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Messages - Quiller

Pages: 1 [2] 3 4 ... 13
16
DF Dwarf Mode Discussion / Re: Curious About Fortress Design
« on: August 27, 2008, 07:38:52 pm »
I went searching around a while ago and came up with this site

http://incompetech.com/graphpaper/plain/

Makes PDFs of graph paper to your specifications that you can print out yourself.

17
DF Dwarf Mode Discussion / Re: Trade Negotiations
« on: August 19, 2008, 03:33:39 pm »
Well, if I had a good way to keep track of what they wanted and who wanted them other than writing it down twice a year somewhere, maybe.  As it is, I just kind of look and say, oh, double value on crowns, that'll be good for the stonecraft sales...  sort of like with nobles price settings and wages, where I have no way to change them, so it is just irrelevant information to me.

18
DF Dwarf Mode Discussion / Re: Mmmm...Dead people
« on: August 19, 2008, 02:44:35 pm »
Anyone who doesn't have a tomb gets a rock sarcophagus somewhere.  I had a room or two of them, and when those got full I started to put them along the corridors and in spare corners and the like.  Pets got a separate cemetary of their own.  Tombs in the same general area as the commoners grave sites.  A graveyard stockpile outside for those occassions when there aren't any designated by unassigned coffins available.

19
DF Dwarf Mode Discussion / Re: Hammerer and the Millitary
« on: August 19, 2008, 02:35:04 pm »
Hmm, there's an idea for making nobles earn their keep.  Make their quarters part of the fortress defenses!  It is the nobles' responsibility to defend their people after all, so put them up there with the military.  Lets your royal guards see some action too.

For practical purposes, probably you would build the rooms and use them for stockpiles until nobles arrived.

20
DF Dwarf Mode Discussion / Re: Question about the Baron
« on: August 15, 2008, 03:32:09 pm »
Probably the best way I can think of to delay the arrival of the Baron would be to limit migration by limiting wealth creation.  And maybe not trade anything to the dwarven traders at all.

21
DF Dwarf Mode Discussion / Re: Engraved Walls/Floors SUCK!
« on: August 15, 2008, 03:18:33 pm »
I tend to engrave walls and floors in selected rooms (noble's rooms, meeting areas, dining rooms, tombs) but then toggle the display off for the floor engravings since those are so distracting.

22
DF Dwarf Mode Discussion / Re: Legendary goblin
« on: August 15, 2008, 03:11:16 pm »
Obviously the proper way to defeat him is for a dwarven child to take up an artifact adamantine short sword and face him in single combat, becoming a full grown dwarf in that instant and killing him in the name of his slain family...

But personally, I'd love to trap that guy somewhere and let him serve as an archery target for my crossbow dwarves.  How much cooler to practice shooting at some legendary goblin champion than some talc archery target.  And I think you go up faster in skill shooting at live targets, though I'm not sure if you have to hit them or not.

23
Well the Baron/Baroness/etc meet with Ambassadors, which I guess frees your mayor from having to do it.  (Letting him get back to listening to dwarves complaining about the lack of good paying jobs)

Never said it was a big help.

They usually seem to become baby factories as well, since, you know, not much else to do...

24
DF Dwarf Mode Discussion / Re: Legendary goblin
« on: August 14, 2008, 06:48:29 pm »
You had a channel leading directly into your fort?  What kind of fortress design is that?  Were you in the course of bringing more water into your fort or something?  That's a pretty awesome gobbo though, deserves a cage match with Captain Ironblood!

25
DF Dwarf Mode Discussion / Re: Cavemen!
« on: August 14, 2008, 06:42:10 pm »
OK, this is really weird.  The guy who makes the Exile/Avernum games was my college roommate.  It is bizarre to think that his game has influenced what two different people on this forum think of when they visualize a fantasy monster.

26
DF Dwarf Mode Discussion / Re: Assorted fortress awesomeness
« on: August 13, 2008, 02:22:50 pm »
You know if none of them have ever returned, they are not going to be able to tell very specific tales... ;)

27
DF Dwarf Mode Discussion / Logging Roads
« on: August 12, 2008, 05:57:25 pm »
So, this is not anything that I've tried, but it seems like an interesting idea.  One issue with logging is that while it is renewable, saplings can be trampled on, killed and become dead wood clutter instead of usable trees.

A possible way to minimize this would be to use traffic zones.  Set up paths set to high traffic to go out into the forest and branching off a bit.  Set the rest of the forest to lower traffic settings or forbidden.  This should cause dwarves to follow the set paths until they get close to the target tree, then make a beeline for the target tree once they get close.  This should concentrate most of the foot traffic to specific zones and make it more likely that saplings will be able to grow up off that path.  You might be able to help even further if you use these paths to divide your lands up into zones, and only log in one zone at a time rotating through the zones.

There is an additional advantage of this.  If you know that most of your time your outdoor dwarves will be following set paths you can use those areas for guard towers, traps, military patrols and be more likely to be near where a dwarf would be surprised by enemies.  Or at least increase the amount of time that the dwarf will be travelling near protection.  (Unfortunately, I doubt that the dwarf will take traffic zones into account when running screaming away from the enemy, so we can't expect that the dwarf will lure the enemy onto the path).

Presumably these paths will also affect how your hunters and herbalists do their jobs, and in the case of the herbalists, you may want to designate plant gathering in the same area as the logging so that their trampling gets cycled as well.  (Though most likely by the time you are being this organized about logging, you are finished with gathering).

This can also be useful for tower cap farming, and while you are less likely to encounter enemies there, it has the added benefit of decreasing the trampling of spider webs that can be harvested.

Of course, at the moment this is all theoretical, but I see no reason it wouldn't work.

28
DF Dwarf Mode Discussion / Re: Metalless fortresses, a good thing.
« on: August 12, 2008, 04:42:55 pm »
Of course, you don't necessarily have to base your fortress on anything.  My first fortress of the z-level era was by a sedimentary mountain.  The mountain was basically made of flux, and had rich veins of hematite and magnetite and several veins of bituminous coal and lignite.  I produced enough steel so that my soldiers could have steel armor and weapons and didn't need any large scale metal productions past that.  I traded a few dolomite stone crafts for all the wood that the elves could carry, and that was generally enough to keep up with beds, barrels and bins, I could get just about anything I wanted from the human and dwarven traders inventories with a few prepared meals and some goblin gear.  Only thing I was truly stuck without was glass.

I guess the point is that you can be metalbased enough to arm and armor your military, wood based enough to keep up with your wood needs, and make your fortress wealthy via other means.  You don't really need to base your fortress around anything.

29
DF Dwarf Mode Discussion / Re: Need some expensive roads
« on: August 12, 2008, 03:07:08 pm »
I managed the road requirement pretty easily by using dolomite blocks to build with, and making it 4 spaces wide.  Blocks of economic stone are sufficient to the task.  What you probably need to do is remove your rough stone roads and replace with smooth ones made of blocks of whatever is common at your site.  If that isn't sufficient, build towards one of the other sides, or build a courtyard or something.  I'd guess that it is the move from unworked stone to blocks that is the improvement you need to make.

30
DF Dwarf Mode Discussion / Re: Above Ground Building
« on: August 11, 2008, 08:53:30 pm »
A useful tip with those constructions is to make a lot of blocks of the substance you want to use.  You can then use a bar/block stockpile next to the construction and using bins, get the materials in a much smaller space.  (For example that room that uses 17 materials would take up 17 spaces of a stone stockpile, but only ~2 spaces of the bar/block stockpile with bins.  The less walking that needs to be done by your constructors the better.  The only problem with this is that your masons are the ones who make the blocks and build the constructions so you may need more people working as masons with this method.  (If you want only experienced masons to build furniture and such, set a workshop to a minimum experience level, and manually queue those requests so that they only happen in that workshop.)  For making the blocks, it is helpful to just construct a mason's workshop next to the stone you want to use, and set it on making blocks in repeat.  Remove when you've made all the stone in that area into blocks, and repeat with the next pile of stone.  Using stone blocks has the additional advantage that your walls and floors are already smooth when you put them up.

You could also use the dump exploit to put your rocks where you want them and then reclaim them if you don't consider that cheap.

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