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Messages - Stormfeather

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301
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 05, 2012, 04:35:33 pm »
You can cut the big chunk out of your modding. Your fort can naturally attempt to tame any Pet_Exotic critters they get their grubby lil' paws on, they'll just need to work up their skill with each particular animal type in time.

E: Some other stuff I figured I should add, although I'm not going to try to give a very in-detailed run-down of all the minutae of taming/training...

a) Exotic animals still may not be hunting/war trainable, it depends on the breed. But yes, if they were trainable for that before with a simple removal of the "_exotic" tag, they should still be trainable for hunting/war I think?

b) Taming (making a wild animal into a non-killing-dwarves animal) requires the animal to be in a cage, or... maybe on a chain? I'm not really positive, now that I come to think of it, since I always just leave them in cages after capture, until I get them tamed.

c) For training (taking an animal that doesn't want to eat your dwarves, and training it for hunting or war), you'll need the animal to be assigned to a pasture or chain, or make sure you add a "training zone," which is a new (i) zone. Kennels are now only used for capturing and taming vermin-type critters.

d) Pretty much all taming/training is now done via the animals screen, (z) (a).

e) You don't need a dungeon master, just one or more (I suggest more) dwarves with the animal training job enabled.

302
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 05, 2012, 12:44:47 pm »
Quote
What shall I do to my vampire, if I decide nothing is not enough?
Is the justice department bugged, or have I done something wrong?

Re the justice thing, my first thought was also to make sure you've declared your chains for justice. And make sure you have nobles in the proper slots.

Re: vampires, my current preferred method of disposal is to assign any known vampires to a naked separate squad (without food or water to keep them from collecting it), and assigning them to go out solo to fight any invasions, or to fight in the arena against captured enemies. You could also try stationing them somewhere that you can atom-smash them, or something. Or you could just lock them into a room, but you'd have to watch and make sure they don't get assigned as mayor or what have you.

303
DF Dwarf Mode Discussion / Re: What "special" rooms do you have?
« on: May 04, 2012, 09:13:26 am »
and dwarfs don't know what combs are  :P

Of course they do! They're those things made from the bones of their enemies that get tangled in their beards!

304
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 03, 2012, 08:27:02 am »
 With the stone thing, also what I've noticed is that sometimes I'll end up with a stone earmarked to be used for something - floor construction, workshop construction, whatever - that I set to be dumped. That seems to make it impossible for the dwarves trying to use it to pick it up and use it, but dwarves also won't dump it in that case. Make sure there's nothing that might be using it - including a suspended building. If there is, you'll have to unsuspend the construction if need be and unmark the stone for dumping, or as others have said you might need to also remove the pump below it to let it fall.

305
DF Dwarf Mode Discussion / Re: What "special" rooms do you have?
« on: May 02, 2012, 07:34:16 pm »
Hrm out of curiosity, is there any way in the unmodded game to figure out what the most popular deity/deities is/are, or is it just a matter of checking a bunch of dwarves individually and trying to remember which ones pop up most?

306
DF Dwarf Mode Discussion / Re: Fortress design
« on: May 02, 2012, 02:10:58 pm »
I also haven't been going for "most efficient," I just go with what I like and have developed over time, although I try to shave things a bit here and there to make them more effecient, gradually.

Outside: Any pastures until I get underground pastures dug out/the caverns breached for spore propogation. Plus a small refuse dump (with the useful "refuse" forbidden) and garbage dump near the entrance, for use until I get the underground ones made. I used to put my aboveground farms and my bee hives out there too, but have recently started digging out areas for them, channeling out on top, and making sure there are no ramps left leading between the outside and the farm area. I link it directly to where my troops muster for invasions, and trap the hallway.

Entry level: One main entrance hall, trapped (eventually) to hell and back, and doors on either end. Beyond that is the area where my troops are stationed for an outside-level invasion, with the stairs leading down into the rest of my fortress. As mentioned I've also been putting my "outside" farm on this level, as well as the beehives. I also include a Trading Depot on this level, in a burrowed-out space with a three-tile-wide access that can be shut by a drawbridge, and it also has access to the rest of the fortress, usually via the troop-muster-area just to be safe. A stockpile for crafts is below it, since those are generally just for trading purposes.

The next few levels are dedicated to farming and ranching. I usually put one big central room around the stairs leading up and down, which has my farming workshops, querns, screw press, butchers and tanners, and one craftsdwarf shop and leather shop. Around this are a few stockpiles for leather, tools, bones, animal corpses (behind doors), etc., to keep them close to the workshops that use them. I usually put my underground farm on this level as well, in some area that has soil, with stockpiles across the hall that hold some of the plants (the ones that need milled, processed, etc.), and seeds. Also on the first few levels are pastures, depending on what areas have soil, how much space I have to work with, etc. Of course, getting these up and running requires the caverns to be breached. The lowermost "farming" level, where it often is at least partly rocky, is usually dedicated to my "bird" pastures - the stuff that doesn't need to graze, but does need nesting boxes to reproduce/produce tasty tasty eggs. Each pasture has doors on its access points so that I can lock the birds in and keep the eggs from being disturbed, if need be. I aim to eventually have each bird species in its own pasture. (Usually 20x20 spaces.)

Right below the farming area is my military level. One barracks for each squad, with beds, weapon rack, armor rack, and archery target. As well as a cabinet and chest, although I don't think they actually get used. (More for the flavor, I guess.) Those are off to the right, along with a central stockpile zone for backpacks, quivers, and flasks, to keep an eye on how many I have/need. To the left is the bedroom, dining area, and "office" of my sheriff/captain of the guard. The office is actually pretty big, and includes jail cells, restraints, etc. In the center of the level, I have an animal training zone to the north of the stairs, and to the south a kennel, with my animal stockpile to the south of that.

Next is my working area, with my general workshops and stockpiles (both for materials, and finished products).

Below that is my living area - my main dining room to the right along with kitchens and main food/drink stockpiles, to the left, my hospital, chief dwarf's room/office/etc. (yeah, they don't need an office technically, but he gets one!), and well. Oh, and a dormitory for use until I get all the bedrooms up and running. Speaking of which, the bedrooms also go into this level, all around the centralized area that I've already mentioned. There are four hallways leading in the four main directions from the stairs, and at the first intersection for each of them, I have a dwarven bath filled with level 2-3 water, so dwarves going through end up washing contaminants off themselves.

The next level, as expected, is dedicated to a water system. A tank to hold the water that I drain off from a river/brook (or sometimes just murky pools, but I usually try to embark on running water), with channels to the cistern for my hospital well, and each of the four baths (which go down into this level, since they're channeled from the level above). A number of floodgates and levers are involved.

Below the water system is my office area, and theoretically my throne room for whenever I manage to get the king and his retinue. Pretty much what it says on the tin: bedrooms, offices, and dining areas for my nobles.

Next is my leisure zone: a level with a communal statue garden to the north, to the south a zoo (with built cages of wild animals and hostiles I've caught), to the right is the aquarium (with, well, aquariums built in it, holding various live fish I have my fisherdwarves catch.) The zoo and aquarium are marked as meeting areas, so that the dwarves can hang out pretty much all through the level when they have free time.

Next is the burial zone. One big graveyard with built coffins for common dwarves and pets, with some spaces left for memorial slabs if I need them. To the right I eventually build tombs for my military captains, with tombs to the left for my nobles. There's also a corpse stockpile behind doors, for if burials are backed up for whatever reason. (Read: siege out-killing my prepared coffins, etc.)

Below the burial is, well, the trash level. An indoor garbage dump to the north, another refuse pile for non-useful refuse to the south, both behind doors.

The next level is a secondary dining room, with more kitchens/stills. Below that is my arena, where I get rid of any extra hostiles/wild animals and train my military all in one swoop. The dining hall above it has parts of the floor channeled out, for the dwarves' viewing pleasure.

That's pretty much all I have so far, except eventually for some magma furnaces/etc. if and when I reach the magma sea, since I haven't experimented yet with pumping magma up to the main fortress. I really do need to do that at some point.

307
DF Dwarf Mode Discussion / What "special" rooms do you have?
« on: May 02, 2012, 12:26:10 pm »
I'm just kind of curious what ideas everyone else has come up with, for just different, non-standard things to put into your fortresses. (I also might just mine this thread for some ideas myself >_>)...

I mean yeah, everyone has the standard work areas, stockpiles, bedrooms, dining halls, etc. But what about just weird stuff?

The ones I have that's probably the most common (from what I've seen) are the zoo and the arena. The zoo is of course just a dug out room (which I make into a meeting area with the (i) zones command), where I build one cage of each creature/hostile that I capture. I count different goblin types as different "creatures" for this purpose, just to display them all. :p This is actually somewhat functional, since dwarves can admire the cages if they're well-crafted, and might enjoy seeing the animals if they like them.

The arena is of course a large room dug out, with a lever out near the stairs. I build up any cages of extra hostiles, wild animals I'm not training, etc. inside, link them up to the lever, then when I have as many as I want for one bout, send in my squads, lock the doors, and pull the lever. I have cage traps lining the hallway leading to the arena just in case of escapes, and I have a secondary dining hall above the arena with big square of the floor channeled out, to let the dwarves view the festivities below. (And no, this isn't really functional, if anything it's dysfunctional since the dwarves trying to eat might get scared of the hostiles below and flee, but it pleases me.) I might also start pitting hostiles vs. some extra tame animals or something, next time I have a catsplosion or whatever.

Aside from those, I have an aquarium (in the larger building sense), which is a room like the zoo (made into another meeting area), but instead of building cages with animals, I build terrariums, convert them into aquariums, then stock them with fish I catch live using the fishing workshops. Each type of fish gets its own aquarium. Sadly, there aren't usually a huge variety of fish on any given map, so this isn't as grand as I'd like. The aquarium and zoo are on the same level by the way, along with a communal statue garden. It's my "leisure" level.

Oh, I don't know if this counts, but I have one level (below my hospital/living area level) that's dedicated to water channels and such... so that I can not only channel water to the cistern below my hospital's well, but also use the same system to have water in four "bath" areas leading off in each hallway direction, so that almost all the dwarves going off to their bedrooms will walk through and clean themselves of contaminants. But I think that's at least semi-standard?

Most of the other areas I have are fairly straightforward... trading zone, graveyard/tombs, etc... so I'm kinda looking for more ideas. And just curious what others have come up with. So what are yours?

308
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 02, 2012, 12:06:54 pm »
Thanks guys. I guess it doesn't matter much if he does/doesn't take a lover, if titles aren't functionally inheritable at the moment, which I feared was the case. Hrm, I really need that one known vampire I have again to meet an "accident" involving hostiles and his naked "squad" consisting of... himself.

Edit: Oh yes, and my expedition leader doesn't like menacing spikes or anything (well, any more than every random dwarf), but his likes *are* short swords, mail shirts, coffins, and... well... animal traps. So, still fairly useful.

309
DF Gameplay Questions / Re: When do sieges arrive?
« on: May 02, 2012, 10:45:33 am »
It can sometimes take a while for the goblins to decide to get around to siege-ing, especially if your fort is slow in gaining wealth, etc. If you're not even at a baronetcy yet, it's not all that surprising (I'd say) to have no sieges yet. Usually, they'll send some ambushes first before going full-on siege anyhow.

And just for the info, sieges happen toward the end of the seasons, around the same time the caravans come. Just so you know when to expect them. :p

310
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 02, 2012, 10:40:42 am »
Questions (Well, duh): What age are dwarves capable of getting married, raising a family, etc? I figure they live longer than humans, and are probably fertile/virile longer, but I'm not sure. And I haven't been able to find it on the wiki.

Also, what's the current status, if anyone knows, of how the baronetcy/other nobility works and is handed down? If I recall correctly, it *was* so that if your baron/whatever died, you could never get it replaced, and while the post was intended to be inherited if the noble had any children, that wasn't working? it's a bit hazy. Anyhow, I don't recall any of that being changed/fixed, but am I misremembering? Did I miss something?

Basically, I'm trying to figure out who I want to recommend for my baron, whenever that comes around, since it should be soon. I usually like to recommend my initial expedition leader, but since he's unmarried and doesn't even have a lover yet and is 77 years old...


311
DF Dwarf Mode Discussion / Re: Science Thread: Taming and Training
« on: April 05, 2012, 11:57:59 am »
Are they pastured/chained in an actual training zone? If so, maybe that's interfering? Training zones are used for training war/hunting, but not "taming" type training, from the way I understand it. (Not sure if that's what you mean by training-enabled zone.)

312
DF Dwarf Mode Discussion / Re: Science Thread: Taming and Training
« on: April 05, 2012, 07:51:53 am »
For ravens, my semi-wild mother gave semi-wild chicks, but I managed to tame them okay. (And yes, they went to tame, as mentioned earlier). Are you sure you remembered to assign a trainer to the babies once they were born?

313
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 04, 2012, 03:21:13 pm »
I just now had an issue with my dwarf caravan not trading... I *think* what happened is that the human caravan was slow getting their stuff packed and getting off the map, and by the time they were leaving, it wouldn't let me trade, it said there were no merchants (although the dwarves were actually still there). Is it possible something like that happened?

314
DF Dwarf Mode Discussion / Re: Science Thread: Taming and Training
« on: April 03, 2012, 06:47:38 pm »
I also had a similar issue (that I mentioned here or on another thread) with cave crocodiles that I "acquired" from goblin invaders - has *anyone* been able to tame invading mounts long-term, without issues?

315
DF Dwarf Mode Discussion / Re: New to this, and just WoW.
« on: April 03, 2012, 05:35:35 pm »
Am I the only one who got a lot of help starting from the in-game help files? Seriously, I was confused, looking up the tutorials and such, and finally "clicked" when I started going through the help files, learning how to navigate links and designate and such. Although I did (and still do) use the wiki to refer to a whole lot as well.

Once you have at least the bare minimum knowledge, looking up problems on the forums can help as well, or asking in the big ol' "little questions" thread, whichever one's active at the moment.

And yeah, if you want to play with tilesets and dwarf therapist do so, but also don't think you *have* to... I haven't tried those myself, not everyone does.

And if you're losing dwarves, yeah, combat (r)eports are your friend, in order to figure out what happened to them. Or using (a) to open up the logs again, and scroll up, and see if you missed any death notifications. (If another dwarf is in view when another dwarf is killed you'll usually get a notice, if they're alone you don't though.)

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