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Messages - Hellmoob

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1
Alright, here we go! Obviously all of what I say comes down to personal preference, but I'm quite obsessive about efficiency and efficacy:

Generally speaking, I find you want to pair one skill you'll be using very often (grower, carpenter, mason) with another that you'll use much less frequently (mechanic, building designer, gem setter). This way, dwarves don't have a conflict of interest between their professions; you can plant seeds all season and then occasionally decorate a particularly fine sword. For the same reason, I find that weaponsmith/cook and armoursmith/brewer actually make pretty good combinations: unless your population really gets out of control, you shouldn't need to cook and brew that often.

Woodcutter and miner aren't necessarily worth it as embark skills - they train quickly and the resources for training them are near enough to infinite. The exception is if you're embarking in an area with very little soil (you want to move inside as quickly as possible, so mining skill will be useful).

Doctors are pretty worthless, as noted earlier. By the time you see your first combat, any embark medical skills probably will have rusted, too.

I find that a military dwarf can be a good move at the start, particularly if you're embarking in an area with more aggressive wildlife (nothing worse than embarking on top of a Giant Eagle, who proceeds to rip all your dorfs to pieces). Also, any arriving migrants with military skills can immediately be equipped and set to spar with your existing military dwarf. Option B, as mentioned earlier, is to take two military dorfs and have them start sparring immediately (this is, in my experience, the most efficient set-up that doesn't involve cheating: squads of two dwarves set to train all year round.)

Other than that, I'd avoid woodcrafter since you'll be using that wood for superior enterprises (beds, barrels, bins, burning) and also because you can't trade wood to the elves, and make sure you get a good grower in there: high plant yields + good cook/brewer = lots of lovely dorf-bucks.

Strike the earth (and all that)!

2
So - engage curiosity circuits - what stops him (or any other race under a goblin civ) from migrating to your forts? Or can that happen? I'm just getting to grips with this new version, but I get the impression that migrants are a part of the world you've generated now, rather than just being whisked from more or less thin air.

3
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 17, 2013, 08:35:19 am »
A giant Kea broke one of my macedwarves' wrists, so naturally she went to lie down in the Hospital. Fair 'nuff.

I watched for a little while for one of my three(!) Great+ doctors to come up and treat her. And I watched. And watched. "Maybe I assigned them the wrong burrow," I naively thought. No - as it turns out one of them was attending a party, one of them was "On Break" in spite of never having done literally any work, and the third one had decided to have a nap that turned into a kind of hibernation.

In the end I roped in some bright young carpenter (hey, he works with saws, that's almost surgery) and he did the whole thing in about five minutes - diagnosis, suturing, bone setting, wound dressing... Zero skill in all of them, but he wasn't going to be deterred by a little thing like his own deadly incompetence. The medical system's stupid, man.

4
DF Gameplay Questions / Re: Military Failures?
« on: March 27, 2011, 01:54:36 pm »
If the militia captain has a poor 'Organizer' skill, I think it takes longer for the training session to begin. I assume that they have a barracks assigned to them, otherwise they wouldn't be doing paired training at all, but you didn't mention it.

5
There also seems to be an impact from finishing a job while hungry, thirsty etc... I'm using a carpenter, a gem setter, a blacksmith and a metalcrafter - all legendary +5 - to build a complete furniture set for my fort right now, but every now and then a +Door+ or *Bed*  turns up when they're working with debuffs.

6
DF Dwarf Mode Discussion / Re: Dwarves are silly
« on: March 27, 2011, 11:46:52 am »
Channelled out a supporting floor tile right above the Duchess, who was slumming it with the commonfolk by deconstructing a wall.

Much tantrum ensued.

7
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 27, 2011, 11:35:04 am »
I've been running a single fort since 31.19, updating as I went, but since 31.22 I've had to disable temperature because something with either freezing or thawing of liquids is causing the game to crash consistently - originally it was with the change to mid-winter, and now it's about ten seconds after the game starts with temp enabled. Does anyone know what this might be, or if there's some kind of workaround? I'm not averse to cheating like a bastard, but using DFliquids to remove all my surface water/magma didn't seem to do anything.

8
DF Dwarf Mode Discussion / Re: Hammers or Axes?
« on: March 26, 2011, 10:22:30 am »
Axes.

'The severed part sails off in an arc!'
'The severed part sails off in an arc!'
'The severed part sails off in an arc!'
'The severed part sails off in an arc!'

9
DF Dwarf Mode Discussion / Re: What do you do with your extra dwarves?
« on: March 24, 2011, 09:15:14 pm »
Never too many haulers. A few master craftspeople, a few backups if they're on break and I need crapola like barrels, bins or floodgates, 10-16 elite military and everyone else gets the simple joy of hauling blood-soaked goblin socks to the atom smasher.

10
And this gets Therapist to run with .22?  How would a layman apply this knowledge?

Go into your Dwarf Rapist folder, open up the subfolder called 'etc' -> 'memory layouts' -> 'windows'. Then crack open the "v0.31.21_graphics" ini file with notepad, and replace the relevant fields with the posted text. Et voila, madame.

11
DF Dwarf Mode Discussion / Re: Failure to Tantrum
« on: March 22, 2011, 09:13:34 pm »
Yeah, well, you live and learn.  I learn.  He's dead.

Teach his spouse or friends to engrave near his rotting corpse. If you can't get some sinister shit by doing that, then I guess you'll have to go for some kind of deprivation chamber next time. Hunting for rats to stay alive is a real buzzkill.

12
DF Dwarf Mode Discussion / Re: couldn't kill a kitten
« on: March 20, 2011, 09:18:52 pm »
I don't murder fellow dwarves. Everyone (and everything) else is fair game.

13
DF Suggestions / Re: I want to be able to embark in the caverns
« on: March 20, 2011, 01:28:50 pm »
"You have discovered a vast overhead area with no ceiling!"

"Terrifying chirping echoes from the light above."

I like the idea, personally, but I can't see how you'd mod in the capability to embark in a cavern.

14
DF Dwarf Mode Discussion / Re: injured dwarf uses?
« on: March 20, 2011, 08:53:06 am »
I would just give him a honorary position in your fort. Just so that he can rest away the final years of his life yelling at those dwarven kids and their boogie-woogies.

Sissy talk! He still has legs, teeth and the booze-driven spirit of Dwarfliness; I say you keep sending him solo into sieges and ambushes, until his only recourse is to blink furiously at his enemies.

15
DF Dwarf Mode Discussion / Re: Catapults.
« on: March 19, 2011, 05:59:16 pm »
Like the little picture, they are one z level up adjacent to the fortification, and they are shooting at a spot 3 x/y squares in front.

Apologies, apparently my sub-par reading comprehension has failed me once again. They definitely should be shooting - check their inventories for quivers (with bolts in them!) and their ammunition assignments (the 'f' key from the military screen). So long as they're right up against the fortification, armed and with ammo, they oughtta be blasting away.

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