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Messages - Girlinhat

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16681
That's basically what I'm using.  3x3 rooms, made into blocks of 4, with hallways in a grid pattern.  Not the most size-efficient housing, but it works for me, and I tend to believe that the extra leg room makes them bright and chipper.

16682
Because, being color-coded is OCD!  And it looks cool and clean, perfect for bathing pits or swimming pools!

16683
I give my dwarves a door, bed, and cabinet.  As resources permit, I add something fanciful like a fantastic rope with a bear on it, or something.  Dwarves like bears!  Or an armor stand or weapon rack or something, just something to further improve the value of their room to make them happier.  In general though, dump your effort into the dining hall, that's what makes or breaks a fort.

16684
Urist 101: Dwarven needs.

1) Booze.
2) A single bed.
3) Socks.
4) Waterfalls.

16685
Overkill much?  Aside from the extreme dwarfiness of dropping lava upon enemies, I'm forced to question any plan that leaves the creator locked inside of a magma flood.  Perhaps you should attempt to build a series of hatches or grates along the ground, and channel out deep pits that feed the lava back into whatever source it came from?  This allows you to drain the field, and replenish your reserves a little bit faster.

16686
The problem is, it isn't cheap stone.  It's the SAME stone.  Try and fine enough microcline blocks to pave your entire plumbing system!  DF players are notoriously perfectionist.

16687
Also, don't assign bedrooms.  Just make a bed, and make it a bedroom.  As soon as someone sleeps in it, they claim it as their bedroom and everything in it is attached to them automatically.  So, just build a lot of bedrooms and let the dwarves pick their own rooms.  Only marriage and changing noble status will cause a dwarf to own more than one bedroom.

16688
I intentionally don't give them a place to eat, because then they go to the dining hall.  Since everyone eats, then everyone must visit the dining hall, and it's easy to make that dining hall out of platinum tables with a waterfall in the doorway.  That way, everyone gets happy from that one room.

The chest is currently useless (aside from adding room value) because it's purpose is to hold finished goods, like mugs and rings, but those are only used in Dwarven Economy, which hasn't worked for quite a while, so chests are only good to appease nobles and fill hospitals.  Cabinets are useful because they hold clothes, instead of having clothes thrown all over the room.  Socks are serious business for dwarves.

16689
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 28, 2011, 06:01:05 pm »
Archers are buggy.  Build 10 archery targets (or however many you need) and make each one into a separate archery range, with all of them assigned to that squad.  Then, leave your archers off duty, with their civilian tasks like hauling and masonry turn off.  When enlisted dwarves have nothing to do, they train, even while off duty, so archers will run to the nearest free target for their squad and shoot at it.

Just because you need to make 10 barracks, doesn't mean those barracks can't be within 10 squares of each other.

16690
Macros.  I've got three macros.  One will dig out a living area, because my forts are modular and you can tile them on.  The second will place furniture, namely a bed, door, and cabinet.  The third will go in and make every bed into an unassigned bedroom.  I don't bother giving dorfs particular likes, unless they're likely to experience tragedy.  Like my master bonecrafter, who keeps popping out masterwork bone bolts, which are stolen by macaque, he'll always be mad because his masterworks are stolen, so I'll give him a cabinet out of his favorite material.  Same for military dwarves, since they're likely to make friends while training, and those friends die in battle.  Other than that, I use generic stone for generic dwarves.

16691
Paved Roads will do it, yes.  I think if you construct a floor it will also work, but that gets expensive real fast.  For a cheaper alternative, you could build a line of paved road/floor, and let the rest get tree'd, but it would never tree up enough to clog that strip of paved.  Then, annual sewer cleaning, assuming that you can turn your water off, of course...

Alternatively, don't turn it off.  Have your nobles attempt to clean the gutters.  Some amount of loss is acceptable for proper sanitation, after all.

16692
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 28, 2011, 05:49:15 pm »
Let them train into marksdwarves.  Their profession shown is simply what they're best at.  A rank 9 spearman equipped with an axe will show up as a spearman, even though he's using an axe.

16693
Did it occur to you that the development of DF might consist of more than one person, and that the creator of this poll is able to whisper in Toady's ear?

16694
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 28, 2011, 04:41:09 pm »
Embarked on a 3x3 Evil biome.

Urist cancels build wall: Interrupted by zombie fox.

16695
DF Dwarf Mode Discussion / Re: How to get back into Dwarf Fortress?
« on: January 28, 2011, 04:13:54 pm »
Oh, for that I just kept re-genning.  Eventually the mountains won't be evil.  I can't think of any real other way to achieve that, aside from making dwarves into plains creatures.

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