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Messages - Uzu Bash

Pages: 1 ... 159 160 [161] 162
2401
DF Suggestions / recover wounded
« on: October 27, 2010, 05:14:51 pm »
Recovering wounded seems to occupy a lower priority than burial. No one likes death around, but let's help a fellow dwarf not die before putting the ones past help in the ground, n'kay?

Couldn't this task extend to getting obviously sick or injured to hospital beds, whether they attempt to or not? This could cover unexpected bugginess and intentional quirks of behavior. If someone falls out of bed, fails to realize (or admit) that they're injured, or refuses to go to a hospital out of sense of duty or fear of hospitals or pure machismo, then another dwarf could still attempt to get them to help. More emphathetic, observant dwarves would be more likely to try, and depending on personality could try gentle encouragement, persuasion, nagging, or straight-up dwarf-handling.

2402
Imagine running a fort with a bunch of kidnapping murderers. Even if you had a sheriff, he'd be killing his fellow goblins at random, too. By second generation, you'd have about as many dwarves, elves and/or humans as goblins due to the abductions and goblin-on-goblin crime, which there doesn't seem to be any consequence for.

2403
Does offering still work after you've become the capital? Sieges have gotten in the way of my civ trade since then, but I'm getting the 'no migrants' message every season now.

2404
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: October 27, 2010, 03:32:00 pm »
My very first artifact at this fort: "This is a lead bracelet. All craftsdwarfship is of the highest quality." Worth 3k. However, having a legendary metalcrafter within the first year of an embark loaded with native gold and silver ores is awesome; this guy's total output has exceeded the value of two pages worth of artifacts that followed. I could buy whole civilizations thanks to him.

But absolute lamest: "This is a cow bone toy hammer." Worth 1200. And it was a possessed mood, so the poor loser went back to grunt work ever more.

2405
DF Dwarf Mode Discussion / military logistics
« on: October 27, 2010, 02:51:41 pm »
I need some tighter stockpiling to reduce the reasons for absenteism. Of course this won't do anything about the jokers who report straight from a job and go, "Oh, I didn't realize I was carrying a barrel of fish! I've got to go put this somewhere else right now!"

I could use an arsenal dwarf, one guy to give a report on stocks, "You got plenty of leather armor, but you're low on the gibbonskins you issued to delta squad, and some of those red hoods are wearing a little thin." I really don't everyone queing up at a central location for gear, but I'd like them to be able to grab anything from or park anything at any barracks, and maybe dot the place with ammo and wineskin caches. How the hell do you manage this?

2406
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 27, 2010, 12:13:54 pm »
I knew I'd have to seal off my cavern floor eventually. Fortunately nothing crucial is there except the farming, so the brewers will have to go without their sweet pods and pigtails for awhile. I got invaded by a flying FB who's vapor causes death of bleeding within a minute. There's already a syndrome running around, fortunately non-lethal but it hits like the flu every season and illustrates how easily the whole population could be wiped out by one.

Time to carve fortifications and train marksdwarves. I could've done this in the first place, but the erosion patterns in this cavern don't leave many clear lines of fire, and even those leave pillars and ridges sneaky beasts can lurk around for cover.

EDIT: Since breath attacks don't expand on the z-axis, I was about to corner it in a tight stairwell and attack from above. That's when it switched tracks to fly up my hospital well. Yeah, I should've known, but at the time I didn't have any other choice for water, and changing it now would require tearing up a lot of infrastructure. It happened to flight into the invalid wing, filled with soldiers who were wearing lots of steel gear that I'd like to get back, incidentally. Luckily its breath only hit itself, but it tore everyone apart everyone except one guy who's been laid up for 12 years.

So now my population is down five useless cripples, but it also took out a Mace Lord and a promising wrestler.

2407
DF Dwarf Mode Discussion / Re: Material Weights & Questions
« on: October 27, 2010, 11:25:11 am »
Yeah, tin/zinc would be third. Not significantly lighter, but better than lead, which is the heaviest choice for bin-making. I realized this after making a couple dozen, and now can't seem to get rid of them.

2408
DF Dwarf Mode Discussion / Re: How do YOU organize jobs?
« on: October 27, 2010, 09:58:51 am »
I usually have the opposite problem -- less than 5% idlers, and those are the ones I want to remain on call and ready to roll on demand. If something's not getting done it's because there are too many dump item/store item jobs queued, and the best solution is just to chill out and let them get it done. If they run out of jobs, good, that means my stockpile organization is tight.

2409
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 27, 2010, 08:14:22 am »
I had thought that building destroyers would go after my nice obsidian brick road. And lo, my gate was hanging wide open that time of the month at that time of the season. I should've known better, but I was so busy harvesting caged elephants that I lost track of time. Amazingly no one was outside when a giant spawned right next to my road and came rampaging without pause.

He stomped right down my road into the fort and detoured to knock over each statue. The disrespect! I had deployed a squad, but they were still deep in the fort. But that slowed him down enough for the war elephants to catch up to him, and they collectively gored and stomped him to pieces before my soldiers reached the ground floor.

Elephants are hardcore. When I first started ranching them, an untrained elephant calf tore up an invading axegoblin, got a namefor himself, and ran out to hunt down some more. He was overwhelmed and slain by a squad of six axes and lashers -- I started caging the young to avoid that kind of waste, and honored him by decorating furniture with ivory.

2410
DF Dwarf Mode Discussion / Re: How do YOU organize jobs?
« on: October 27, 2010, 01:08:31 am »
This might be worth trying. All dwarves, doing all jobs, all the time. The worst that could happen is fun.

2411
DF Dwarf Mode Discussion / Re: How do YOU organize jobs?
« on: October 26, 2010, 11:42:16 pm »
Doctors have to stay on call and restricted to burrow, though they have at least one cook and one brewer for their dedicated kitchen and still, with stockpiles that take from other stockpiles of raw ingredients from the Depot, farms and butcher.

If I have a good number decently skilled in their field, I'll narrow their hauling duties down to what seems most specific to them, eg, stoneworkers move stone, woodworkers move wood and both move furniture, farmers need to move food and animals. I'll also give them duties in the a related field to get some cross-training, eg, all my top masons are excellent engravers and vice versa, carpenters cut wood and make bows, all metalworkers operate a furnace, engineers all perform mechanics and build or operate machines, or both. Everyone pitches in a little, improves a little, and carries some load.

Anyone without skill nearly in a league with my current pros gets all hauling detail. Some become farmhands, some nurses, some general freighters, and depending on need, some get a pick and go straight to mining. Since immigrants arrive with all hauling already enabled, I can ignore them for awhile and inspect them when I'm allocating beds. Someone with notable skill, or a broad variety of useful skills, gets a better room and a reduction of scutwork.

2412
DF Dwarf Mode Discussion / Re: Ultra Militarized Zone
« on: October 26, 2010, 07:30:51 pm »
Could also get everyone to train without weapons; they'll improve wrestling which in turn buffs up physical stats. Both mining and woodcutting do that too, but if they ever switch jobs, they'll either lose their weapon or take forever finding a place to park it, and then take another eternity finding another pick or axe to use. It's worse if they get attached to it, then they'll have to shelf it at home and track down that same one later.

2413
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 26, 2010, 05:37:53 pm »
It's a dwarf, no mistake. I did quests for her in adventurer mode. Could it be because I hadn't promoted to duchy yet? I'm still a county.

2414
DF Dwarf Mode Discussion / Re: Prison time records?
« on: October 26, 2010, 05:22:23 pm »
231 days for violation of production order. As far as I know, there was so such ban in effect, and the named offender had been bedridden for over six years. The arresting officer didn't make any attempt to move him, so he still hasn't served any of his term.

2415
DF Dwarf Mode Discussion / Re: color for uniforms
« on: October 26, 2010, 05:15:19 pm »
If you have the uniform set to partial matches, they'll try to get the material first, in the right color if available. I've got one unit set to midnight blue hoods and cloaks with their armor, easy enough to provide and they almost always have it on. Another unit is set to same armor with tan hood and cloak; sometimes they grab undyed and sometimes they take the blue dyed, but they always get silk.

 I'm not sure how hard they try when you set to exact match but don't have enough uniforms for everyone.

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