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Messages - Mushroo

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16
But what is a good military to civilian proportion?  Should 1/3 of my dwarves be in the military?  1/5?  What?

I personally recruit the best warrior from each migrant wave (not counting the starting 7). So for example, a 3 year old fort will have seen 8 migrant waves and therefore I will have 8 dwarves in my military (unless someone died).

For a beginner I would recommend melee squads training 24/7 at a "choke point" in your fort entrance.

I also sometimes make use of Hunters for civilian defense. They won't aggressively attack invaders, but they will defend themselves if cornered. Legendary hunters are also great for dealing with pesky wildlife (like giant cave spiders).

The best advice anyone ever gave me about military in Dwarf Fortress is, dig your exploratory mineshafts outside your fort's main entrance and defenses. Lots of rookies make the mistake of building their fort in such a way (i.e. putting stairs to the cavern near the dining hall or workshops) that they need to two separate militaries: a military to defend the surface against invaders, and a military for cavern defense.

17
DF Dwarf Mode Discussion / Re: Single-skill migrants
« on: October 06, 2014, 08:57:48 am »
Skill of the player trumps skill of the dwarfs.

Once you understand the mechanics of Strange Moods, you can easily (with a little bit of luck) influence your fortress to produce Legendary workers in your choice of moodable skills.

18
DF Dwarf Mode Discussion / Re: Professional Fighters vs Levies
« on: October 06, 2014, 08:49:34 am »
Don't underestimate the value of Hunters in the early/mid game. Not only do they keep the map clear of pesky wildlife, but they are also good early-warning against invaders. They will reach Legendary status in a couple of years, and then they can retire from civilian life (be sure to turn off hunting labor) and join the military.

19
DF Dwarf Mode Discussion / Re: Early population surges
« on: January 28, 2014, 12:18:56 pm »
Forgive my ignorance, but when people talk about "designating migrants to be haulers" what do they mean exactly? Don't migrants come with hauling labor enabled by default??

20
DF Dwarf Mode Discussion / Re: Early population surges
« on: January 27, 2014, 10:04:00 am »
I usually just leave migrants with the skills they came with. If I have lots of idlers, I think that's great, it means my fortress is productive and efficient.

It is good to create bedrooms, dining room, clothes, etc. by about Year 5. But it is totally unnecessary to do this in Years 1-2 like most players do. Dwarfs can be perfectly happy for a couple of years sleeping on the ground, eating plump helmets. :)

21
DF Dwarf Mode Discussion / Re: Organizing Your Dwarves
« on: January 18, 2014, 10:03:33 am »
Usually I leave them with whatever skills they arrived at the fortress. By the time the population is 200+ all of the important professions ought to be covered.

There are two exceptions to this:

1. Children who grow up to be Peasants might get a job based on fortress labor needs
2. Dwarves who have a strange mood and become legendary in a skill get that skill enabled

22
General Discussion / Re: Sexuality: The pollening.
« on: January 11, 2014, 12:41:47 pm »
No way in Armok the % is in the single digits. (At least not around these parts.)

23
I agree with the above: your best bed is creating a "help! there's a spider on my map!!" military alert.

I've done some !!science!! and legendary hunters are superior to legendary military for keeping the map clear of giant cave spiders. They will sneak up behind it and put a bolt through its brain before the poor arachnid even knows what hit it. Train up a dozen or so legendary hunters, and you will never ever need to worry about dangerous wildlife again. ;)

24
DF Gameplay Questions / Re: DF burial traditions
« on: January 10, 2014, 04:00:11 pm »
I leave them where they lie, and line the road to my fortress with engraved slabs.

25
DF Gameplay Questions / Re: royal jelly is a royal pain
« on: December 28, 2013, 10:04:35 am »
I do similar; I make two stockpiles: a one-tile, no-barrels stockpile for rock nut press cakes, and a larger stockpile for rock nut oil/royal jelly. The nearby kitchen is set up to take only from those two stockpiles. Works fine. (Occasionally I will get a biscuit with 2 rock nut press cakes if the haulers are very fast in replenishing the stockpile.)

26
DF Dwarf Mode Discussion / Re: Favored starting seven?
« on: December 27, 2013, 07:43:29 am »
I'm currently doing a fun "challenge" embark:

cook, peasant x 6, 1 pick, lots and lots and lots of rock nuts

The fort's sole export is biscuits consisting of 1 rock nut oil and 1 rock nut press cake. The 6 peasants are trained in: miner/herbalist (the pick helps vs. wildlife), mason/stonecrafter, miller, presser, brewer. Farming is not allowed.

What?

How do you get the rock nuts to make press cakes and oil, if you aren't allowed to grow rocknuts? Do you at least get to use a big growing chamber to set your herbalists loose on?

I embark with 1,000+ rock nuts, which lasts the first few years, then beyond that, I get more rock nuts from the caravans.

27
DF Dwarf Mode Discussion / Re: Favored starting seven?
« on: December 26, 2013, 11:19:30 am »
I'm currently doing a fun "challenge" embark:

cook, peasant x 6, 1 pick, lots and lots and lots of rock nuts

The fort's sole export is biscuits consisting of 1 rock nut oil and 1 rock nut press cake. The 6 peasants are trained in: miner/herbalist (the pick helps vs. wildlife), mason/stonecrafter, miller, presser, brewer. Farming is not allowed.

28
DF Gameplay Questions / Re: royal jelly is a royal pain
« on: December 25, 2013, 02:05:39 pm »
Probably it's in your Finished Goods stockpile (it is considered a "tool") and that's why your Cooks aren't cooking it? This is a known bug, the workaround is simply stockpile management.

29
DF Dwarf Mode Discussion / Re: Favored starting seven?
« on: December 23, 2013, 03:12:50 pm »
I do "Play Now" 90% of the time, and "7 unskilled dwarfs with lots of equipment" the other 10% if I have a specific concept.

30
Press "s" followed by "." repeatedly to one-step.

Or lower the FPS cap in init.txt.

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