Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mushroo

Pages: 1 ... 42 43 [44] 45 46 ... 55
646
DF Dwarf Mode Discussion / Re: Agriculture
« on: July 08, 2011, 02:11:03 pm »
Thanks for the positive feedback, Pan.

Once you've mastered the basics, here are a few intermediate strategies:

1. Stockpiles. Prepared meals near the trade depot (no barrels!!), seeds near the farm plot, no dye near the kitchen, etc.
2. Bookkeeper. "Plants: 200?" on the z-stocks screen is useless. If you know exactly how many of each plant you have, you can plan your work better. Also it's nice to use Forbid on the stocks screen, for example if your herbalist brings back whip vines and hide roots, you can forbid the hide roots and only mill whip flour. It's also nice to forbid one of each seed if you plan to cook plants, just in case, you don't want to cook the last one and lose the ability to grow that crop!
3. Manager. Assigning jobs through the manager works great for things like brewing, milling, or preparing lavish meals. If you run out of raw ingredients, the jobs stay in the queue and will resume at the next harvest. Also a manger allows you to set workshop profile, I highly recommend having one kitchen where your legendary cook makes lavish meals and a second kitchen for your sous-chef to render fat and cook prickle berry seed roasts for the militia (no need to waste your lavish quarry roasts on the cannon fodder).
4. Solid ingredients. You need 1 solid ingredient to make a prepared meal, so don't make a booze-and-syrup-only fort!
5. Stack size. 1 legendary grower is better than 4 dabbling growers because there will be more plants per stack. This has a ripple effect all the way down the production line: bigger prepared meals, fuller syrup barrels, more alcohol, etc.
6. Quality only matters for some jobs: brewer (hidden quality), grower, cook. Skilled milling, threshing, etc. doesn't increase value (only speed) so use your immigrants for those jobs.
7. Non-moodable. No strange moods for any of the farming labors, so you have to train up the old-fashioned way: practice practice practice!

647
DF Dwarf Mode Discussion / Re: Agriculture
« on: July 08, 2011, 09:50:31 am »
Great thread! Agriculture is easily my favorite industry in DF. I really enjoy balancing the inputs/outputs and the wide range of decisions/products possible (the same plant could become alcohol or pants!)

I am always trying new things and giving myself new challenges. For example I recently tried a dimple cup and beekeeping only fort (cook the dimple spawn into biscuits/roasts as the only food source). It was a disaster but a FUN disaster!! :)

That being said I do have a "standard" setup that works well for me. This assumes a standard embark with 5 of each seed:

As soon as I've dug out a soil/sand room, I make a temporary farm with six 1x5 farm plots. Each plot is dedicated to one of the six crops, and lies fallow during the off-season (or grows plump helmets if I really want a big food surplus). This farm will supply plenty of food/alcohol for the first year of my fort, and a single dwarf with growing/brewing/threshing/milling can manage this farm all by himself.

By summertime, my miner(s) has dug out dining hall, work rooms, stockpiles, etc. and it's time to build a second farm for my "cash crops." This is an 11x11 room with four 5x5 plots at the corners, a statue in the center square, and seed stockpile in the remaining squares. Plants never wither because there are always idlers congregating at the statue, which also gives my farmers happy thoughts.

I often let the first migrant wave determine what my four "cash crops" will be. If a dyer arrives I grow dimple cups, if a weaver shows up I grow pig tails, if a miller arrives I grow sweet pods and cave wheat, etc. One of my cash crops is always quarry bushes!

Here are the typical results of this plan: By autumn, I've produced enough Roasts to buy everything I need/want from the caravan (cloth and bags for my mill industry are often the first priority). Food is my only export--I don't bother with rock mugs any more since learning about quarry bushes! By year 2, roast stacks approach 10,000 in value, by year 3, they are sometimes over 30,000. Excess production is hoarded away and famine is unheard of.

My agriculture-themed forts are frequently vegetarian; I don't embark with or buy animals, and those that arrive with the migrants go in the petting zoo to give happy thoughts. I don't generally do a lot of above-ground farming (because I consider the lack of seasonality exploity) but when I do, I have a fondness for rope reeds and longland grass. The elf and human traders bring enough vegetables to provide for a nice variety in alcohol (stored in rock pots to supplement my thousands of pots of dwarven wine), and I use the seeds left over from brewing these above ground crops as training material for my culinary academy.

So that's my strategy in a nutshell. To recap:

1. Starter farm with six 1x5 plots
2. Cash-crop farm with four 5x5 plots
3. Export products/industries determined at random by arrival of skilled migrants
4. Quarry bush roasts = PROFIT

648
Keep new migrants segregated from old-timers to reduce tantrum spirals.

These two! I've read this before, but what is a good practice for doing this? Usually the migrants scoot right into my dining hall but sleeps in my top-side dorm.

I often keep my Legendary craft dwarfs on a separate, secure level with their own dining hall, workshops, kitchen, still, etc. The doors open only when the caravan comes.

649
DF Suggestions / Re: white gold... SALT!
« on: July 08, 2011, 09:00:32 am »
Mmmm.... pickled eggs!

650
DF Suggestions / Re: Don't bring babies on active military duty
« on: July 07, 2011, 05:48:50 pm »
When a dwarf gives birth, I remove her from the military and change her profession to "mother" that way I know not to accidentally re-draft her.

651
DF Suggestions / Re: white gold... SALT!
« on: July 07, 2011, 05:24:25 pm »
Brilliant idea, I support the addition of salt! :)

Salt-making would be a fun industry for beach-front embarks.

652
DF Suggestions / Re: Turn away migrants
« on: July 07, 2011, 05:20:42 pm »
Set your population cap in /data/init/d_init.txt
Problem solved! :)

653
I'll never understand why people insist on murdering migrants instead of simply lowering the population cap in d_init. Sigh.

654
I disagree on the farming issue.
1 legendary grower is better than several novice growers, in my opinion. More efficient use of land and seeds.

Better to put "useless" migrants to work on a job where skill has no impact on quality. For example milling, threshing, potash making, wood burning, etc.

655
A good question! :)

First things first, I think you seem to be making an assumption that "long-lasting fort = WINNING." There is no "prize" in DF for having a fort that lasts a long time, and many players enjoy starting new forts, rarely sticking with a fort for more than a few years.

Second, do you know about the "init" files and how to edit them? If you edit the text file /data/init/d_init.txt you can set a "population cap." This can be very helpful when you're learning, set the population cap to a reasonable number while you learn the basics of the game.

Third and finally, some actual advice:

Make sure you have plenty of food and alcohol. Plump helmets are your friends!
Use the manager, bookkeeper, etc. to keep your production and supplies under control.
Use Dwarf Therapist!!!
Learn about "passive" defenses (training schedules, defend burrow, patrol, etc.) so you don't have to micro-manage your military.
Keep new migrants segregated from old-timers to reduce tantrum spirals.
Don't get upset about "too many idlers" because they are your haulers/lever-pullers/emergency suicide squad.

656
General Discussion / Re: Using Ubuntu...
« on: July 05, 2011, 09:24:23 pm »
You are not the only tiling nerd here, as a ratpoison user I also am excited for single-window gimp! :)

657
DF Gameplay Questions / Re: Is floor fungus bad?
« on: July 05, 2011, 08:07:14 pm »
Cave fungus is GREAT because....

1. You can move your animals underground to graze, where they'll be safer
2. You can plant-gather underground plants
3. You can build a TREE FARM and have lots of wood!

As soon as I get the cave fungus, I usually clear an entire level of silt/loam/clay/sand as my underground "nature preserve."

If you are worried about trees in your hallways simply contruct a floor...

658
DF Dwarf Mode Discussion / Re: Looking to get back into the game...
« on: July 05, 2011, 06:54:11 pm »
A forest biome with plenty of trees makes for an easy/fun "early game." Wooden beds, barrels, furniture, etc. are useful and contribute to fortress happiness.

Then you can build a wood furnace and get charcoal and ash for setting up various industries.

Forests also have plenty of food through hunting, plant gathering, etc. :)

659
DF Dwarf Mode Discussion / Re: What was your best fort?
« on: July 05, 2011, 03:24:26 pm »
My favorite was "Meat Fortress" where my hunters killed elephants with their own bones and the legendary cook made huge prepared meal stacks that were worth more than an entire caravan's worth of goods! FPS was quite high due to the general lack of underground activity.

Actually I still have the save game of Meat Fortress, I should give it another try! My only regret was being too impatient for an elephant breeding program (it takes a long time for them to grow up), maybe I'll give it another go.
even if elephants eat 24/7, they will starve to death.
you will also run out of elephants, as only about 300 of each animal appear on that map before no more come.
wild elephants, however, can breed and don't starve, so capture several of them in some walls or something, then make a way to seperate one/two from the herd at a time for urist mchunter to kill.

That's exactly what I did! The problem is that it takes about 8 years for a baby elephant to mature. You can get a lot more food in less time by growing plump helmets or something. :(

660
Life Advice / Re: Anger At Work, Need Help
« on: July 05, 2011, 03:14:22 pm »
As you yourself point out, this situation is TEMPORARY! It will be over soon, all you need to do is survive it.

So here is one tip:

Every person at work that angers you, instead of paying attention to what they're doing or saying to anger you, instead study this person and choose one really stupid habit they have. Maybe they call you "dude" or they keep touching their hair or they always go to the bathroom at the same time every day.

Now keep track. "Mr. X just looked at his watch for the 7th time today." "That's Ms. Z's 18th text message of the morning." etc.

Soon you will realize these people are ridiculous automatons, they aren't doing these things to anger or inconvenience you... they do these things because they have no control or choice in life. Soon you will be gone to bigger and better things, and they will be sitting in the same office crossing and uncrossing their legs for the 130th time of the day!

Pages: 1 ... 42 43 [44] 45 46 ... 55