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 - nitus

Pages: 1 2 [3] 4 5 ... 7
31
DF Gameplay Questions / Re: 37 war dogs vs. frogotten beast
« on: November 08, 2011, 10:19:05 pm »
It only takes a few good dwarves to take down most FBs. Dogs are kind of useless.

32
DF Gameplay Questions / Re: Some random (and one not so random) deaths
« on: November 08, 2011, 10:00:07 pm »
There are no random deaths. Something or somebody was beating on somebody to cause those injuries, or somebody got injured in a cavein or something.

There will always be something under reports if it was caused by another creature or dwarf - remember that the report on the main reports screen might not mention the dead dwarf at all; you can expand it with enter and you'll see a list of detailed incidents.
 
If the problem is your Guard Captain beating people up over silly crimes like violating production mandates -- you may be able to notice evidence of this under the Justice tab in z status -- the simplest solution is to just not have a Guard at all. If you want one (I don't see much point in the current version) follow Sphalerite's advice and built a jail so that criminals get jailed instead of beaten.
 
If you have no real use for animals then just slaughter them as they breed. Once it gets out of hand it can cause slowdown and take some time to fix.

33
DF Gameplay Questions / Re: Getting magma to where you want it
« on: October 15, 2011, 09:06:55 pm »
I didn't notice a big hit to framerate on my PC with a large reactor running to power a magma pump-stack, but I agree with melphel that it's not really worth the time and effort when you can just order dwarves to pump manually when you need magma brought up.
 
This idea on the wiki looks pretty interesting: http://df.magmawiki.com/index.php/DF2010:Magma_piston.

34
DF Gameplay Questions / Re: Ghosts tearing people's limbs off?
« on: October 14, 2011, 02:58:09 pm »
Read the ghost's name. How hard is that?

35
I used to scorn training, but now what I do is send one squad to a danger room and then afterwards use them as squad leaders. Training goes MUCH faster if it is lead by high-skilled dwarves. It can be almost as fast as a danger room at its best.

36
DF Gameplay Questions / Re: Converting Mayday's Tileset to Default ASCII
« on: October 14, 2011, 12:41:42 pm »
I actually had this same problem in reverse, trying to use genesis mod -- I wanted to use mayday tiles with it ;p. I believe I did replace the raws to no effect -- it still had the incorrect tiles for the tiles where mayday uses one character and other tilesets used another. I assumed then that you had to do it before worldgen, not after; maybe I just wasn't doing it right.

37
DF Gameplay Questions / Re: Water tower design?
« on: October 14, 2011, 12:38:56 pm »
Use a pump stack with a system of floodgates, and put a roof over the reservoir so it can't overflow.

38
DF Gameplay Questions / Re: Combat
« on: October 14, 2011, 12:34:04 pm »
I usually have a civilian alert active during attacks, so to "retreat" I simply toggle the squad inactive and they rush back to the burrow.
 
If your troops are well-trained, either from a danger room or from constant training in a barracks/armory, they should be able to chew up an attacking force pretty easily.

39
DF Gameplay Questions / Re: Just wondering
« on: October 14, 2011, 12:30:59 pm »
I've been playing with ultra-low mineral scarcity lately, usually have extreme wealth and massive exports within the first few years, yet sieges are typically the same or even smaller than they were when I played fortresses that were barely scraping by. I have seen no correlation between wealth and siege strength.
 
I'm creating more, exporting more, trading more both buying and selling, than I ever have before, and as far as I can tell it has zero effect on either the strength of goblin sieges OR the frequency of titan attacks.
 
Titan wealth requirements are pretty low by default, and I see no "multiplying factor." As for goblins, the wealth component seems to be entirely anecdotal/superstition. The only thing I have noticed that MAY be true is that trading with more civs will increase the frequency of goblin raids, as they seem to follow caravans sometimes.

40
DF Gameplay Questions / Re: Generating the right world for me?
« on: October 13, 2011, 04:11:28 pm »
I like to create a world that will be enjoyable in either Fortress or Adventurer mode: relatively small world, tons of civs and lots of sites for the adventurer but not so many you can't find a good embark site, plenty of titans, low mineral scarcity.
 
I embark next to a stream or brook at a site that has no aquifer and at least some trees to get started with, and has lots of adjacent civs.

41
DF Gameplay Questions / Re: Converting Mayday's Tileset to Default ASCII
« on: October 13, 2011, 12:29:37 pm »
Even if you are able to convert the region to the default tileset, you'll be forcing your fellow participants to convert it back, and/or wrecking the save.
 
If you're going to participate, you should just accept using the tileset that was agreed on.

42
DF Gameplay Questions / Re: A few beginner questions
« on: October 12, 2011, 04:38:32 pm »
What I usually do is create a custom uniform called "melee" or somesuch where I add ALL useful armor types, shield and bucker, and personal choice melee weapon. The dwarves will pick and choose what suits them best, or seem to.

For the armor I don't go so far as to specify materials or whatnot, just "breastplate," "mail shirt," "leather armor" etc. With boots for example this prevents them from just equipping the specific boot you had on the uniform.
 
You can get dwarves to drop some equipment but I usually don't. They get attached to their possessions after awhile.
 
As for weapons, armor, and ammo stockpiles and vis a vis hunters, I don't control armories as armories, with specific squad or other settings - I just have piles that anyone can access. The exception is bone bolts, which I restrict to archery lanes and training for ranged squads.
 
 

43
DF Gameplay Questions / Re: Newbie question about professions.
« on: July 28, 2011, 04:23:24 pm »
That's true as far as it goes, except that such things as miners and growers level up very quickly. Mine out a 15x15 room in stone or metal ore and your miners are already better than dabbling, and probably better than you'd have embark points to squander on, in about ten minutes. I can guarantee my workforce of part-time miners or growers gets the job done far faster with more or less the same level of skill.
 
There's no way that anyone keeping dwarves as specialists will match my productivity in years 1-5. After that I too have specialist dwarves in most professions, but never such things as mining or woodcutting or growing -- by then most of my population is skilled at those things.
 
I would say the first professions that get specialists in my fortress, in the first few years, are crafting trades after someone has a strange mood and becomes legendary. 

44
You don't need specialist dwarves in all these professions, at least not to rapidly have more stuff than you can use or trade. A single legendary craftsman in ANY crafting trade will make more stuff than merchants have goods to trade for, and in many professions there's no major point in having a legendary dwarves. Nice to have but completely unnecessary.

45
DF Gameplay Questions / Re: Newbie question about professions.
« on: July 28, 2011, 02:33:21 pm »
Ploder: not everyone does this, but what I do is turn every new migrant into a "jack'o'trades" who has ALL labors active. I don't start to restrict labors to specialist dwarves until I have a few with high skill at a given profession. I reject entirely the notion of having 2 medium-skilled dwarves plod away at some major masonry task. for example,  when sending the entire population out there will get it done in minutes. Similarily with mining, woodcutting, plant gathering, etc. I can be ready with 1000s to trade the first caravan and fully stocked with food and booze by deploying those 7 dwarves efficiently -- restricting them to a single task each is not efficient.

Similarily ALL dwarves are in inactive squads that periodically train, until I start seeing several dozen idlers at all times at which time the guard, a melle squad, and a ranged squad become full-time.

I also don't waste embark points on skills, as they are rapidly acquired through practice. Instead I make sure there's an axe or a pick for every starting dwarf and I take enough vital supplies with me in case a map lacks certain stuff.

Pages: 1 2 [3] 4 5 ... 7