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Messages - AutomataKittay

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1846
DF Dwarf Mode Discussion / Re: Goals for migrant waves (take 2)
« on: August 29, 2012, 05:18:16 am »
I assign jobs on as need basis and tag them so I know they've already been examined and assigned, and for those I don't have jobs for, I set them to only haul and clean as well as feeding and watering restrained or wounded dwarves and tag them as Hauler. I don't really have any general goal, except for specializing dwarves as population grows :D

1847
DF Gameplay Questions / Re: Corpse not being brought to coffin/tomb
« on: August 29, 2012, 05:00:05 am »
I've noticed, at least in 34.09, that dwarves are VERY lazy about putting things in coffins and tombs, or that the job just don't shows up even with plenty of empty coffins for them to stuff. I don't know why or even how to improve that.

1848
DF Gameplay Questions / Re: Maximum wall height and workaround.
« on: August 28, 2012, 12:29:09 pm »
I'd suggest double-checking the walls under the bridge level, just to make sure they're done. And making the bridges wider if it's not cave-ins, I've noticed dwarves dodging over ramps and when crowded and falling off for some reason.

1849
DF Suggestions / Re: enable take/give order for farming plot
« on: August 28, 2012, 12:24:47 pm »
Yes and being able to assign profile for workers too!

1850
DF Dwarf Mode Discussion / Re: "Cheating"
« on: August 28, 2012, 12:23:13 pm »
Idea of cheating is rather difficult to classify with single-player game. Particularly a very modifible one, it could be anywhere from the 110% coin smelting result in default to reactions to turn every dwarves into bronze colossus and to make a million bluemetal wafers. Or just giving dwarves bone of steel or making multiple civilization to get bigger sieges.

Then there're the split between legit exploits and outright cheats that people debates with splitting bolts smelting and cave-in traps. And quantum stockpiling. And so on...

I don't uses any mods except personal ones, like making all underground plant plantable year-around and expanding bone and stone equipments. No utilities either.

Something valuable for nothing or modifying embarking race to be next to invincible against incoming sieges would be something close to cheating in my book, if not for testing use. Stuff like bolt splitting and over 100% smelting return's more in providence of exploits since it takes effort to do.

Do note that being able to import steel bar from dwarves when there're no iron from their civ could be considered a cheat by above standard, and overly abundant egg meal also :D

1851
DF Dwarf Mode Discussion / Re: Mircomanagment
« on: August 28, 2012, 08:42:52 am »
You can name them, IIRC it's y-n in dwarf's profile. Which you can find by v-ing near one of them and hitting z or in unit list with ( I think ) c on specific dwarf.

1852
DF Dwarf Mode Discussion / Re: Best Kind of Bolts
« on: August 28, 2012, 04:15:53 am »
What if things instantly stacked together if they were the same item of the same material once they were put into the same container. Would make the stocks screen less of a mess and make stored items easier to read. Then just whenever something is taken out it is split into seperate stacks?

I don't know I'm not toady.
Wouldn't work for things of different quality/detail

Not to mention contaminations, being made by different dwarves ( I'm pretty sure they track who made what due to high quality notes ), being an import or homemade object, managing to brain a goblin once, etc. There're just a lot of stored details that makes it a bit impractical to 'restack' anything in DF, at least by a common mechanism. Plus it's not too big an issue with how often bolts get broken.

1853
DF Gameplay Questions / Re: Caverns and Questions!
« on: August 27, 2012, 09:48:48 pm »
I don't really bother trying to understand caverns, other than strip-channeling from top to caven floor since I've had a few too many collpases by accident, plus it looks nicer squared up and floored. Of course that's if I can manage to wall things up enough to hide a bit :D

As for the cook. Quarry bush and eggs. You can make 5x as much food out of one quarry bush and eggs comes in good stacks with right creatures. There're also tallows and making prepared meal, but those are more a bonus for me with necessarity of cooking quarry bush and eggs to be edible.

I rarely really bother to set up metalsmithing past the starting up equipments, and that relies on being able to get a lot of either kind of coal with embark points. I've not really found a metal focus to be worth it without drilling down to magma ASAP.

1854
DF Gameplay Questions / Re: NPC's in adventure mode
« on: August 27, 2012, 08:56:28 pm »
The worlds' history's mostly frozen when the worldgen is done, almost all of the 'new' events are caused by you in either adventure or fortress mode. It's planned to be more active but not for a while.

Do events proceed around you while you're playing Fortress mode? (IE: You have a fortress on one end of the world, but on the other Urist McDragonslayer is slaying dragons)

Nope, other than ( as far as I understand it ) population being drawn out of dwarven civilization for your fort and any enemy civilization for attackers. You can cause era changes in fortress mode if it can be effected by megabeast deaths, though. I'm not sure if civilizations get depleted in fortress mode yet.

1855
DF Gameplay Questions / Re: NPC's in adventure mode
« on: August 27, 2012, 08:27:45 pm »
The worlds' history's mostly frozen when the worldgen is done, almost all of the 'new' events are caused by you in either adventure or fortress mode. It's planned to be more active but not for a while.

1856
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: August 27, 2012, 07:40:15 pm »
New question!

Burrows!

Wiki does not mention sleeping and eating/drinking. Q&A says that dwarves will leave a burrow to eat/drink but still no mention of where they'll sleep.

I have two masons right now, one of which I want to focus on building masonry-required structures (paved roads/bridges mostly) and make stone blocks. He sucks lavender-field-clean-elf-ass and I want him to get some XP for a while before he starts building my tables and chairs. The problem is that Urist McSuckLavenderFieldCleanElfAss keeps using the workshop that has tables and chairs as work orders, while Urist McI'mSoLegendaryAtMakingTablesAndChairsAndShitIDoubtTheyWillEverBeAbleToEngraveMyWorkEvenInALegendaryDiningRoom-mason is stuck on stone block duty.

I sort of remember reading somewhere that you can assign workshops to specific dwarves but I don't know how (I guess that's question #2). And while that would be tremendously useful and will in fact solve this particular issue I would still appreciate input on my burrow related question.

Thanks!

It's the workshop profile that you might want, shift-P on most workshops ( farm plot and a few others don't have it, I think ). You can assign by skill level ( not sure if it's still bugged, I think it's fixed but I don't uses it ) or to specific dwarves.

1857
DF Dwarf Mode Discussion / Re: need help with a patrol route
« on: August 27, 2012, 07:36:27 pm »
Station orders put each dwarf in a 7x7 square centred on the station point. I don't know if patrol route points have the same spacing, but it's likely. If that is the case then moving the bottom four points up one tile will put the only pathable floor for that point within the fortifications.
Does that 7x7 square carry through zlvls?

Nope, if it does, they've not done it on my watch, even on stair with accessible floors above and below. It's accessible path on same Z within certain range dealsie.

1858
DF Dwarf Mode Discussion / Re: Preferable copperbased alloys.
« on: August 27, 2012, 07:34:58 pm »
Bismuth Bronze needs 2.5 as much labour (and fuel if you have no magma smelters) per bar as regular bronze because you can't make it directly from ore.

2.5?  No its more like 4 times the jobs/fuel as regular bronze (or more if using goblinite instead of copper ore).

Lets add this up

Bismuth Bronze cannot be smelted directly from ore, so you must acquire the bars, requiring four jobs to smelt the tin, bismuth, and two copper ore into bars.  Then another four jobs to combine all the resulting bars into b-bronze.  Altogether eight jobs to get 16 bars.

Regular bronze can be smelted directly from ore, thus only requiring two smelting jobs of one tin and copper ore each to get 16 bars.

While this is true, Bismuth Bronze is less expensive to embark with when doing a "make it all yourself" embark.

Cassiterite, Native Copper, and Malachite are 6 points per ore, and Tetrahedrite is 9 (but gives you some silver), while Bismuthinite is only 3 points.  This means it cost 21 embark points for 16 bismuth bronze bars (27 if using tetrahedrite), but it cost 24 points for 16 normal bronze bars (30 for tetrahedrite).

If you bring the wood to burn for this, it does become 8 wood (8 points) + 1 cassiterite (6 pts) + 1 bismuthinite (3 pts) + 2 native copper (12 pts) or 29 points for 16 bismuth bronze bars versus 6 wood (6 pts) + 2 cassiterite (12 pts) + 2 native copper (12 pts) or 30 points for 16 bronze bars.  So, if you are bringing the wood, the difference is almost negligable.

If you source your wood at the embark site, however, it is still a savings of 3 embark points per 16 bars.  And granite (or marble) is 3 points per boulder at embark. :)  Myself, I've been bringing just enough wood to get the first batch of bismuth bronze made, then making an axe to source the rest of the required wood: 1 stone (or stone block if your mason has already started) for the wood furnace, 1 stone for the smelter (can be the same stone if needed), 4 charcoal to smelt two copper, one bismuthinite and one cassiterite, 1 charcoal to make bismuth bronze bars, then 1 more charcoal to make a bismuth bronze axe.  Thats 1 or 2 stone and 6 wood to start chopping more wood for fuel.  Less if you have your carpenter build a training axe, but I consider that to almost be an exploit and don't do it. :)

Bismuth bronze might be cheaper if you have one of those high-quality coal ( I forget which one gives 9 coke pieces ), but otherwise it's not really worth the extra labor and you could forge more bronze from ore with each fuel for each embark point ( both of the coals are 3 pt too, as much as wood are, IIRC ). I find it a bad idea to hope for enough trees at embark points, after having a few supposedly forested embarks be almost treeless.

1859
DF Dwarf Mode Discussion / Re: Best Kind of Bolts
« on: August 27, 2012, 07:28:58 pm »
Even though they are carried in stacks of five, which is a bug, they still carry a full load of bolts, carrying multiple stacks.
Why do you consider a stack of 5 bone bolts to be a bug?  I haven't heard of this before, though I suppose it is possible that it really is a bug.  It makes sense that you would not be able to get as many bolts from a bone as you can from a log, after all.

Becuase every other kind of bolt is carried in stacks of twenty. Probably intentional, but it is on the bug tracker.

But aren't all the other bolt-making materials not a stack? Bone's the only one that's a stack, and I'd guess it's a way to make it able to fit into quivers since carrying capacity seem to be enforced now and bone stacks are variable.

1860
DF Dwarf Mode Discussion / Re: need help with a patrol route
« on: August 27, 2012, 05:58:53 pm »
Patrol markers are similar to station order marks, dwarves will try to get as close as they can to it, within around two or three spaces, if they can walk to it. I've had a lot of frustration with station orders too until I just trenched everything or had it off-ground :D

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