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DF Dwarf Mode Discussion / Re: Shops
« on: September 09, 2006, 02:39:00 am »quote:Perhaps because they were wearing new ones?
The only things dwarves put in their rooms are damaged clothes.
DF Gameplay Questions / Re: suspending/cancelling roads and bridges?
« on: September 09, 2006, 03:05:00 pm »DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 09, 2006, 05:44:00 pm »quote:The sooner you set up defenses, the easier they will be to hold. A stone trap field 2-3 deep is sufficient to protect against river attacks, 3-4 for chasm attacks and 3-4 weapon traps down a one unit wide corridor will stop all but the most dedicated lava assaults.
Im new to this okay?i was kinda hoping to get a good setup before venturing out too far.
At the moment i still get owned by snakemen >_<
On a no-wood map it's usually worth the risk to tunnel straight to the lava and set up shop ASAP.
DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 09, 2006, 04:50:00 pm »helmet - cook - 1 food (no seed)
helmet - 1 food + seed
helmet - brew - 5 booze + seed
pod - mill - 1 sugar + seed - cook - 1 food + seed
pod - prepare - 5 syrup + seed - cook - 5 food + seed
pod - brew - 5 booze + seed
wheat - mill - 1 flour + seed - cook - 1 food + seed
wheat - brew - 5 booze + seed
Tail - brew - 5 booze + seed
quarry - prepare - 5 leaves + seed - cook - 5 food + seed
1 seed - cook - 1 food
1 booze - cook - 1 food
Therefore, the most efficient process is to plant anything, brew it, cook the seeds, and cook the booze if you run low on seed.
[ September 09, 2006: Message edited by: Lurve ]
[ September 09, 2006: Message edited by: Lurve ]
DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 08, 2006, 10:47:00 pm »DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 08, 2006, 09:56:00 pm »Roasts are often too large to fit in barrels at first. Designate a cook and you'll get more precious barrel room.
Process pig tails to thread, then cook the excess seeds.
Matter of fact, cook all the seeds. You'll still have plenty of plant stockpile to process to make seed to plant next year. Seeds are lost above the 200 seed cap anyway, they might as well go to your dwarves' bellies instead. 100 of each seed is far more than enough to ensure that all your fields will be full next year.
Have you been butchering anything? Remember that rendered fat (tallow) is a cookable item, though it doesn't appear on the kitchen menu.
DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 08, 2006, 09:15:00 pm »Perhaps only four of the five farmable plants will spawn in any given area.
At any rate, don't worry. Quarry bushes can only be used for food, which pretty much makes them worthless. Their only benefit is that they seem to grow much faster than the other plants.
[edit] My fortress biome was glacial, incidentally - no outside land, no unfrozen exterior water. World map description was "Freezing, None, None, Terrifying."
[ September 08, 2006: Message edited by: Lurve ]
DF Gameplay Questions / Re: Goddamn Bookkeeper
« on: September 15, 2006, 11:07:00 am »The nobility (and their associated needs and benefits) are not there to make the game harder, or make it easier, but to provide a consistent level of challenge as the game evolves.
The first year or so is easy. Really easy. You argue that the tools provided by nobility should be there from the start. I counter by saying that it's already boring enough to save-scum past as it is, don't make it any easier.
Later on, the game gets much, much harder to manage. Tools like the bookkeeper screen are nearly essential for finding which goddamn dwarf made off with the goddamn bucket and is going to get himself some floodgated retribution. The sheriff is the only reliable way to stop tantrumers, who at a certain point become one of the most dangerous features of your fort for the injury chain reaction they can set off. Both of these tools can be lived without beforehand, and indeed that's necessary to preserve what diffculty the early game has.
Enter the nobles. Each has requirements, and demands, and mandates. But each brings tools at approximately the point you begin to need them. The nobles are and should be a challenge, but they bring benefits that mitigate the headaches the rest of your fort is giving you. Each should raise a question: is this guy's tool really worth putting up with this jackass? The answer, on the whole, should be yes.
In summation, pairing tools with nobility is not meant to cheat you of anything, but to mitigate the difficulty of managing 100 dwarves while preserving what difficulty remains of 7.
DF Bug Reports / Adamantine thread extraction uses any ore
« on: September 08, 2006, 01:11:00 pm »DF Bug Reports / Re: Superdwarves still "gain experience"
« on: December 08, 2006, 04:09:00 pm »quote:Yes they do, I just tested that.
fighters (in Adventure Mode, anyway) don't gain experience for attacks, only for counterattacks.
They don't, however, gain experience for fighting prone enemies, nor can thrown weapons seemingly hit prone enemies, leaving me wondering just what incentive there is for ever finishing someone off vs leaving behind you a map full of cripples.
DF Suggestions / A few interface tweaks
« on: December 07, 2006, 08:58:00 pm »Also, I'm sick of A+space every time the game tells me someone is more experienced or that I have a new cat. Move the idlers section, please.
Sorry for the large images. In lieu of fitting more stuff to fill my screen I prefer to make the stuff I have bigger.
DF Suggestions / Re: Option: Let us turn off gate idling
« on: December 08, 2006, 04:04:00 pm »DF Suggestions / Option: Let us turn off gate idling
« on: December 07, 2006, 08:36:00 pm »But since 98% of the time they have much better alternatives, can't there be some way of turning off the "idle outside" job without turning off all outside jobs (which incidentally, is nearly useless ATM because it traps dwarves that are already outside)?
An 'O' option, an init.txt option, whatever, I'm not picky. I just like keeping my dwarves safe and they are anything but when they draw "stand outside like an idiot" from the idle locations hat during a goblin siege.
DF Suggestions / Your top requests
« on: September 09, 2006, 04:07:00 pm »The rules:
- List the requests you want from other posts and up to two requests of your own from the dev page in the order that you desire them in.
- Explain why you're adding your own requests.
- If you want to change your list or incorporate later requests, edit your post instead of making a new one.
I'll begin.
My list:
- Req112
- Req1
Additions:
quote:
Req112, ITEM AGGREGATES: Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken [a]part.
Reason: This is more of a bug than a feature request. Marksdwarves and hunters consider themselves equipped with a single iron bolt for ammo, because that bolt is a complete stack. This renders these two professions frustratingly unreliable, marksdwarves more so as they're the only military unit who can predictably train. That alone should be reason enough, but the problem crops up in many other areas. For example, once the economy starts coin bundles tend to split into hundreds of untradable stacks.
quote:
Req1, PILE MASTERY AND TYPES: Ability to have specific item types in a pile, ability to move a specific number of items from pile to another, etc.
Reason: Seeds and raw food and meals and booze are all stored in the same pile. Coffins and mechanisms and bags and doors are all stored in the same pile. Limestone and obsidian and every gray rock are all stored in the same pile. Adamantine and sphalerite and hematite and platinum nuggets are all stored in the same pile. The number one cause of fortress inefficiency is the need to have everything close to the same massive stockpiles.
Specific stockpiles would let us have a pig tail farm plot next to a 'tail and 'tail seed stockpile with a farmer's workshop on the other side, all far from our food farming. Or a limestone pile next to our smelters. Or a light (minus limestone) and dark stone pile next to our craft shops. Or a furniture pile next to our housing. The possibilities are mouthwateringly endless. Screw the burrows, I want this.
[Edit] UBB doesn't support color? Ugh.
[Edit] Forgot to mention: I would be more than happy to add these myself. May I see the source code? 
[ September 09, 2006: Message edited by: Lurve ]
i was kinda hoping to get a good setup before venturing out too far.