.  Im not aware of anything having changed that prevents that behaviour.  Seems like even those 2 waves now respect the strict cap.
Glad your issue is solved anyhow

118
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 14, 2014, 10:07:04 pm »
I didnt see much noticable in past versions, but this may have changed with 40.xx and active world

They always seemed to save, load and generate slower (with all that stuff to load/offload).  as the historical figures rises sharply the generation speed dies very quickly.  the entire embark process seems slower too, selecting the site etc.  Once i was embarked i never minded or noticed so much

Now that we have the calendar and active world...the calendar will also be heavily affected, and the stuff deciding the events of the world in the background could get quite weighty depending how often its happening.  Really not sure yet.

I also hate small/smaller, i gen medium/large with around 300 years and am happy as larry.  I rarely pass 300 years just because it takes so long to generate.

119
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 14, 2014, 09:48:41 pm »
Yes you can review the current age.

You will need to save the fort and backup the region save folder.
Reload and abandon, start playing the region in legends mode.
Its possible to view the events of each age of the world in chronological order, this obviously shows you the current one, its still being written and holds references to your fort..It probably ends with it's abandonment.

Take a moment to checkout the historical map too, thats awesome if a bit messy and hard to read.  Rise 'n' fall of Empires.  Good stuff.

Replace your save file, reload your fort.

The 'Reveal all History' is important if you want to use Legends mode.  Otherwise Legends is only populated with what your adventurers/forts learn.  I always flag that YES incase i want to use legends since I dont play Adventure much at all.  I dont know how or if this flag pertains to sculptors and engravers.  Im never certain how my dwarves know what they do, like the death of a random elf to a giant scorpion in our badland home 375 years previously.  They seem to have full knowledge of their civ's history plus every site within a decent distance of the fort.

120
DF Gameplay Questions / Re: Moving ore to the workshop level
« on: August 14, 2014, 09:39:41 pm »
I was sure it still behaved that way too.  So, im off to see...

Nope, they still haul by hand.

Embarked with 50 shale, no barrows, designate general stone pile, set 3 barrows, unpause, all haul by hand.

Once at least 1 barrow shows up then it behaves how we want, guess we still doing it the longway.

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