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Messages - Quiller

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31
DF Gameplay Questions / Re: 'No floor space' at Archery Range
« on: August 08, 2008, 07:14:12 pm »
Umm, catapult ammunition isn't expensive, it is rock!  Time consuming to replenish maybe, but unless you are on a really rock poor map you can generally set a stockpile set to non-economic stone only next to it, and clear objects away while you practice.

32
DF Gameplay Questions / Re: Fortress Maddness (Suggestions Needed)
« on: August 08, 2008, 07:02:49 pm »
First off, what he said.

Second, custom stockpiles are the key to efficient forts so that is one of your problems.  You can get away with it in most things, but food and drink are tricky.  You should 1) make a furniture stockpile that only accepts barrels next to your brewery, 2) make a food stockpile with only brewable plants accepted next to your brewery, 3) turn off cooking for all of those plants. 

Your barrel problem is likely that they are overflowing with something, probably either seeds, prepared foods, fat or raw fish.  Seeds work better when they go into bags not barrels, so turning off seeds on all of your old stockpiles and making new ones that only accept seeds, but no barrels can help there.  Prepared foods can take up more space when put in barrels than when just stacked in stockpiles, so doing the same thing with prepared food as with seeds can help there.  Fat needs to get processed into tallow, and raw fish processed into eatable fish, then they can start getting used instead of taking up space.  Also, make more barrels and bags, and make less of any food that can't be made into liquor.  If you get your prepared meals into stockpiles without barrels, then you can free up barrel space by cooking otherwise you can wind up making matters worse.  If you have tons of a particular seed, you can go ahead and start cooking those too, just keep an eye on stocks.

For labor you might think about using the job management interface if you have an administrator.  (I believe it is J to go to jobs, and M to management)  There you can tell the dwarves to make 30 wood barrels, instead of going to the carpenter shop and making the request there.  They need to get approved by the manager, so it can take a little longer to get started, but it is helpful as you get larger.

33
DF Dwarf Mode Discussion / Re: Dwarven Dumbness
« on: August 08, 2008, 06:21:01 pm »
It can also help to undesignate the stockpile where it currently resides, as dwarves seem to prioritize moving loose items to stockpiles over removing items from stockpiles where they no longer fit.  At least in my experience.

34
DF Dwarf Mode Discussion / Re: note to self
« on: August 08, 2008, 06:12:28 pm »
I think Urist wound up being everydwarf as people read that story, and then when they looked at their dwarves the name Urist would stand out and it started to seem that Urist was more common than any other dwarf name.  Statistically it may not be, but it is common, and may seem more common than it is.  Plus, it doesn't have any accents in it to screw with forum posting.

35
DF Dwarf Mode Discussion / Re: Dwarven Dumbness
« on: August 07, 2008, 06:41:54 pm »
Kill any dumps you may have.  Set up a dump area in his room on the stockpile.  Find the Eagle Totem and set it to be dumped.  Wait until someone gets around to doing it.  Remove the dump zone and go back to whatever your normal dumping procedure is.  That's the best that I can think of.

36
DF Dwarf Mode Discussion / Re: Making sand?
« on: August 07, 2008, 03:19:37 pm »
There was another thread involving making sand and dragons.  There may be something with the trample settings on dragons and other large creatures that sometimes allows them to make sand, occassionally.  Not as easy as doing the mods, but there is something cool about building up a captive population of dragons for the purpose of trampling on stuff.

37
DF Dwarf Mode Discussion / Re: The Gobbitorium
« on: August 07, 2008, 03:00:16 pm »
Usually the problem transporting gobbos and such outside of their cages happens when the process gets interrupted.  In my case, it was usually by dwarves throwing up upon going outside and the gobbo getting loose, but it might happen with passing in tight corridors too.  But definitely the building cages next to drop holes works.  (Thieves can get loose during transport while still in cages though, I believe.)

38
DF Dwarf Mode Discussion / Re: Yellow lower spine...is there any hope?
« on: August 06, 2008, 05:01:09 pm »
I give most of my royal guard crossbows, I figure they might actually practice a bit that way and get better, and they are effective against most of the stuff that they would run across.  (I've noticed non-crippled (non-crossbow) royal guards sparring anyways, so it would follow).

39
DF Dwarf Mode Discussion / Re: Immergrent Flood
« on: August 06, 2008, 02:43:39 pm »
You could also make them hunters.  This could bring in more food (though you'd need to have a butcher workshop, and you need to make sure you are gathering refuse from the outside, and preferably have a stockpile by the butcher for unrotten animals) but mostly it kills off some of your dwarves while training the survivors in wrestling, crossbows or hammer (depending on your supplies of crossbows and of ammo).  Sort of depends on the supply and dangerousness of your local wildlife.

40
DF Dwarf Mode Discussion / Re: Fuel management tip
« on: August 05, 2008, 05:57:38 pm »
Yeah BG2 you can get a dwarf in your party who is a homicidal maniac, perfect for the DF player!

Mention should be made of Arcanum since you can do Steampunk dwarves in it, for your gun toting, grenade throwing dwarf fantasies.

The Shadows of Undrentide expansion for Neverwinter Nights has a female dwarf cleric/rogue NPC who is pretty good.  And NWN will at least let you make your dwarf mage if you want.

But the OP's tip is good, and one that I started doing when I had no magma and relied on coal supplies.   Careful coal management is especially important when you want to dress your army in steel on a magma-less map as it requires at least 5 bars of coke per item made (2 for iron bars, 1 for pig iron, 1 for steel, 1 for item) and you're generally using the same personnel and facilities for both metal smelting and making coke from coal.  You can automate steel production by setting up a coke, iron, iron, coke, pig iron, steel sequence on repeat at a smelter if you have bituminous coal.  Forging the items requires additional coke which has to be added to the sequence or done in an additional smelter.

41
DF Gameplay Questions / Re: I think its a dumb question
« on: August 04, 2008, 08:05:38 pm »
Make sure the new pick is in a weapon's stockpile.  Make sure you have a dump site setup, then go into the miner's inventory find the old pick and choose to dump it.  I think that will work.

42
DF Dwarf Mode Discussion / Re: Water sources in a frozen biome
« on: July 30, 2008, 05:27:27 pm »
IIRC, underground is considered warm, and ice will become water there.  This is used for irrigation by mining out areas below ice and then collapsing them, dampening the tiles below as the ice melts.  Method is on the wiki.  Probably could work for filling reservoirs as well provided it had the right ice to space ratios.  (I believe a block of ice becomes 7 units of water.)

43
DF Dwarf Mode Discussion / Re: Questions About Dwarven Economy
« on: July 30, 2008, 05:19:20 pm »
I believe one reason that Toady hasn't done more with the economy is that he wants to link it to the world economy in some fashion.

I personally think economies are kind of neat but they can also be very complex.  There is always a question of how much processor time do you want your computer to be spending calculating the demand for rope reed socks?

Here's some tricky questions to answer...
Do you pay a miner based on how much space they've mined out, the value of the stone, ore and jewels they've mined out, the stone that they've mined and then sold to an end user or distributor or a flat salary?

What about farmers?  Do they pay for seeds, if so who do they pay?  Who pays them for food grown?  Do they get different prices depending on what they harvest?  What if everyone harvests is on?

How will stockpiles work?  Will they have individual owners or be collective?  Will items on the stockpile be owned by the producer until taken by someone, or bought by the stockpile owner when put there?  Are they more distribution center, warehouse or market floor?

What about constructing that tower?  Who's paying the workers, or for the materials?

I think by necessity a lot of stuff is still going to have to be outside of the main economy, and a lot of work paid directly by the state.  The smoothed, engraved corridor going out to the base of the defensive tower is going to require someone to get paid, and there is nobody to do so but the state.  If so, does the state have a treasury, or is it just money being created?  If it is just being created then there needs to be a way to take money back, otherwise inflation runs rampant.  The rents seem to currently serve in that capacity, but there could also be taxes or goods fees.  If there is a treasury it needs to be decided how much is in there initially, and can lead to the situation where it runs out of money.  There is also the question of nobles/legendaries/champions, and what parts of the economy are they opted out of and which aren't they?  Or do they just have access to the treasury?  (Someone needs to pay that weaponsmith for the billon warhammer that noble wants after all)

Yeah, just a few issues.

44
DF Dwarf Mode Discussion / Re: New craftsdwarf weapons!?
« on: July 30, 2008, 04:13:22 pm »
Umm, you can make wooden swords, right.  I'm almost sure I've done so.  Or are you talking about other wood weapons?

45
DF Dwarf Mode Discussion / Re: Ma Check the traps, it's a bigg'un
« on: July 30, 2008, 04:07:47 pm »
For more fun, put alcohol stockpile where the goblins will come in!

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