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Topics - MOK

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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?

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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!

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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!

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DF Gameplay Questions / Population grows too quickly?
« on: June 05, 2012, 03:11:06 am »
Since starting my current fortress, I've been treading water the whole time.  Each facet of needs and infrastructure take time and dedicated attention on pause, and time to play out.  You can multi-task these items, but that can get messy, and it's sorta taxing depending on what you're doing.  This would all be manageable, and even fun(classic definition), except that despite my skill at the game so far, the care, and the foresight I try to use, I feel that I'm taking on water faster than I can bail it out of the boat.  Or more accurately, I'm gaining migrants and babies faster than I can accommodate them + pre-existing needs. 

Meanwhile, I check the wiki for some infos, and come across an interesting entry: Sheriff.  Hey, look at that, it's possible to have a simple law-enforcement mechanism for the early game.  Neat.  But assigning someone that role, let alone addressing justice and order at all, went immediately by the wayside as I focused on more critical needs, like gaining access to safe water, basic fortification, industry establishment, and keeping nobles happy.  Fast forward a day's play, and there's no sheriff on my nobles screen; below Baron is the Captain of the Guard. 

I describe this because I think it's emblematic of something unfortunate, where the "early-game" phase flashes away quite quickly.  Instead of a steady progression, where I have an opportunity to sit back for a couple minutes and just let the dwarves run their business before getting the next wave of migrants and chaos, I go from 7 dwarves to 250 before I feel I can deal with a siege, let alone their clothing needs.  I feel like I'm missing out on an entire phase of the game.

I want to know if this is just a 'problem' with how I run a fortress(too perfectionistic, perhaps?  Create too much wealth?), or if others are having this experience?

Next time around, I'm gonna look for ways of extending the early game... Thoughts on courting that goal would also be welcome.

5
DF General Discussion / On the clothing of children
« on: June 02, 2012, 01:47:20 pm »
I'm starting to make my constructions out of children, they're so plentiful in my fortress....

But I've started having a problem(...but also a solution...) where the kids aren't clothing themselves, and so they tantrum, tantrum, tantrum, go mad, die.  Two birds with one stone, and all, but it's not my preferred means.  It distracts my hive.

How the heck can I get these kids to take a look at the clothes in my stockpile?  Or would there be some reason that my clothes stock isn't suitable?  Or aren't as 'there' as I think they are?

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DF Dwarf Mode Discussion / Easing the reclaim process?
« on: October 15, 2011, 03:56:54 pm »
I had some ... fun...  the other night.  My fortress was really coming together with a meticulously planned water system that was nearing completion, and things were pretty darn well-arranged.  But alas, I discovered the 'loyalty cascade,' and the fortress ceased to function.  I couldn't stabilize with a handful of war survivors, as these maniac horses I'd been raising were killing even them.  I abandoned, having decided I was having enough... fun....

...So I reclaimed today, because that fort was sweet, and I don't feel like taking another 24 hours to design and dig it out again, etc.  That's too much... fun.... for me.

The reclaim did not go well.  I had things going as stably as I could, trying to clean up methodically.  Pretty much, I just monitored the cleanup for... 5, 6 hours?  Till the inside of the fort wasn't a mess, trying to prioritize ghost-busting. 

Alas, I couldn't get all the ghosts, and eventually a pair who latched onto my two axe-dwarves-in-training, and drove them berserk, along with two others.  This reclaim has failed, as I'm nearly non-functional again, and I can't get migrants to come due to local 'friendly' goblins killing mountainhome caravans.  I'd been  trying to grow my axedwarves & war dogs to take them out, but it just took too long.

So now I'm considering another reclaim.  How can I make the reclaim process .... less fun?  Spending hours waiting for crap to get stockpiled, criss-crossing the map  to mark & gather bodies takes too long.  It's a waste of  time.

Anyone have suggestions on how to handle starting over?  The build-time on a new fort is just too much, and the item-hunting on reclaim is just as tedious, it seems.

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DF Dwarf Mode Discussion / My military is happily purging the population!
« on: October 14, 2011, 06:08:32 pm »
Well,on the bright side, this is great training.
The downside is that I need to dig one heck of a grave cavern.

So I'm trying to figure out what happened... Or rather, IS happening, as I'm letting it play out in the background as I type this.  I can't seem to stop it, so... *shrug*

The story is that a caravan from the mountainhome came along... And so did a goblin siege.  Well, I'm still trying to learn how to train a dang military, so I had to just hole up, and try to build some smashers. 

In the meantime, the caravan went mad.  I figured I oughta jump on that quick, so I immediately targetted a couple merchants and yaks with my squads in training.  The do the deed...  And then a few moments later I start seeing deaths on my alerts.  Well, this is a crowded citadel of 100, so it was hard to determine just what happened.  I figured it was a fluke.  I let the game continue.  Then I see more deaths.  I have no idea where theyre coming from... Merchants?  But I don't see them..

Eventually I identify that it appears the military is killing random people with their training weapons and bone bolts.  I set the squad orders to 'move' to a spot, see if I can interrupt whatever theyre doing....  They are not listed as insane.  In fact, they've been quite happy, all this time. 

I'm now down to 30 dwarfs, apparently  all going highlander on each other, and I can't get anyone to do anything.  But *NO ONE* is insane, or technically out of my control.  I cant figure out what happened. 

This was my most successful fortress yet.  I had a corral of horses.  Everyone was happy.  My military was starting to get proper training.  I was building my first waterfall & pump system.  I'm irritated.
Losing is fun if you can affect the outcome based on knowledge from the loss... But this was just random.

Alright, enough venting... But really, what the hell happened?  Ideas?

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