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Messages - Mushroo

Pages: 1 ... 53 54 [55]
811
DF Gameplay Questions / Re: Cavern
« on: February 27, 2011, 09:18:43 pm »
@Mushroo How do I save the seeds? And how do I irrigate crops a mile underground? Well, I know how to get the water there, but only inefficiently. Also, I have no clue how to trade. When the liaison arrives I just set some priorities for my stuff and leave everything I care to leave on the table.

Saving seeds: Press 'z', go to 'kitchen', scroll down to the berries, press 'c' until 'Cook' is red. Make sure 'Brew' is blue.

Now when your brewer brews the berries at your still, you'll get wine and seeds. Drink the wine and plant the seeds, happy dworfs! :)

Dwarf Fortress is a complicated game. You might find the wiki helpful for answering your many questions: http://df.magmawiki.com/

Also there are some good tutorial videos on Youtube. :)

812
DF Gameplay Questions / Re: Cavern
« on: February 27, 2011, 09:10:54 pm »
How? They hate picking bushes for berries.

Brew the berries into booze. Save the seeds. Start an outdoor farm.
or
Bring some seeds on embark. Start an underground farm.
or
Butcher adorable animals.
or
Make some stuff and trade it for food when the caravan comes.
etc.

Unless you embarked on a glacier, you should have no trouble feeding your dwarfs.

813
DF Gameplay Questions / Re: Cavern
« on: February 27, 2011, 08:41:53 pm »
Right, but my dwarves are starving in their first late autumn, and haven't even finished digging up their bedrooms. Only one person out of my 12 population is interested at all. And the magma is still a lot of z-levels below where I am… I'm currently trying to plant a farm plot in the depths, but I have to finish digging there first.

Also, I can scroll 1212 z-levels below the surface. What's up with that?

Oh, and most of my cavern is friggin' open space, but irregularly so. Balls. And I still haven't found any flux stone (which was listed in the level generation).

Get your dorfs some quick and easy food before you go digging bedrooms or searching for flux. Dorfs need food and booze to be productive!

814
DF Gameplay Questions / Re: Cavern
« on: February 27, 2011, 08:03:05 pm »
Imagine you are a dwarf, and do whatever feels most dwarfish. :)

815
DF Dwarf Mode Discussion / Re: Hoarding is fun!
« on: February 26, 2011, 03:37:44 pm »
I locked my jeweler in a vault with a whole orchestra's worth of harps, drums, trumpets, etc. to encrust with jewels over the course of an entire generation.

816
DF General Discussion / Re: Which release should I play?
« on: February 24, 2011, 03:55:34 pm »
Definitely try the current 0.31.19 version. BEES!!!

817
DF Dwarf Mode Discussion / Re: Trading: to exploit or not to exploit?
« on: February 24, 2011, 02:09:08 pm »
Thing like prepared meals, serrated discs, or a few dozen masterwork whatevers do seem to be overpowered. I'm hoping that dimplomats will give you a list of what they want, which will fetch higher prices, and a list of items they have in abundance, which you wont get as much for. It would make trading a lot more dynamic, and harder to break.

Don't they already? (At least the Dwarf caravans.)

To be honest though after the first few years I've started completely ignoring these trade agreements. Who cares that they'll buy my scepters at 178% and socks at 184% when I can buy the entire caravan with one large clay prepared food pot? :)

Not that I'm complaining, mind you. As a player, I find it lots more fun to hunt strange animals, grow different seasonal crops, and process raw ingredients in different combinations compared with making goblets out of rocks. I'd rather have my happy little guys running around the caverns prospecting for strange mushrooms than sitting in a sweatshop making mittens. But this of course is probably due to my interests in real life (I love gourmet cooking and a trip to the farmers market) and fortunately the game is biased towards my interests in this case.

818
DF Dwarf Mode Discussion / Re: Trading: to exploit or not to exploit?
« on: February 24, 2011, 11:47:47 am »
The high prices for prepared meals seem reasonable to me. Consider all the resources that go into that quarry bush roast:

Miner digs farm plot.
Planter grows quarry bushes and pig tails.
Thresher processes pig tail thread.
Weaver makes cloth.
Clothier makes bags.
Thresher processes quarry leaves.
Cook makes roast.

If the roast has several ingredients then it might also represent the work of millers, butchers, beekeepers, barrel-makers, military to protect the above-ground berry farm, etc.

So it makes sense to me that a finished good requiring coordinated team effort is worth a lot more than a gabbro mini-forge that is the work of a single craftsdwarf.

What frustrates people I think is that dwarfs "should be" master stone and metal crafters based on our imagination. But currently prepared food is the most lucrative industry due to the "stacking" effect of something like "quarry bush leaves [25]." What would be cool is a comparable stacking effect for other crafts. For example a jewel-encrusted figurine of a dwarf is a nice craft good, but a "stack" of 32 jewel-encrusted figurines becomes a "chess set" worth a small fortune. Just a thought...

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