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Messages - Deathworks

Pages: 1 ... 149 150 [151] 152 153 ... 167
2251
DF Gameplay Questions / Re: One wav eof immigrants per year
« on: August 15, 2007, 12:39:00 pm »
Hi!

I usually try slow-growth fortresses, but no matter how lousy the living conditions are, I have a population explosion. Thus, I am currently playing with a 30 dwarf population cap (although I got immigrants up to 47 dwarves, despite the cap).

In general, it seems that people get really more immigrants than they need and sometimes more than their fortresses can easily support, thus totally disrupting their working setups. And once the first dwarf starves, or throws a tantrum because he couldn't get his favorite alcohol, things tend to get messy ...

However, I also tried having population cap 6, and that is also very difficult to handle for no jobs ever get done. So, currently, immigration is a mixed blessing in my opinion.

Deathworks


2252
DF Gameplay Questions / Re: One wav eof immigrants per year
« on: August 15, 2007, 11:13:00 am »
Hi!

Intently: I would say you were really lucky. Usually, the moment you turn your back, there will be another wave on your front step.

I never counted how many waves per year I had, but it is usually more than one.

Mmmhhhh, this makes me wonder how you got that for three consecutive years (envious).

Deathworks


2253
DF Gameplay Questions / Re: suffocated dwarf
« on: March 31, 2008, 12:13:00 pm »
Hi!

In order to find out the dwarf's fate, the legends mode might help. However, I am not sure whether it would be added automatically or whether you need an engraving about it first... Actually, watching for weird engravings may also give a hint (although you don't get names on them in fortress mode).

Personally, this is why I stick to have my military use crossbows only - no nasty accidents over at the shooting range. And bone bolts are cheap enough.

Deathworks


2254
DF Gameplay Questions / Re: decorating
« on: March 31, 2008, 06:34:00 am »
Hi!

I do not know about HFS, but the proximity factor can be confirmed:

If there is a suitable item not tasked in any way already in the workshop, the dwarves will decorate it. Thus, if you want to make sure that several items get decorated, make sure there is stockpile space available to accomodate any successfully decorated item (you may wish to 'interfere' with storage from time to time via new productions, forbidding or whatever to avoid two or three items constantly switching places and taking turns in the workshop).

Otherwise, they pick the closest suitable item. Note, that z-levels are not calculated correctly concerning distance, so an item directly above the workshop will be preferred over one right next to it - I had my dwarves choose a leather bag from a food stockpile above the workshop in favor of the statues and doors in the stockpile right next to the workshop (two or three tiles away).

Except for that single mishap with that bag, I have been quite successful in getting statues, tables, and doors decorated.

Note that you can set quality and material for stockpiles, so you should be able to set up stockpiles as you need them.

Deathworks


2255
DF Gameplay Questions / Re: Talented miner drowned in a gutter.
« on: August 20, 2007, 03:00:00 am »
Hi!

I wouldn't know what to write, especially after some people did calculations and all about it. Warning against it and maybe mentioning the suspend-unsuspend trick could be useful, I think, but I am not sure.

The link is:
http://www.dwarffortresswiki.net/index.php/Irrigation

And the paragraph is the very last, at the bottom of that page.

Deathworks


2256
DF Gameplay Questions / Re: Talented miner drowned in a gutter.
« on: August 19, 2007, 04:54:00 am »
Hi!

I know that the cave river is much safer, simply because you can use a flood gate to connect any channel to it. But the wiki is dangerously misleading newbies with the information provided above.

Deathworks


2257
DF Gameplay Questions / Re: Talented miner drowned in a gutter.
« on: August 18, 2007, 03:20:00 am »
Hi!

As I said, my details are only sketchy.

Ah, and about the outdoor river being safer, it is something written in the wiki in the irrigation chapter:

quote:
Using the river from outside is almost exactly like using the underground river. One benefit, however, is that it is far safer to dig a channel directly next to the river without a "safety" floodgate, because dwarves can swim out to the side, unlike in a cave where there are walls in the way. This makes it easier to set up a One-Floodgate system (see above).

I knew I had read something like that somewhere.

Deathworks


2258
DF Gameplay Questions / Re: Talented miner drowned in a gutter.
« on: August 17, 2007, 04:42:00 am »
Hi!

Shadowlord: I am not absolutely sure. I may be wrong, but in at least one of my early fortresses where I dug outside river channels (before I even understood how farming was supposed to work (^_^;; ), I think I did get the "dangerous terrain" warning from a dwarf and he didn't drown.

This is just from my shady memory and all, so I may be wrong, but could it not be that the dwarf has one turn to leave a channel that is filling with water before he needs to swim? That would explain how the dwarf escaped (if I remember the incident correctly). And it could explain why otherwise dwarves drown in channels (as you suggest, they probably can't climb out once they are swimming).

If dwarves can't leave channels while swimming, wouldn't it actually be better to have them swept into the river? As far as I can tell, there is a small chance for them to get out of the river even without a bridge, so that would be better than certain death in a channel.

Deathworks


2259
DF Gameplay Questions / Re: Talented miner drowned in a gutter.
« on: August 15, 2007, 11:10:00 am »
Hi!

Well, the outdoor river is an option, and usually, if you do the thing with making the connection last using a long channel, it is relatively safe.

However, if things go wrong, you are seriously in trouble. Corpses and items in the channel can not be retrieved while it is full. Quite obviously, you can't use a floodgate to unflood the channel and you can't use a cavein either.

I currently have a similar setup:
- It is good because racoons and their like got stuck at the channel, trying to get things they couldn't get
- It has become annoying, because quite a few of my dwarves have laid claim to the clothes of the drowned dwarf. So, when they have some spare time, they say "xxx cancels store owned item: Item unreachable"

Deathworks


2260
DF Gameplay Questions / Re: Onyx item?
« on: August 15, 2007, 04:37:00 am »
Hi!

Another thing that can come in handy is this:

Mining material (turning an onyx wall into an onyx stone usable at a mason's ) is considered the same as creating an item. So, when such mandates are out is always a good time to expand your fortress a little bit. With some luck you may mine some of the material resolving the demand.

Deathworks


2261
DF Gameplay Questions / Re: immigration
« on: August 11, 2007, 04:49:00 am »
Hi!

I have never played any of the tradeless maps (I am still getting my bearings in the game in the normal maps).

But I am wondering. How should the nobles know they are needed? After all, isn't it usually the system that the dwarven caravan visits your fortress, sees that you have met all the requirements, and after they have reported back to the capital, nobles are sent to help you in managing the fortress.

So, without dwarven caravans, there shouldn't be nobles, at least from a story point of view.

Deathworks


2262
DF Gameplay Questions / Re: raw fish?
« on: August 10, 2007, 05:49:00 am »
Hi!

This actually made me wonder; how likely is it for famine to really completely destroy a fortress? As far as I can tell, even under the worst condition, a few dwarves seem to survive on vermin eating and if you succeed to generate a single unit of food, this should give you some breathing space.

So, has anyone actually seen a fortress go down without outside (goblin siege) influence? Or was it always that people abandoned the fortress when I got too ugly?

Just be careful with farming, though. Having too many farm plots can be bad as well if you have 'all dwarves harvest' activated :) :) :)

Deathworks


2263
DF Gameplay Questions / Re: How do I remove a bridge?
« on: August 09, 2007, 05:11:00 am »
Hi!

The one thing I have learned is that you can't build bridges over stuff that's in the water.

I had a dwarf drown in a channel and during my attempts to recover the body, I even ordered a bridge to be built right over the square where it lay - the bridge was never built.

Please note that this only applies to cases where there is something left in the water tile, of course.

Deathworks


2264
DF Gameplay Questions / Re: Managing Large Forts
« on: April 01, 2008, 05:23:00 am »
Hi!

I rarely have large fortresses. However, when the big immigration waves hit, I have the following thoughts:

* Unskilled peasants are not even replacement labour. So, I make sure that each peasant gets some proper job where they can quickly get experience to improve both their professional skill (in case they are needed to replace a dead dwarf) as well as their stats (if I do decide I need to draft them). I never draft unskilled dwarves (except for when an unskilled dwarf discovers a kobold thief on the tile she is standing :) :) :) :) :) ).

* Engrave a lot. I usually do a lot of engraving. Usually, all workshop rooms are completely engraved. Community burial chambers are completely engraved, meeting halls are completely engraved. Over time, finished corridors get engraved (finished in the sense that no new digging will take place there).

* Remove legendaries from their favorite jobs. Especially with legendary engravers, I tend to remove the job they are legendary in so as to heighten their chance for increasing other skills. This also prevents them from taking away the work for unskilled workers.

* Traps. In my fortresses, a really complete room also has a stone fall trap at its front door. This can add quite a lot of work for your dwarves.

* Statues and decorations. Statues look nice in meeting halls, but they also add to community burial chambers. Even corridors can be improved with a few statues.  Besides keeping your dwarves busy, it also raises the morale.

* Encrust/decorate. You can put a lot of decoration on statues and the like. Have them decorated until at least one interesting image is on an item. Then replace a non-decorated item with the newly decorated item. Repeat. Besides statues, doors are also good condidates for this.

* And the all-time favorite - complex building projects, like constructed guard towers with barracks on top and the like. If you really have more dwarves than you need, make all constructions with blocks only - this can keep mason's workshops and masons quite busy.

Well, I hope some may find these thoughts useful.

Deathworks


2265
DF Gameplay Questions / Re: work dogs
« on: August 09, 2007, 05:09:00 am »
Hi!

The one thing you shouldn't do is making them available for pets. Once they are that, it seems you can't slaughter them or otherwise get rid of them.

As I mentioned elsewhere, I got that dog crawling around my fortress that is half-dead and I can't even turn it into dog-biscuits. I suspect that it is because it is owned by a dwarf.

Termitehead wrote:

quote:
... half my fortress eats (...) kitten meat ...

You monster :) :) :) :) :) :)

(Just kidding, though personally I am not the type to give my dwarves shamisen.)

Deathworks


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