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Messages - TubaDragoness

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1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2021, 01:26:43 pm »
Things to do in my next fort:

See if I can find a way to temporarily block access to my fort from outside.

See if there’s a way to get those who are outside to quickly high-tail it inside.

See if there’s any way that I can get a military up and going faster (I’d start out with copper gear, but I’m concerned about my militia becoming attached to the copper stuff and refusing to upgrade later.  That and most of the early threats are showing up with iron or better.).

Remember to be more careful when channeling.

I always have an "airlock" of two sets of doors with space between them and stone blocks stockpiled nearby. In case of invaders, get everyone inside and forbid the doors. In case of building destroyer invaders, forbid the doors and build walls behind them with the nearby blocks. The travel time from the edge of the map plus the time it takes to destroy the doors is usually enough time to get those walls built, especially since blocks are much faster to haul than stone boulders. More sophisticated drawbridge/moat/wall setups can wait until I have the labor force to work with. This also is handy to have inside your fortress in the case of an invasion that does breech your perimeter, or a civil war/tavern brawl/accidental spill where you need to lock down part of your fort.

Getting everyone inside is easy; set up a burrow that covers all the inside areas of your fortress. Don't include the doors, and name it something obvious like "Emergency" or "Inside". When you need to sound the alarm, go to your military screen, find the alerts tab, and set Inactive (Civ) to your emergency burrow. All dwarves should immediately cancel tasks and retreat inside, though you might need to forbid heavy hauled items if they don't drop them automatically.

The militia advice, I'll leave to the threads that already exist. However, copper is a perfectly reasonable material for blunt weapons such as hammers and maces, and dwarves don't seem to get too emotionally distraught on being separated from gear they have an attachment to. You have plenty of time to swap it out before they name it and it becomes an artifact.

2
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 14, 2021, 01:09:07 pm »
Children like to play in their parents' bedroom.  I found this out in a fort where I lock my married couples in a bedroom together for a couple weeks every year to make sure I can grow my population.  Although adults never get involved, I find that children frequently end up idling in the room with their parents.  And it is always an older child of that specific couple.  I don't know if this is because the child spent time in this room as a baby when his mother was sleeping or from some other mechanic.
The children in my fortress make a point of playing in places where a battle has taken place or in the caves, their sense of self preservation is amazing, despite this none of them have died.
I'm not convinced its always their parents bedrooms, but any unoccupied space with a few beds and a chest tends to get overrun by my forts kids. I tend to make a nice wellroom away from danger with its own beds and chests and the kids just gravitate towards it. I've also repeatedly seen kids in bedrooms that do not belong to a member of their family, so perhaps your forts children are more obedient than mine.

I know I'm a few months late on this, but I think I understand why this happens! Children do not have jobs to pull them around the fortress - the few that do have a specific location are socializing/performing in a meeting hall, praying, and claiming clothing or food. Once they finish those designated tasks, they generally end up "playing", whether that's with a toy in their inventory or make-believe.

Children in bedrooms that do not belong to their family were probably picking up an item of clothing that is no longer claimed. Children in meeting halls/dining rooms/taverns were drawn in by the socialize/perform needs or food needs. Ones in the stockpiles or out in the middle of a battlefield were drawn by clothing. The ones in their own/their parents' rooms and honeymoon suites can be drawn in by any of the above, in addition to the coding where dwarves may choose their room as a place to hang out when idle.

I have noticed them returning to some of the same locations later, having taken a break to go eat, and I'm not sure why that is. Perhaps their playing is considered a suspended task that they resume at the location?

3
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 02, 2021, 12:51:38 pm »
Seems knocked-away hfs shell isn't valid option for decorate with shell job :<

Would this be because it's technically a corpse fragment instead of a butchered, prepared material, or because it came from a sapient being? Sounds like experiments are required.

4
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 17, 2020, 03:55:45 am »
Mercenaries are better though, since I can put them in the army.  I have them in a squad called the "Dorf Foreign Legion" under the command of one of my better fighters.  Biggest downside is that the humans need bigger sized armor, and they just show up with a weapon and a shield.  They're not even wearing goose leather!  So I bought human sized armor and clothes from the caravan that just showed up so they'll have gear, and the human citizens will eventually need fresh stuff to wear too.

Your workshops should have the ability to give detailed instructions for tasks once they've been added to the queue (but before they're assigned a worker). One of those details you can add is sizing, allowing you to craft clothing and armor for your nonhuman residents and warriors right alongside the orders for your dwarf citizens.

5
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 02, 2020, 02:15:05 pm »
I remember there being some issues related to trading that were caused by bins, but I haven't used bins for a very long time.

- An unashamed user of QSP. It makes it so much easier to make pleasing floorplans!

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DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 22, 2020, 09:40:27 pm »
That's what the beard is for.

7
DF Dwarf Mode Discussion / Re: May I have tips on good base design?
« on: November 09, 2020, 04:45:45 pm »
Learn how to make circles, ovals, and curves with pixels. It's amazing how much fancier a round room looks. Some tilesets can enhance the effect by how they render smoothed walls, especially on the diagonals.

Other than that, separate your fortress into "wings" or even floors by function. I have a surface section that has the depot, the barracks, and rooms for isolated vampires/werebeasts/necromancers. My workshops are all together, usually arranged around the stockpiles they draw from. I have a "civilian" wing that includes the temple, library, tavern/dining hall, and leads off into the bedrooms. The surface fields and pastures are connected to the food stockpile by a tunnel that has underground fields, pastures for non-grazers, and the butcher/tanner/farmer workshop and refuse room off of it.

My main hallways are 5 tiles wide (allowing for exits of either two or three doors) and every 40 or so tiles, I build in a rounded room with a central pillar that looks something like a roundabout in tunnel form. Keeps the grid format while mimicking things I have seen in public buildings, and is a convenient place to add in additional doors to isolate invaders or berserkers.

If you need inspiration, look up famous buildings, fortresses, or ruins from the real world!

8
The usual issue with werebeast and vampire dorfs losing their ability to work is them going insane. They're cut off from a few key needs (socializing, food/booze, new clothing, work) and it's hard to counteract that stress long-term without risking other members of your fortress. Turning into a mad beast once a month fixes physical wounds and hunger/thirst, but doesn't cure insanity.

Some ways to keep the happiness up: occasionally dump (and then unforbid) booze and new clothes into the containment area from a shaft that is far enough above to prevent use as an escape; detail and engrave their isolation chambers with high-quality, non-destructible art; use an airlock system to manage their movements so they can craft caravan garbage, then be blocked off so other dwarves can collect it. Note that werebeasts are building destroyers, and will regularly knock down or ruin any statues and workshops they have access to.

9
DF Dwarf Mode Discussion / Re: The cherry blossom
« on: October 28, 2020, 03:08:19 pm »
Whispers are Loud
They type with caps lock on and
Use diff'rent rhyme schemes.

This thread has new posts
Ev'ry time I glance at it.
It fills me with joy.

10
DF Dwarf Mode Discussion / Re: The cherry blossom
« on: October 26, 2020, 03:34:11 pm »
Yeah, not sure why it's doing that. I'll have go fix it again.

Photobucket changed a bunch of things ages back (like, 5+ years) that stopped proper embedding and put overlays up if you exceeded a certain tiny amount of bandwidth use unless you paid for a premium account. There's a reason I switched to imgur (and it is by no means the only option, should you not care for imgur).

11
DF Dwarf Mode Discussion / Re: The cherry blossom
« on: October 24, 2020, 04:28:08 pm »
The cherry blossoms
Should float softly to the ground.

... as the severed limbs and heads of elves and goblins fly through the air into the branches of the cherry trees.

As limbs go flying.

12
DF Dwarf Mode Discussion / Re: A Dwarfen Mystery
« on: October 14, 2020, 12:56:38 pm »
What's your justice setup like? If you convicted her on the assault charges and she had a deputy, then they would have moved to dish out punishment. And given that assault convictions often result in beatings (always, if you have no free cages or chains), her being unconscious in the hospital could have ended... poorly.

If you don't use any utilities such as DFHack, you can check legends by creating a copy of the world folder so you have two identical fortresses. Then abandon/retire one of them so you are free to look at the legends of that world.

Check your burial area too- if there were any coffins open and unassigned, she could have been buried before they noticed she was missing. Dwarves are funny like that. Should that be the case, have that receptacle deconstructed and all open ones set to not receive new dead until they take her to the corpse pile and then properly notice her.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 30, 2020, 03:25:42 pm »
not quite 'whats going on in my fort' but the other day i apparently yelled "Dwarf Fortress" in my sleep, really clearly.

If it makes you feel any better, my sister frequently sleeptalks when she plays games too late before bed, and she has definitely been annoyed with dwarves in her sleep before.

14
DF Dwarf Mode Discussion / Re: Stress test by leaving Fort afk
« on: September 30, 2020, 03:17:07 pm »
Dwarves have a couple of civ-level morals that can cause more stress when they're idle: valuing martial prowess and the desire to craft (three, with alcohol dependency). But testing with humans first DOES prove that time isn't the only factor. Can you post whatever values your human civ has?

15
DF Dwarf Mode Discussion / Re: No shell for moods?
« on: September 30, 2020, 03:10:00 pm »
I usually get mussels from brooks, but if you don't have running water, you could be in trouble. Good luck!

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