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Messages - Lurve

Pages: [1] 2
1
DF Dwarf Mode Discussion / Re: How do I get the book keeper?
« on: September 09, 2006, 11:53:00 am »
News of your riches is spread by the caravan.  Did you lug them to the trade depot so the merchants could drool over them?

2
DF Dwarf Mode Discussion / Re: Shops
« on: September 09, 2006, 02:39:00 am »
quote:
The only things dwarves put in their rooms are damaged clothes.
Perhaps because they were wearing new ones?

3
DF Gameplay Questions / Re: suspending/cancelling roads and bridges?
« on: September 09, 2006, 03:05:00 pm »
You use 't' for channels, roads, bridges, traps, etc - anything more terrainy than buildingy.  The interface is very clunky at the moment, as is normal for an alpha.

4
DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 09, 2006, 05:44:00 pm »
quote:
Im new to this okay? :P i was kinda hoping to get a good setup before venturing out too far.

At the moment i still get owned by snakemen >_<


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.

On a no-wood map it's usually worth the risk to tunnel straight to the lava and set up shop ASAP.


5
DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 09, 2006, 04:50:00 pm »
Oh, boy.

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 ]


6
DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 08, 2006, 10:47:00 pm »
Yes, but I thought you said you didn't have a river?

7
DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 08, 2006, 09:56:00 pm »
Interesting problem.  Some suggestions:

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.


8
DF Gameplay Questions / Re: Finding Quarry Bushes
« on: September 08, 2006, 09:15:00 pm »
I was also playing a hard map, and after fourish years of 70x500 floodgated-made plant gathering had quarry bushes out the wazoo, but not a single pig tail.  

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 ]


9
DF Gameplay Questions / Re: Goddamn Bookkeeper
« on: September 15, 2006, 11:07:00 am »
RPB,

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.


10
DF Bug Reports / Adamantine thread extraction uses any ore
« on: September 08, 2006, 01:11:00 pm »
Just what the title says.  I hit the adamantine beyond the increasingly easy demonic force and queued up a bunch of thread extraction, but my craftsdwarves are just grabbing any old ore and pulling threads from it while my adamantine ore sits neglected in a stockpile.  Eh well, at least it lets me get rid of all that damn sphalerite.

11
DF Bug Reports / Re: Superdwarves still "gain experience"
« on: December 08, 2006, 04:09:00 pm »
quote:
fighters (in Adventure Mode, anyway) don't gain experience for attacks, only for counterattacks.
Yes they do, I just tested that.

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.


12
DF Suggestions / A few interface tweaks
« on: December 07, 2006, 08:58:00 pm »
Hopefully these will be fairly self-explanatory.  It needs to be easier to navigate between military and unit menus; right now you have to find the guy you want, remember his name, then find him in the other list again.  This does not need to happen.

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.




13
DF Suggestions / Re: Option: Let us turn off gate idling
« on: December 08, 2006, 04:04:00 pm »
Preferences and negative thoughts would work, assuming there were dwarves that also hated the sun (they're homogeneous enough as it is).  Then we'd have a third option - leave outside idling on, lock the doors during a siege and let natural selection take care of the problem.

14
DF Suggestions / Option: Let us turn off gate idling
« on: December 07, 2006, 08:36:00 pm »
I understand that before another idle point (meeting hall, statue garden, zoo) is set up, if dwarves don't have the outside starting location to idle at they'll just stand where they are.  Okay.  

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.


15
DF Suggestions / Your top requests
« on: September 09, 2006, 04:07:00 pm »
As of this posting, there are 351 requests on the dev page, the vast majority of which are unresolved.  They seem to be listed in the order they were suggested, leading to a jumbled mess which could be greatly improved by sorting the requests to reflect which are most needed.  My aim here is to do that, by forming a priority queue of our most desired requests and the order we desire them in.

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 ]


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