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Messages - khearn

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1486
DF Gameplay Questions / Re: How do you...
« on: October 06, 2011, 12:43:12 pm »
The last few forts I've done, I've been trying to have well organized forts, and that requires spreading things out a bit, which takes more digging, which I don't have time for when my miners are still learning. So now I set up a temporary fort with the minimum to get me through the first year. In my current fort, the temporary fort had:

- Refuse stockpile outside
- Log stockpile outside
- Pastures for animals that need them. These initial pastures are outside and vulnerable. They get moved inside when I have time to dig out enough space, have hit the caverns to pollinate them, and stuff has grown. But I get the outside ones set up quickly to keep animals from starving.
- A couple of tiny pastures just outside the door for dogs to spot thieves.
The above is all done before unpausing at the start.
- Entry with a couple of wooden doors for "security". Wouldn't stop a siege, but if I'm still living there when I get a siege, I've screwed up already.
- Meeting room/dormitory with 3 or 4 beds. Quick to set up and keeps the dwarves from getting too upset.
- Farm plot, 3x3, set to make plump helmets all year 'round.
- General purpose stockpile, initially 6x6, but expanded to 10x10. Takes most everything except stone, logs, animals, refuse & corpses.
- Carpenter shop to build doors and beds. Also makes some spiked wood balls later of for early trading.
- Butcher to handle output from hunter, plus I usually kill the animals that came with the wagon fairly soon. If I started with a fisherdwarf, I'd set up a fishery workshop in addition.
- Kitchen and Still
- Mechanic shop to make traps.
- Craftsdwarves shop for various tasks, especially cranking out a bunch of mugs for that first caravan.
- Trade Depot

I had all of that set up by the end of Spring. I did a lot of pausing whenever I saw someone idle and made sure to find something to keep everyone busy all the time.

Then I had the miners dig downward as far as they could go. usually I hit the top of a cavern and have to go sideways a bit, but this time the just grazed the bottom level of two of the caverns (so I built walls to close them off) and then straight down to semi-molten rock. A bit of probing around found the top of the magma sea and I set up a magma glass furnace for cranking out pumps/trap parts. I still haven't found the third cavern, but I have found the bottom of a magma pipe going up to it.

Oh yeah, this embark is at a site with no metal ores at all. That's why I'm going for glass so early. All of my metals will come from caravans and goblinite. It makes for an interesting game. :)

At that point I had everything I needed to survive. They were just stuck wherever they would fit in a little hill that my wagon started next to. In the past I've often just expanded from that sort of start, but it ends up with an ugly, disorganized fort with things by the entrance that really should be deeper down, and an entrance that is set up for quick digging, not real security.

So then I took some time and figured out where I wanted things to be in the permanent layout and started digging rooms for them. As I built stuff that was already in the temporary fort, I removed them from the old locations. Now the temporary fort is just a bunch of empty rooms and the original stockpile. As I've created new stockpiles, I've edited the original one to no longer take those items. So anything that ends up in the original is something that I still need to create a stockpile for.

I am about to wall off the original entrance, since I've now get a new entrance with a nice dodge trap/pit that just finished dealing with my first shipment of goblinite. Who-hoo! Now most of my soldiers have some sort of armor. Some are still wearing wooden junk I bought fro the first elf caravan, but that will go away as I acquire more metal.

BTW, please try to come up with more descriptive subjects for new threads. "How do you..." could be about anything. Something like "First things to do after embark?" would be much better. if all the threads had subjects like "How do you..."  or "Help me!!!" or the like, the forums would be pretty hard to read.

   Keith

1487
DF Gameplay Questions / Re: Dead creatures in cages
« on: October 05, 2011, 07:27:53 pm »
I've only been playing for 6 or 8 months or so, so anyone who played back in the 40d days is an old-timer as far as I'm concerned. :) I'm not always correct in my advice, but I'm very careful to make it clear when I'm sure about something or when I'm speculating.

1488
DF Gameplay Questions / Re: Dead creatures in cages
« on: October 05, 2011, 03:31:50 pm »

Oh, don't mind Quietust. He's the resident grumpymunchkin.

Yes, but he's a veteran grumpymunchkin, who's been playing much longer than most of us and usually knows what he's talking about.

1489
Hmmm, I wonder if this might be another way to increase adamantine supplies? If it does only use a pratial unit of thread when he is stitched and does leave a full unit of thread when he dies, you could arrange for lots of fish dissectors to be injured, stitched up with adamantine, then wait patiently for them to die (sometimes that magma flows so slowly!), and collect more adamantine than was used.

Similar to the adamantine bolt exploit.

1490
DF Gameplay Questions / Re: Broker Won't Trade
« on: October 05, 2011, 03:20:13 pm »
What's the rush to get him to the depot if there's still stuff to be carried there? He might as well carry something on his way.

1491
DF Gameplay Questions / Re: No river flow.
« on: October 05, 2011, 03:15:33 pm »
Is it a river or a creek? Can dwarves walk across it when it's thawed? Creeks have a walkable surface that needs to be channelled into to get to the flowing water.

1) That's brooks, not creeks
2) He said he channeled it.

1492
By default uniforms are set to "partial match". You can change them to exact match like Mister Always said. With partial match, if you don't have enough iron bits, they will use lesser stuff, even down to cloth in some cases.I've seen troops wearing silk trousers when my uniform said metal leggings. I always just set mine to "metal" and it takes the most valuable things, which usually works. This can be a minor problem if you have a ≡«☼Copper Breastplate☼»≡ and your dwarf wears it instead of a +Steel Breastplate+. But that's pretty unusual.

1493
DF Dwarf Mode Discussion / Re: Need help dealing with sieges
« on: October 05, 2011, 02:51:33 pm »
Well. I just got sieged. And the siegers tore through my military as if they were made of butter. I've got 2 entrance traps (pit to magma, repeating spikes over a volcano) but they don't seem to work too well.

Yeah, even a masterwork ☼Butter Breastplate☼ isn't very effective. I'd suggest investing in better stuff.

How many troops do you have, and what kind of armor/weapons? Skills?

1494
DF Dwarf Mode Discussion / Re: Picks (Foreign)?!
« on: October 05, 2011, 02:45:05 pm »
During Army Arc, I would expect that danger rooms gets severely nerfed.
They'll be made with Nerf(tm) spears?

1495
DF Dwarf Mode Discussion / Re: Picks (Foreign)?!
« on: October 04, 2011, 05:54:15 pm »
a single highly skilled axedwarf will wipe out ALL the elves!
Right up until a lucky shot from an elven marksman hits him in the face.
In worldgen, battles are done one on one.  This is why you see Tholtig defeating whole armies, because she's fighting one elf at a time, and she's individually better than any single enemy.  Worldgen battles don't allow for ganging up.  Thus, if an army arc battle is the same, one danger room and a steel axe, and you can wipe out the elves!
Give the detailed treatment Toady is giving werewolves and zombies right now, I have a hunch he'll be making a few changes to how that works.

1496
Diorite's not magma safe. See http://df.magmawiki.com/index.php/Magma_safe

In my current fort, I set up two 3x4 stockpiles just above the masons/mechanics. On only accepts the magma safe stones listed on that page, one only accepts the non safe ones. Neither accepts ores nor flux. Not too far away I have a couple of bigger stockpiles of each type, with the small stockpiles set to take from the big ones. I just have to do a d-b-f to forbid the small stockpile for the stone I don't want and d-b-c to claim the other, and I can be sure to get the type of items I want. When my legendary mason starts cranking out doors he only has to step up the stairs to get the next stone, so he works very quickly. By the time he has gone through the 12 stones that are close at hand, a dozen haulers are in action bringing more from the staging stockpile, so he doesn't run out (unless all the haulers are busy bringing stuff to/from the depot or hauling in goblinite from the latest siege). And then another dozen make the trip down to the depths to being up more to there. And the only time I need to remember which stones are magma safe is when I build something and have to select which door/floodgate/mechanism to use.

I use garbage zones for clearing out newly dug rooms, but I don't see much need for them as stockpiles. When you dig a room that has some orthoclase (magma safe), some granite (not magma safe), and some native gold, it's a pain to try to send each to a different garbage zone. I send them all to the same nearby zone, and then reclaim them all later. When one of my staging stockpiles needs more of a certain type of stone, the haulers will do the sorting for me.

Then again, I don't usually care at all about colors. That would make things a little more complicated. But not all that much, just a few more stockpiles, one per color.

1497
A quick look at the files in my save folders seems to show that (except for the raws) they are in a binary format. I just tried grepping for the names of my current squads in the .dat files and nothing came up, so the names aren't even saved as regular strings. So it looks like it would be non-trivial to change them. This is on a Linux system, but I suspect the save ormat is going to be the same on any OS.

When I create a new squad, I always look at the name, and if it's something lame like "The Fluffers of Pillows" I just delete the squad and create it again. It gets a new name each time, so you can just keep trying until something decent comes up.


1498
What I find amusing about Zasit: "He is not a risk-taker"

1499
DF Gameplay Questions / Re: Item Transport (Please answer quickly)
« on: October 03, 2011, 10:49:58 pm »
If it's what he wants, he'll go get it, you don't need to bring it to him. Since he hasn't gone to get it, he's not looking for a donkey skull. He might be wanting bone, horn, or ivory. Look at his preferences and see if he likes something specific along those lines.

Edit: Also, check to make sure the skull isn't {forbidden}.

1500
DF Dwarf Mode Discussion / Re: Hyper-valuable... food !
« on: October 03, 2011, 10:37:57 pm »
I've got a stack of quarry bush leave roasts in my current fort that is worth ~29K. I could buy everything I want from any elf caravan, and most human ones with it. But I just keep it in reserve because I've got so much goblinite crap to get rid of. I really do need to set up a magma garbage disposal system.

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