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Messages - MOK

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1
DF Dwarf Mode Discussion / Re: Your first experience with fun
« on: May 21, 2015, 11:50:02 pm »
And my most recent ultimate fun was my first experience with were-badgers.   

One stopped by to give a friendly hello bite, so we killed it.  But then one of the warriors turned, on the next full moon.  He bit a few more before dying to a civilian beatdown.  The next full moon saw four were-badger citizens getting punched to death, but now the disease had exponentiated.  Next full moon saw everyone dying, thanks to a timely caravan visit.  The guards were having none of this fiddle-faddle, and put down all the survivors, were-badger tainted, or otherwise.

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DF Dwarf Mode Discussion / Re: Your first experience with fun
« on: May 21, 2015, 11:28:25 pm »
My first memorable bit of fun was a bit of civil disorder.  Specifically, the military and civilians started killing each other, a red cleansing of my fortress halls. 

I was sealed in safely, due to a siege outside, but some Mountain Home traders were trapped in with me.  They went mad.  So I commanded my loyal guardsman to put them down, with a heavy heart, and they did their duty before the traders harmed one of my peaceful citizens.

This did not sit well with some.  There was immediate dissent in the citizenry, as they had not personally witnessed the Mountain Home delegates act out in aggression.  If only they knew, as I know, then they would understand... 

It began as a trickle of violence between the militia and the citizens, with the 180-ish dwarven citizens taking most of the sporadic deaths, but the rate of violence escalated exponentially.  After some time, watching my people with disappointment, the corridors were made red, and very few left alive - one axelord, pushed to his limits by the horror, and two or three broken, frightened, and utterly mad citizens...  And a small pack of murderous horses. 

You see, the horses did not take in the violence around them with a pastoral serenity - the death-spree drove them as mad as everyone else, and so they became their own third party in the conflict.  By the end, the horses had the population and combat prowess edge.  So with the ending of the siege outside, I decided to step down, concede to my other flock, and the horses inherited the fortress.

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DF Gameplay Questions / Re: Starting a thriving metal industry
« on: August 09, 2013, 05:54:02 am »
This clarifies things; My experience is clearly pretty common.

I do, of course, look for ores and flux on embark biomes.  But I think part of the problem was that I was accepting deep metals, and it seems that it's shallow metals that tend to carry iron and fuel.

In the past, I've assisted my metal 'industry' with caravan trade, buying anything that's iron or steel, buying all the wood.  Usually with lavish meal pots.  I do hope that in the future, food isn't made such an overpowered trading commodity.

But all that, again, runs contrary to many of the stories people tell of their own fortresses.  Perhaps that's written off as glossing over, or by non-default play.

Speaking of which, I've started a new fort, where I'm tunneling down to the magma sea early.  But knowing the frequency and danger of the caverns, I used DFHack to reveal all, so I could find a clear shaft down.  So my suspicion is that going to the magma sea early, using default play, isn't a reliable method.  It's a good way to bring in fun from the caverns early on.

So to doublecheck....  A persistent, independent metal industry is not easy to get started in default play, not unless you chop a lot of trees.  Those who manage it via magma forges are actually getting lucky, or aren't playing default?  If I'm wrong here, then something is still missing, because otherwise it doesn't seem to add up.

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DF Gameplay Questions / Starting a thriving metal industry
« on: August 09, 2013, 01:46:15 am »
Howdy folks!

I've been playing DF off and on for the past 2 or 3 years, started maybe a dozen.  But every time I do, I can't get a solid metal industry going.  Usually I don't have iron.  And I've only encountered coal or coke once.  And usually the metal is waaaay down in the lower quarter of the world.  And magma forges?  No way.  I don't find magma anywhere near the surface, nor the middle.

When I read of others' experience, I get the impression my problems aren't difficult to overcome.  How do you guys get your metalworks humming?  How often do you have local iron, versus copper, or(very frequent for me) no ores at all?  And fuel? 

And especially, how often do you setup magma forges?  Do you do them a mile away from your fort, down in the deeps, or do you usually make those giant pump towers?  The latter seems like a really extensive and time-consuming project, compared to how casually I see people talk about their magma forges.

Or is it a matter of having a near-surface lava tube?  If so, then how can I influence my chances of getting those?  I've not yet seen one.

My experience so far is that making a metal industry is so demanding and time-intensive that by the time I'm making progress, I have hundreds of dwarves, sieges outside, multiple security issues to address, and a lot of pressures vying for the time.  This doesn't jive with the experiences I've read, where a bit of armor and weapons are forged fairly early.

Whats the deal?

5
DF Dwarf Mode Discussion / Re: Streamlining the clothing industry?
« on: October 09, 2012, 11:54:31 pm »
Another thought I'm having is that it could be worthwhile to dump all of my clothes from my stocks menu, minus the ropereed/pigtail items that I've been producing.  If I start early.  This allows me to know roughly what everyone is wearing, and keep better track of my stocks.  It also might make the fps slightly better since that's a drastic amount of items i'd be removing from the game over the longterm.  Perhaps it could also cut down the rate of un-touchable garbage.

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DF Dwarf Mode Discussion / Re: Streamlining the clothing industry?
« on: October 09, 2012, 11:41:40 pm »
Hm.  So some conclusions I'm coming away with are this:

1) Unless textiles are my money, don't dye; Dyed clothes do not make dwarves happy, and increases my threat.

2) Only bother with trousers/socks/tunics.  Other items do not make dwarves happy, nor serve a specific purpose, nor make other minor benefits.  The exception being gloves, to protect in case of handling badness.

3) Start making clothes early.  Start buying the supplies or growing them early.  Allow specialists to grow.

4) Armor could remove the clothes problem, but would require managing squads....  Something I can't stomach, unfortunately.

5) If Rope-reed growing is safe and available, it runs smoother than Pig-Tail.

6) If I have a surplus of everything, the workshops can stay on repeat forever.  I'll just need to cope with selling excess materials to caravans.  Relies on determining demand rates, though.


So whats eluding me now is the matter of stockpile organization.  How do you consolidate the crap clothes?   How do I keep them in their own location so that I can easily get them off dwarves, off the ground, into the stockpile, and onto the caravans?

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DF Dwarf Mode Discussion / Re: Streamlining the clothing industry?
« on: October 08, 2012, 10:22:08 pm »
Nice, thanks AndreaReina.

I experienced the naked-child-based tantrum spiral in my last fortress.  Frustrating, as the solution required either the creation of hundreds of items, or modding, or exploiting game mechanics.

I guess if the situation is un-fun enough, I'm amenable to a mod or exploit, but I'd rather try to 'win' the game as-is.  To work a solution according to the system-as-intended.

After scrolling 5 pages back, I found this thread on Clothes Management.  I may try the ideas there.  Though, I really have a distaste for quantum stockpiles. 

Boy, I come off as finicky, but I don't feel finicky...

8
DF Dwarf Mode Discussion / Streamlining the clothing industry?
« on: October 08, 2012, 08:59:10 pm »
I have a few forts under my belt, but I've not really gotten to long-term sustainability yet.  And one of the things I've come across in my play of late is what happens after clothes finally wear out, and what happens when the baby boom grows into children and adolescents.  Suddenly there's a need for a textile industry, as well as the management of clothes produced and replaced.

So far I've set up my pig-tail and rope-reed farms, a few farmers workshops that are processing plants constantly, a few looms, dyers, and four clothesmakers.  I've been using my production manager to queue up batches of socks, trousers, dresses, tunics, and robes.  I also make leather shoes, leather gloves, and leather cloaks.

First I'm curious if that's sufficient in terms of type?  Do the non-soldier population require other clothing items than those?  Are any of those unnecessary, either partially or wholly?  Are there some optional items that are worthwhile to produce?

Second, I'm curious how much is needed.  What rate of production is needed?  Is it easier to supplement clothing income from goblinite and caravans?  Do I gain simplicity and streamlining or other benefits by using only what I produce?  And if I was purely self-supplying, what rate of clothes making is necessary?  How early should it start?  How many workshops?  On paper, the magnitude of the need seems... Dizzying.

Third I'm curious about organization.  Stockpile setup, keeping track of needs and replacements, separating and somehow dealing with the old, worn out stuff.  Avoiding the random perma-clutter of dropped clothing.  Etc.

Do you have your system working fluidly?   How do you do it?  What challenges do you run into?  What kind of scale do you deal with? 
My fort is currently around 250 population.  =(  I run LNP out of the box, haven't changed any settings.

Thanks everyone!

9
DF Dwarf Mode Discussion / Re: how do you reclaim succesfully?
« on: October 08, 2012, 08:43:14 pm »
My guess would be to ignore all the supplies everywhere.  Don't collect them.  Instead, hole up in the place you're dropped, and make just enough infra from scratch to support your soldiers' little outpost.   The only way your 7 will fight back the tide is through highly cautious, disciplined, no-risk play.

Or so I would theorize.

10
DF Dwarf Mode Discussion / Re: Help the Noob
« on: October 08, 2012, 08:38:33 pm »
Yeah that's what I'm experiencing, in regards to the slow uptake on training.

This time around, I decided that I wanted to make a cadre of elite drill sergeants who would each lead about 4 un-skilled idiots, and train them efficiently.  Which seems solid, except I added a lethal rider to this idea....  I wanted them to be good at wrestling.

So at first I just made a squad of 10 leather-clad, unarmed guys.  They're sitting in a special-made barracks-castle that mounts my entry way, with a relatively efficient and encompassing design.  But the problem is that none of them have any wrestling experience, and they so they kill time either by performing unfruitful demonstrations or individual drills.

In an attempt to break that cycle, I've started dropping trapped monkeys on top of them in the arena.  Huge boost on striking, some wrestling.  Unfortunately a few of the soldiers' kids followed them into the arena, and so the monkeys ate them before getting brained by the soldiers.  Very sad and cruel, but on the upside hopefully they'll end up well-hardened down the road. 
If they don't cause a lethal tantrum spiral while they mourn.

Today I'm gonna try breaking the wrestlers into 5 squads of two in order to see if they'll go right to sparring.  I didn't want to do that at first because it meant more micromanagement, but oh well.

It really bothers me that this game's military & training system is so arcane and finicky.  All the other little idiosynchrasies are charming, and grow on you, or at least can be gotten used to.  But the military system... Ugh.

11
DF Dwarf Mode Discussion / Re: Supply production ratios
« on: October 08, 2012, 08:15:15 pm »
I do have way too many dwarves.  They hover at 40-70 idle at a time.   I haven't modded the game to set controls on the population... Especially the damn babies.

I'm seeing here that a difference in preference is a major factor.

I prefer to assign a few dwarves to their supply-making craft, and then never deal with them, or their craft, again if possible.  They would keep busy, as one of the persistently non-idle dwarves.  So for me, the idea of making a large surplus is against my intentions, as that would mean I'd have to start and stop them depending on surplus/needs.  Or continue growing their already-significant stockpile.

That would mean that for me, it's not about whether I can keep them fed and boozed...  As we can see, that's potentially very easy, and appears to have been a stumbling block for not a single person here, myself included.  Instead, for me it's about not over-feeding and over-boozing them(to a lesser extent).  The goal is a perpetual-motion machine, so that I can spend as much time as possible managing other things.  Primarily stuff like the military and it's infrastructure, happiness courting, and the metal industry.

Regarding the cooking of booze:  It's always been turned off, and near as I can tell the stills are running almost all the time.  The only significant stops in the works had been a lack of barrels and pots, due to my over-production of food.  I don't know how to account for the difference between my experience and Varnifane's.

Urist DaVincy posted a link to an analysis of the farming industry but....  Unfortunately I don't think I fully understood it.  I didn't get any takeaway conclusions from it.

Livestock other than sub-terranean egg-layers are right out.  Not bothering again.  Protecting them has, over the course of multiple fortresses, required a large setup-time.  Meanwhile they usually require a lot of maintenance without producing all that much.  I'm not bothering next time, even though I wish it was more necessary.

I've tried bees twice, because the idea of it sounds fun, but they function just like livestock, and don't yield much per time/effort.  Not bothering next time.

Fishing, like livestock, also requires a large initial setup of a protection racket.  Or more often, just a live-and-let-die acceptance of the risks of the dwarves who get caught outside during an ambush.  The yield is decent, but not very sustainable at larger scale.   I'm not going to bother next time.

My running theory now is that next fortress, I'd be better off growing far fewer foods, and dedicate most of the plant economy to booze.  Eggs, meanwhile, can efficiently catch up the kitchen without a need for management.  But the hole in this is that I'll want to find some other way to make up for the happiness loss from homogenized foods, while my production and stock-space for booze needs to be much higher since cooking the booze will also contribute to the kitchen's balance.
...Or perhaps my theory's all wrong.  We'll see.

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DF Dwarf Mode Discussion / Re: Help the Noob
« on: October 08, 2012, 03:44:21 am »
It's all about chokepoints, and access-control.  One fortress, one entrance.   One loooong entrance.  Say you've got a straight, 3-wide corridor, just cram it with 3x8 traps.  Problem solved.

This will block caravans, but that can be gotten around  by making a detour along the entry-shaft.  Imagine the shape of the letter P.  Goblins will just go in a straight line, but the caravan will take the detour around the traps.  If it's a long detour, the chances of the goblins exploring the detour route are minimal.  And even then, just put some drawbridges at the joints so you can seal it up in a pinch.

In my current fort, I had no military when my first full siege arrived.  It was pretty big.  I had a system of sequential drawbridges so I could open and close segments.  Gobs would charge in, I'd slam the door shut after a handful crossed the threshold.  They'd get trapped.   I'd keep the doors shut while I re-set the traps, then open the door again for the next batch.  Lather rinse repeat. 

I've got about 80 Goblins, thieves, Cave Dragons, and Giant Rats waiting atop my arena.  Waiting for me to figure out how best to train them, because I'm surely doing it wrong.  =(  I guess I should just make a bunch of pairs.

13
DF Dwarf Mode Discussion / Re: Supply production ratios
« on: October 08, 2012, 03:17:59 am »
That was extremely helpful Hans Lemurson, thank you! 

Finding food sources and setting them up hadn't been a problem, it was finding that balance.

My pop has gone up to about 250 now, and after securing my safe food space, I ended up with a massive over-abundance of crops, all kinds.  I switched to lavish meals, and eventually filled my huge stock with lavish meals.

Booze though, that's the bigger problem.  My stocks seem to go up and down severely, and I keep adding perma-brewing stills.  Bout to build my 5th.  The balance is elusive.

That aside, yeah, farming is too powerful.  Livestock is rendered moot when you can trade one pot of food for 2-9k, and buy all the meat fish and cheese you want from caravans.  And all their leather.  And wool.  Not that you need the wool with the plant-based textile industry. 

Well, anyhoo, thank you again.  By using the Plump Helmet as the basic metric to find equivalencies, that helped a lot.  I'll be using that.

14
DF Dwarf Mode Discussion / Supply production ratios
« on: October 06, 2012, 05:41:27 pm »
Howdy folks.

This might be an easy question, or it might be a tougher one, I can see it going both ways.

How much food and booze production does one need to retain a static stockpile at 100 pop?

As usual, my population is exploding before I can get anything nailed down.  I don't even have my military in training yet, and I'm at 119 pop.  Now that the last tsunami of migrants has arrived, I see that my once-large food stocks have disappeared, and I'm now frantically augmenting and expanding food/booze sources.  But I wish I could've done this more steadily.  Hopefully an understanding of the consumption growth rate will help smooth the boom/bust cycle.

Anything tangentially related to accommodating for the fast growth would also be welcome.

Thanks!

15
DF Gameplay Questions / Re: Population grows too quickly?
« on: June 06, 2012, 08:08:39 am »
Alright.  Wealth is the key then.

So next time around, I want to create as little as possible, and just make do without caravan trade.

Beyond that, does anyone have tips for keeping wealth down, and extending the early-game without modifying DF?

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