Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AutomataKittay

Pages: 1 ... 9 10 [11] 12 13 ... 163
151
DF Gameplay Questions / Re: Consistent items?
« on: August 14, 2013, 04:30:09 am »
Trading currently is pretty much infinite sink that don't get transferred to other player fortresses outside of historical reference in decoration of trader-made materials. Also infinite source ( in limited quality at once, though ) of material that civ can access, but abandoned fortresses don't counts as access source.

So no importing bluemetal or exotic alloys, unfortunately, even if you've struck it in your fortress, in another fortress.

Best you can do is to roleplay it using either cheat reaction, or with metals, melting down enough coin to replicate them ( each 500 stack of coin gives 110% return for any metal ),

152
DF Dwarf Mode Discussion / Re: What type of DF player you are?
« on: August 13, 2013, 05:19:13 pm »
I mixes methodical and impulsive, my fortress focuses on decently efficient parts of industrial chain with huge links between the well-functioning clusters and I takes way too long to get metalworking up and running. It can take a few decades before I figure out I want to go INTO first cavern, and that's without missing them. I've actually ran into cavern more often by accident while expanding my fortress' industries than by intentional digging down :D

Oftentime there'll be decades where major parts of farming and other industries are scattered around the fortress or crammed in niches that was put in decades earlier before being moved around. Dwarves' rooms tend to end up being scattered around before I put a major project to build way too big bedroom complex enough to hold a few hundred dwarves with only a hundred beards mostly married using them ( I like to set popcap to 50 and natural birth rest of the way, limiting it to 10% of population being babies too ).

I like to keep my dwarves taken care of and specialize training as much as I can, I like having experts without hauling supported by haulers and movers. Too bad there're not really much to import, I exports so much that I suspect that my exported wealth might be higher than my actual fortress value with some of my older ones with barely any imports. Though I probably should be taking a look at drink and food supplies sometimes, they've been complaining of being plump helmeted out for a decade or two...

153
DF Dwarf Mode Discussion / Re: Do you bother with livestock?
« on: August 13, 2013, 05:06:20 pm »
I pretty much only take peafowls nowadays, and that's mostly for leather and bone supply. Eggs and meat from a dozen breeding annually supports my fortress of a hundred pretty handily even with the undersized fortress-born critter bug. I could probably cut it down to half-dozen and still have positive stock rate.

Livestocks in general aren't really actually worth it outside of being supplementary food source and more reliable leather leather source than caravan. Only way to get bones and skulls too without hunters, which makes for armor that leather don't covers or aren't enough leather for. I like to have early markdwarf army and later on civilian militia so leather and bone gears are pretty nice and easy to get, as well as light. There're no other materials other than leather that makes quivers, either.

Importing consumerable supplies are pretty easy, I've managed to import enough plant matter to feed dwarves just off bone and leather byproduct even at highest demand and that's considering brewing without buying any alcohol. Only real challenge with it, that I've found, is if there're multi-year sieges and that's rare :D

154
DF Dwarf Mode Discussion / Re: Coins?
« on: August 13, 2013, 04:52:46 pm »
coins can be theoretically used to farm candy.

apparently it takes 1 wafer to make 500 candy coins and gives back 1.1 wafers when you melt them all.

one wafer to make a stack of 500 coins, which gives 110% return, or splitting it at the merchant for much higher return. Though I've not figured out that rate, other than it's not worth the effort with clunkiness of merchant screen.

155
DF Gameplay Questions / Re: dwarves don't manage their clothing well
« on: August 13, 2013, 04:50:51 pm »
I'm a little confused how the replace clothing setting works. Is it global across all militia squads? Cause right now it seems that way. Also do you have to assign an explicit uniform or can you say "no uniform" and assign them specific pieces of armor?

Replace clothing's an part of uniform set-up and used to make dwarves drop everything they wears and only put on what's assigned. It's not global, just specific to the uniform. And you can assign them specific pieces of armor/weapon if you want to, though it's not very efficient to spend time at outside of artifact assignment or avoidment.

Default uniforms are over clothings. To assign specific pieces of armor, in military screen go to 'e'quip and use Specific <piece> for each of the the thing on second line from top.

Uniforms can be assigned to dwarves invidually or to entire squads using shift-u at equip screen and highlighting the squad, dwarf and the uniform and hitting enter for inviduals or shift-enter for squad.

156
DF Gameplay Questions / Re: How history works in game....
« on: August 13, 2013, 02:11:19 pm »
We won't know exactly how it'll work in the next update until it comes out.

Currently history outside of the fortress is frozen in fortress mode. No idea how it works in adventure mode.

157
DF Gameplay Questions / Re: d_init Incasion Switch reverse?
« on: August 13, 2013, 11:34:18 am »
Switching invasions off also stops FB and megabeasts wandering in, last I checked, too.

158
DF Gameplay Questions / Re: dwarves don't manage their clothing well
« on: August 13, 2013, 11:32:37 am »
Clothings works for me, but they won't take off part ( over, cover or under) that they don't have a change for and let it rot off.

http://dwarffortresswiki.org/index.php/Armor#Types_of_Protection

I makes at very least socks, trouser and dress. Armors can't be claimed as clothings either. Other problem I can think of is that they're not accessible either through burrow restriction or not pathable to.

159
DF Gameplay Questions / Re: blood barrels , which stockpile?
« on: August 13, 2013, 11:27:14 am »
I think blood might be put in fully activated extract stockpile, but there're no real use for them in vanilla DF.

160
DF Gameplay Questions / Re: Catching flying creatures
« on: August 13, 2013, 10:20:23 am »
I usually have some luck just having traps lying around or making small towers with trap on it around where I see them stick around if I really want them. If they're aggressive, having cage traps with ceiling over it and pastured bait does the trick too.

161
DF Dwarf Mode Discussion / Re: All the old clothes in your cabinet!
« on: August 13, 2013, 09:06:03 am »
area-forbid (d-b-h) the cabinets, wait about two weeks, reclaim them. Area-forbidding containers also forbids their contents and dwarfs will give up ownership of forbidden items after several days.

Next time I have DF open I'll give it a try and see what happens for myself, but until then, what happens to room ownership if you forbid the beds at the same time?

Didn't seem to affect furniture admiration or usage of bed last few times I did it. Room designation only get removed if the furniture gets removed, or if the designation's manually changed at it.

Also that's designation for 'h'iding, f is for forbidding.

162
DF General Discussion / Re: How to keep dorfs from dropping their armor?
« on: August 13, 2013, 05:42:46 am »
Yes, assign them specific armor. Instead of metal breastplate, you got to choose, which specific breastplate they'll wear. It's a hassle to assign all that stuff to every military dwarf, but once you have done it, they will never unequip their stuff again, when your armorsmith has again "created a masterpiece!".
not sure what you mean. can I go even more into detail than telling them which colour and which material? can you choose from a list of available armor pieces somewhere?

Specific Armor when assigning equipments, have to do it from equip screen instead of uniform screen.

As for your original problem, I don't know what's happening, are they set inactive = uniformed in 's'chedules? Sometimes during month's end or season's end, they'll inactivate if their military skill aren't high enough, for a moment, then reactivates, and I've not had any issues as long as it's uniformed, instead of civ clothings. Or are you using like iron and copper equipment and dealing with goblins that brings in iron armors? Their equipment decision is made purely based on value and on what's allowed in their uniform.

Forbidding stuffs doesn't helps once it's been assigned, they'll just not equip it. Forbidding things does helps with equipment assignment or for fresh uniforms, though, it just don't works if the equipment's already assigned but not picked up yet.

Is the uniform set to replace clothings? Sometimes there're too much stuff to put things on properly, which part of armors give the most problem? The helmets and the boots?

163
DF Dwarf Mode Discussion / Re: Strange Farming Behavior
« on: August 13, 2013, 03:49:26 am »
I like to have woodcutters that have wood hauling disabled, so that they focus on cutting the trees.

I wonder if farmers who have food hauling disabled would harvest all the crops, allowing dedicated food haulers to sweep up everything.

Nope, farmer and gatherers tries to take barrels once they've picked something up. Unless the barreled stockpile is linked to a non-barrel stockpile and set to only take from link, then they'll drop the food off in the stockpile. I always disable their food hauling anyway so they can focus on farming or gathering and let other dwarves haul it.

I does the same thing with woodcutters and miners too :D

I dunno how others are managing to get farmers and gatherers to just drop what they've picked up from shrub or field.

164
DF Gameplay Questions / Re: archers go melee
« on: August 13, 2013, 03:45:17 am »
If the squad was originally assigned as melee squad or even non-military, might have to enable ammunition and make enough of them. It's checkable under the ammunition part of military screen, I'd recommend at least 250 to 300 and combat ammunition set.

Other than that, dwarves are sometimes a bit... headstrong.

165
DF Gameplay Questions / Re: How to effectively use military?
« on: August 13, 2013, 03:42:10 am »
If you're worried about them sneaking in, you can use military squad or dump designation on outside item to test for loose access when sealed up.

The most basic fortress defense is to wall in and have a drawbridge to seal everyone in. Not really optiminal but it's simplest and least dangerous :D

Traps will block wagon access, so it pays mind to think of how to lay out their access so invaders will get trapped while getting wagons still, if you're going the trap route.

When forming military, always give them shields, even wooden or leather ones. Shields deflects things absolutely, even dragonfires and fireballs, and well-trained shield skill makes up somewhat for crappy armor.

Hopefully above gives some idea on what to work with :D

Pages: 1 ... 9 10 [11] 12 13 ... 163