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Messages - Acperience

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541
Set your archers as hunters, the progress is insane.

My less than scientific observation is that archers need to have hunting skills enabled. It also seems
I have to start them by sending them out hunting to get novice skill levels. After that training seems to work. I get the most progress if I alternate between training and hunting. My regular military also seem to build skills faster if they do off duty individual training. The 'waiting for demonstration' seems to kill time. So I create an 'Off and On' alert and alternate between training and off duty. I've achieved some legendary warriors that way.

This only works if your biome is laden with game. Otherwise using captured hostiles for practice is the way to go.

542
Tell me what you people think of this build
**Low priority for hunting and farming in this build.
**All skills Proficient unless stated otherwise

2 Mining   *Optional* (5 Left)
- Look for: Focus (< Not actually sure if this one helps)
- Avoid: Quick to tire

1 Mechanic  Butcher(Novice), *Optional* (4 left)

1 Cook  Mason

1 Brewer  Carpenter

1 Negotiator  Judge of Intent (Novice), Appraisal (Novice) , *Optional* (3 Left)
- Avoid: Unassertive, Lacks confidence

1 Military skill of choice  *Optional* (5 Left, complimentary military skill advised: fighting,archery,dodging etc)
- Look for: Strong, Agile, Tough, Naturally Happy, Focus, Kinesthetic Sense, Spatial Sense, Willpower
- Avoid: Friendly, Naturally Depressed, Trusting
- Gender is by choice, but keep in mind the babies (unless you adjusted birth rates)

Alternative to above 1 Stonecrafting, Glassmaking or Armorsmithing, Weaponsmithing
- Look for: Strong Urges, Excellence (< not actually sure if this one helps)
- Avoid: Friendly


Enable masonry, carpentry, mechanics, architecture on every dwarf. Use the Workshop profile menu to limit workshop usage to the higher skilled dwarves.
That way, the experienced artisans will make the high quality mechanics and furniture, and everyone can help build constructions.

Noble Positions:

Expedition Leader: Obvious

Militia Commander: Military skills dwarf or leave unassigned until migrant wave or pick anyone if you plan on drafting everyone into a squad and have no military skills dwarf

Sheriff: leave vacant

Manager: Same as Expedition Leader

Chief Medical Dwarf: Leave Unassigned until migrant wave, or same as Expedition Leader

Broker: Same as Expedition Leader

Bookkeeper: Same as Expedition Leader


Justifications:


Mining is mining. Avoid quick to tire and look for focus so they mine longer without getting distracted. Miners constantly mine in most forts, so pick any other skills you feel are necessary. Perhaps 2 levels of swimming, to avoid drowning while channeling.

Mechanic/Butcher: Mechanics will take a large amount of time, at least at first, to craft many mechanisms. Butchery usually doesn't, an animal will explode into meat in an instant, even with novice butchery.

Cook/Mason: Dwarves don't need much to eat, after cooking a few dozen meals at the start of the game, the dwarf is free to craft stone furniture.

Brewing/Carpentry: Dwarves drink more than they eat, and you'll probably need wooden furniture less than stone ones, so more brewing, less...carpent..ing

Social Skills: Negotiator will actually make the caravans accept less for their goods, you only need a single skill level of the other 2 skills to see prices and trader mood. I didn't add "Look for: Friendly" because, making friends is nice and all and dwarves get happiness they get from befriends, but tantrum spirals are not nice and all. If the dwarf is unassertive or lacks confidence, they won't gain exp in the social skills.

Military: This is for if you want a guard early on. (which I do) Useful for more dangerous embarks. Will also help train new militia members. Recommended traits all help in battle.

Craftsdwarf: Makes lots of crafts for trade and wealth, or helps make weapons and armor for your military. Not much to say here. Strong urges trait so they will feel the need to craft an artifact more easily and a legendary stonecrafter/glassmaker/armorer/weaponsmith is always good to have. Why no friendly craftsman? For wen you fail to provide raw materials during a mood and they die of rage/sadness.

Consider the following for the optional skills:
Herbalist (won't need it much after farming is set in place)
Woodcutting
Fisherman/Fish Cleaner
Animal trainer (a less work-intensive skill)
Grower


Items to bring:
1 male kitten (same job as adult cats, not able to breed until adult, can't give birth, this fella is almost certain to get adopted.)
2 copper picks
1 wooden training axe
36 barrels of every booze type (the odd number over multiples of 5 get you an extra container with only (1) content)
51 bags of sand (in case you don't make any trade goods, you can trade the bags, and your glassmaker will have some materials to work with. Also, free bags.)
26 Plump helmets. (Brew them into wine, cook some of the seeds, plant the rest)
26 Rock Nuts ( Boil'em, mash'em, stick'em in a stew. More free bags)

There should be ~300 points left for anything else. Consider getting anvils or bronze equipment for your military dwarf.


Why I did not include the text file for embark profiles:
Dwarves will have different traits
Civilization may have different wares
I am lazy

Good Luck

543
DF Dwarf Mode Discussion / Re: Trouble with rooms
« on: December 04, 2010, 07:58:45 am »
Also, (b) (f) for cabinets and (b) (h) for boxes/bags/chests

Cabinets are only for clothes, chests are for everything else.
Due to a bug, over they years as your dwarves' clothes get tattered, they will claim new clothes, but never actually replace their rags, so they'll end up needing multiple cabinets to hold the "claimed" clothes while they run around naked.Plan on at least 2~3 cabinets after a decade or so. Without cabinet, they just leave the clothes on the floor of their rooms.

They will rarely actually need chests though, except nobles.

544
DF Gameplay Questions / Re: Power Supply
« on: December 03, 2010, 08:06:42 pm »
Assuming Horizontal axles. No.

545
Make your dwarves loners.

Designate multiple large meeting areas to lower the chance of conversations. Don't make statue gardens or meeting halls from tables, and disallow tame animals from being pets.

Build mist generators to raise morale. Draft dwarves with low social skills into the military.

546
DF Dwarf Mode Discussion / Re: NEWBY NEWB NOOB designs
« on: December 03, 2010, 02:26:40 am »
http://df.magmawiki.com/index.php/Metal

The wiki has a wealth of information on pretty much everything.
That metals page not only tells you all the alloy combination and what you can do with those metals but also charts their combat effectiveness.

547
DF Dwarf Mode Discussion / Re: Perfect Locations
« on: December 03, 2010, 01:37:49 am »
Ok I see that the title of the thread is "Perfect Locations"

Yet I don't see "Terrifying" or at least "Haunted" anywhere in here. Not even a volcano yet.
I am disappoint.

548
DF Gameplay Questions / Re: Tameing underground beasties?
« on: December 02, 2010, 10:50:42 pm »
http://www.bay12forums.com/smf/index.php?topic=59411.0

use it in your main directory, exotic animals can now be tamed in newly genned worlds
use it in your save directory, exotic animals can be tamed in current world

549
DF Dwarf Mode Discussion / Re: In Dwarf Fortress...
« on: December 02, 2010, 09:45:05 pm »
In Soviet Union, Dwarf Fortress, kittens adopt you!

550
DF Dwarf Mode Discussion / Re: Dwarf Fortress in 3D !!SCIENCE!!
« on: December 02, 2010, 09:41:21 pm »
Personally I just want to see my architecture in 3D, every creature could be different colored spheres for all I care.

551
DF Dwarf Mode Discussion / Re: Dwarven Designs
« on: December 02, 2010, 09:21:39 pm »
please use the built in insert image link? :[ laziness discourages the opening of new tabs.

552
DF Gameplay Questions / Re: Animal trainer wont train animal
« on: December 02, 2010, 09:20:21 pm »
No

553
DF Adventure Mode Discussion / Re: Not Worth Living
« on: December 02, 2010, 08:00:52 pm »
That carp must have been delicious.

554
DF Gameplay Questions / Re: Getting Delete to Work
« on: December 02, 2010, 07:55:22 pm »
what do you mean by "make little triangles"?

have you tried remapping the keys yet?

Sparse answers probably due to hardly anyone playing DF on a mac.

555
DF Gameplay Questions / Re: How pull up the Nobles "Needs" Screen
« on: December 02, 2010, 07:50:03 pm »
Yep, the "nobles" in the z screen just related to their "noble" type labors.

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