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Messages - Jenniretta

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91
"Whats that?"
"You understand that?"
"What do those letters mean?"
and so on. I get the same reaction for roguelikes too, since I tend to play them in ASCII if possible (just a preference I've developed over the years)

92
DF Gameplay Questions / Re: Can a fortress survive with no adults?
« on: March 26, 2013, 07:22:52 pm »
The problem is kids won't work most jobs. They'll harvest, deconstruct, and that's about it. What this means is that you have no way of generating food. Booze isn't an issue, they don;t work anyway, so getting them a well of fresh water is sufficient to keep them hydrated forever. So, in the end, children will run out of food and starve, since they can't farm, butcher, hunt, or even trade.

93
DF Gameplay Questions / Re: A couple of newby questions...
« on: March 26, 2013, 02:48:23 pm »
For farming, I usually embark with 5 seeds of each type except dimple cups (you can buy seeds for those later if you want dye) and disable cooking plump helmets, you should not run out of food doign this. If you are running out of seeds, check to see how many are planted - it could be just that your dwarves have planted all of them, which isn't a bad thing, as you'll get more  once they are harvested and brewed/eaten. Human-style above ground farms can be started with no investment if your on a map with local plantlife, simply by using herblism ( [d] -> [p] ) to gather plants, eat or brew those and you can plant the seeds

For a military, I usually start it with one or two Dwarves from the first migrant wave, and add to it each subsequent wave until it's big enough for me to feel secure against whatever nasty things may pop-up. I usually keep them in groups of 5, with each group using a different weapon type (so for example, one group of speardwarves, one of crossbows, one of hammers, one of axes, one of wrestlers). If you are embarking somewhere dangerous, take a military dwarf or two with you on embark, usually if I take fighters on embark I bring one with a slashing/hacking weapon (axe, sword) if I expect mostly living threats, or one with a blunt weapon (Hammer, Mace) if I expect undead or think a necromancer may be nearby (since reanimated limbs severed with an axe can be an issue).

As general advise goes, experience Fun, especially in your early forts. Try things out, have them fail in hilarious ways. Flood a fort with magma because you forgot to turn off a pump, have a naked berserked wrestler strangle your king, turn your entire population into vampires. Build a giant upside-down pyramid that drops into the bottom cave layer with the pull of a lever. It will usually end poorly, but wheres the fun without a bit of failure!?

94
DF Gameplay Questions / Re: Weirdness in the Trade Depot
« on: March 26, 2013, 12:50:21 pm »
From the wiki
http://dwarffortresswiki.org/index.php/Trade_depot
Quote
Dumping items belonging to the merchants will result in the depot thinking merchants are gone but the merchants hanging around

So that's probably your issue. I don't know of a proper fix, but you could try deconstructing the depot (which should make your dwarves steal everything) and building a new one. This will piss off the civilization that sent the caravan though, and will probably cause a spike in wealth which will bring goblins and kobolds around.

95
I generally like to have a populaton of 150 to 250. My FPS tends to hit single digits around 120 or so, but I like having extras so I can keep a fully stocked standing military and fortress guard, so the labourers never have to fight, and it makes sure that if one dwarf is sleeping there are 6 or 7 others who can do his job, so work never comes to a complete halt, even with parties, drinking, eating, sleeping, and the occasional disaster.

96
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 03, 2012, 01:10:07 am »
have a rather relaxing fort right now, it's shallow (dug into the mountain, only mines and access-ways go below the mountain's base. built some walls and traps to handle the goblins, making 30 suits of iron armour and weapons for the military, overall pretty calm though, a nice change of pace really. most of the jobs are automated or done through the job manager.

97
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 26, 2012, 06:27:56 pm »
Inadvertently struck into hell on level 48, anyone else ever found it that high before?

Yep, I've found it as high as 33, it's pretty random how deep you have to dig to break open your box of !!FUN!!, makes mining spoilerite a gamble every time, I've had it so that I mine ot 2-4 strands worth and I'm already opening up box :P

98
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 25, 2012, 11:05:13 am »
Finally made up my mind on a general floor-plan, so the first workshops, bedrooms, and dining hall are being carved out of the mountain, with some storage and farms in a small soil hill. This map has a ton of iron, and supposedly some flux (seems to me that it will be deep marble for the flux though) so the wood burners are getting started early to get a head start on fuel needs.

99
DF Dwarf Mode Discussion / Re: Beds
« on: January 24, 2012, 10:15:44 pm »
I manually assign my noble's beds, and make a special room for each legendary dwarf, and each champion, which are assigned manually. For the rest of the population I let them work it out for themselves.

100
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 24, 2012, 10:13:47 pm »
My dwarfs keep trying to use the magnetite to create Stone Crafts! AGH!

Bydefault magnetite should be considered an 'economic' stone, if it's not you can mark it as such from the z -> stone menu, this will prevent it from being used for crafts or furniture, etc.

101
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 24, 2012, 08:44:44 pm »
Took a short break from DF, just started a new fortress and I have surface magnetite, and hematite, and galena.. and the site finder mentioned flux, So I'm pretty happy with this site. it's 3x4 and I decided to make a shallow fort, basically the entire thing is going to be inside the mountain, so that the lowest main floor of the fortress will be on the lowest above-ground point on the map...

I'm not going to use any magma stuff as a result (no volcano, and I don't like fussing with pump stacks), but there is an abundance of trees so that won't be a problem. 

102
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 21, 2012, 08:12:19 am »
One of my legendary armorers just wend mood and grabbed a candy wafer and a few rock blocks! This will(hopefully) be good....


...Well crap, it's a low boot. Ah well, it's still an artifact adamantine boot, I'll give it to my guard captain(so that makes it all my squad leaders have artifacts)

Look on the bright side, it's a GREAT low boot >_> that foot will be invincible.

103
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2012, 08:40:57 pm »
Well rapidwhip fell, finally, took the goblins long enough, they decided to attack with 6 pages of attackers, over half of them lashers, and all but the trolls were mounted on cave crocodiles, lol my military brought them down to 2 pages of invaders, but they finally killed the last defenders. Was fun while it lasted.

104
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2012, 02:23:41 am »
The population keeps raising, despite the goblins best attempts to prevent this, so I've started setting up to accommodate 250+ dwarves (I have 200 pop cap, but that never seems to stop them from flooding in to 230-240 range, and I've started setting up to meet requirements for a king early, since I don't like dealing with whining nobles.

As a bit of added fun, all of the king's furniture is made of either rose gold or gold, and the duchess' stuff is all made of black bronze (which I needed to import, since we don't even have copper on the map).
For the road/bridge requirement, I'll probably just finish out granite block roads and add some silver-block bridges to finish it off. :) this fortress is still sticking to my self-imposed challenges with little in the way of problems ( though the ever growing  list of dead meat-shields.. erm.. recruits.. may disagree), but the economy here is great, if it falls I'll prob. reclaim just because of how much coal, gold, and silver this map has, My metalcrafters and blacksmiths haven't had a break in over a year and the miners haven't gotten to even 1/2 of the silver or gold veins I've found here so far xD

On a more disgusting note, our last FB had a noxious secretion, only two dwarves got hit by it, and apparently the symptom is "Never stop vomiting ever for any reason", these two have literally never stopped their retch/vomit cycle for more than a few frames, they can eat and drink, and even work and fight, but the whole time they are leaving a trail of vomit behind them, it's nasty but I don't want to put them down because they got quite a lot of weapon practice on the FB, so they've graduated past being a shield for the skilled military.

105
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2012, 12:09:18 am »
The traders seem happy, after I traded them a bunch of worthless goblin clothes for basically all they had, I offered over 1mil in crafts, weapons, leather armour, and clothing (basically, I filled their weight limit with offerings xD) I really needed to free up some space, and this should attract some more !!FUN!! and migrants.

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