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Messages - Leonidas

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961
It might make sense to keep single bones, forbidden, on hand for moods.

It might make sense to designate a special temporary dump and throw down it two or three of every item on the strange mood list.  Call it a museum.  Then when you have a stuck mood, unforbid the stack and let him get what he wants.

I don't worry about bones, because I'll almost always have an extra animal around.  But I worry a lot about shells and both types of thread.  Also rough gems if you go nuts with a gem cutter.

962
Don't use the Play Now option, especially if you're running out of barrels.  If you plan carefully, you can buy tiny of amounts of lots of different types of meat, and each type comes in its own barrel.  Result: plenty of food, and lots of free barrels!

Careful planning also allows you to match your dwarf skills to your biome and opening strategy.  If your site doesn't have many trees, then buy extra wood.  If you have dense vegetation, then maybe give somebody points in herbalism.

If you're just starting on farming, read up on quarry bushes.  They require some planning and processing, but in the end they produce huge quantities of food.

963
The big noob challenge is learning to manage stockpiles and hauling supply.  I wrote a long post about it here:http://www.bay12forums.com/smf/index.php?topic=65449.0 .

Melee soldiers only react to what they actually see, and marksdwarves aren't even that smart.  While you're still getting your bearings, use traps to protect yourself from the surface and stay out of the caverns.  There's plenty to learn about DF without opening yourself to trap-resistant beasties.

964
DF Gameplay Questions / Re: um, my 11zlevel tower won't work?
« on: September 07, 2010, 01:14:53 pm »
A bolt that misses its target will often hit some other enemy behind the target---if the enemies are coming straight at your marksdwarf.  Another problem with elevated marksdwarves is that they lose some of that followthrough effect.  If you fire mostly down on a goblin and miss, you hit the ground instead of the goblin behind him.

965
DF Gameplay Questions / Re: Some design help for a newb, please?
« on: September 06, 2010, 10:53:17 am »
I do that sort of dumping all the time, Shagomir.  It just takes more work than stockpiles, because you have to manage 1) the dump orders on the objects 2) the location of your dump zone, and 3) the forbid status of the objects after they're dumped.  So creative dumping certainly works best if you do everything correctly, but the chance of an error is much higher.

Come to think of it, I should probably use dumps more for items that really suck up bins and barrels, like stone blocks, stone crafts, and prepared meals.  Will a single food stockpile square prevent a thousand prepared meals from spoiling?

966
DF Gameplay Questions / Re: Some design help for a newb, please?
« on: September 06, 2010, 03:05:25 am »
My advice is not to focus too much on design, because that puts you in a static frame of mind.  Inefficiency in DF usually comes from poor hauling management rather than poor design.  Most beginners divide their hauling in a dozen different directions and then wonder why nothing happens.  (At least, that's what I did.) 

Better to keep most of your hauling focused on a single task at a time.  First they're collecting wood, then they're dumping stone, then they're installing furniture, then they're moving food around through the fields, mill, thresher, and kitchen.  At any given moment you should know exactly where the bulk of your hauling is going, and you should be prepared to shut off that hauling stream and redirect it to some new project or emergency.

Workshops are much less important than stockpiles, because stockpiles consume so much hauling.  Every empty square in a stockpile is a potential demand on your hauling supply.  So when you see an empty stockpile square, make sure that either 1) the stockpile isn’t consuming any hauling because all of those items are either forbidden or in a stockpile, and you aren’t producing any more right now, or 2) you definitely want part of your hauling stream to be focused on that stockpile right now.  Slash unwanted stockpiles mercilessly, or they’ll eat you alive.

The key to DF efficiency is to stay fluid by manipulating your stockpiles to control your hauling stream.  Example: Suppose that you need a lot of doors and cabinets right now.  So put a stone stockpile by your mason’s shop.  That way you’ve got your hauling stream aimed at speeding up furniture production. 

A few minutes later, with the stockpile only half full, you realize that a recent battle has left various chunky goblin bits in your main hall, and they’ll soon start to stink.  Plus, maybe you want to collect their clothes to sell to the next caravan, and it looks like your mason has plenty of stone on hand for now.  So you delete that stone stockpile to free up your hauling supply.  Your number of idle workers shoots up to double digits.  Then you flag all the goblin parts and clothes to be dumped.  (You should put the bottom of your dump near your depot, for easy retrieval when the traders arrive.)  Your haulers drop the stones they’re carrying and head off to the scene of the carnage.

Then you notice that crops are withering in your fields.  And you really want those crops.  So you decide to split your hauling stream in two.  You decide to un-dump the goblin clothes for now, so that the dump command only applies to the actual goblin body parts that are likely to stink.  That should free up part of your hauling force to go harvest the crops.

So the question isn’t where you put your workshops.  The key question is: What’s eating up your hauling?  The usual answer is stockpiles, though careless dumping commands will also do it.

There’s nothing magic about design.  Just build the production chains.  Build a stockpile for pig tail seeds, and next to that a plot for growing pig tails.  Next to that a stockpile for pig tails.  Next to that a farmer’s workshop.  Next to that a stockpile for thread.  Next to that a loom.  Next to that a cloth stockpile.  Next to that a clothier’s workshop.  Next to that a workshop for cloth finished goods.  Your farming chain starts with a seed stockpile and ends up in the dining room.

Stockpiles for finished goods should always be right next to the workshop that produces those goods.  Some portion of your hauling will always go towards keeping active workshops from getting cluttered.  It’s like a tax on your hauling, an unavoidable 15-25% that’s going to disappear no matter what.  Good design just keeps that tax rate relatively low.

But no amount of good design will save you from the classic newbie mistakes of giant dump orders and giant stockpiles for raw materials, created and then forgotten.  If your fortress isn’t productive enough, it’s probably because you’re always short on hauling.  And if you’re short on hauling, it’s probably because you created some hauling-consuming orders and forgot about them.  So delete all your dump orders, and erase all your stockpiles.  Then create only the stockpiles and dump orders that you’re sure you really want right now, and your fortress will have no more efficiency problems.

967
DF Gameplay Questions / Re: Vertical or horizontal fortress?
« on: September 06, 2010, 01:15:56 am »
I usually go vertical, with a cube being the ideal.  But in my current fortress I got only two layers of stone before the first cavern, and FBs keep wanting to visit.  So things are kinda pancaked right now.

Note that verticality only improves efficiency if you have plenty of stairs.

968
DF Gameplay Questions / Re: Labeling levers?
« on: September 03, 2010, 02:44:58 pm »
In putting notes on levers, it's sometimes useful to describe the location in addition to the function.  "Main Drawbridge" may seem obvious in year one, but will be meaningless in year five as your defenses have grown.  But "Main Drawbridge 30 North 7 East Up 1z" is always precise.

969
DF Gameplay Questions / Re: Already dead pets and coffins?
« on: September 03, 2010, 02:37:08 pm »
I'm having this same problem with dogs, an unfortunate side effect of thinking about the danger room after handing out the war animals. 

I have lots of coffins available for pets.  Owner is still very much alive and unhappy to see his beloved iton Solamazir rotting to mush.  Order were first on save corpses, which put it on the stockpile.  Switching to dump corpses prompted a helpful dwarf to immediately send the carcass down the garbage pit.  And unforbidding the corpse means they pull it out of the bottom of the pit and toss it back down the top.

Has anyone seen pets get properly buried in the current version?  Check your coffins and let me know.

970
DF Gameplay Questions / Re: Rookie's question
« on: September 01, 2010, 01:58:03 am »
Another way to go up and down is to put your right hand on the numpad with numlock off.  The outer number keys will move you up, down, left, right, etc., while Shift-5 will move you up one z-level and Ctrl-5 will move you down one z-level.  With a little practice you can move around the map in three dimensions very quickly.

971
DF Gameplay Questions / Training Spikes
« on: August 31, 2010, 02:46:00 am »
I'm building my first danger room to encourage my soldiers to be lighter on their feet.  I have a weapon rack surrounded by 3x3 barracks, and each square of the barracks has a repeating spike trap with no-quality training spears.  The room will be entry controlled, and all soldiers will wear metal armor.

1.  How many spears per trap?  Do 10 spears at a time train 10 times faster?  Is there a balance between speed of training and risk of injury?

2.  If I hook the spikes to a lever on eternal repeat, could it jam from being pulled too fast?  I know that can happen with pressure plates and water logic, but haven't tried with with spike traps.

972
DF Gameplay Questions / Miasma from Owned Food
« on: August 31, 2010, 02:32:04 am »
My soldiers keep dropping their little lunchboxes and forgetting to pick them back up.  My dwarves don't appreciate the smell, but their iron-clad respect for property rights prevents them from cleaning up the mess.

Aside from forbidding soldiers from carrying food, is there a workaround?

973
DF Gameplay Questions / Re: Dwarves and Bolts
« on: December 24, 2009, 03:33:11 am »
I think it helps if you make them drop their crossbow and pick it back up.  That makes them check their quiver and fill it, though I'm not sure what source of ammo they'll use.

The serious way to use crossbows is to stand them on a stockpile square with ammo.  They won't go to get ammo, but they will pick it up if it's already in the square with them.

974
DF Gameplay Questions / Time for Charcoal to Burn Itself Out
« on: December 23, 2009, 04:01:28 pm »
I have some flaming HFS charcoal producing smoke that's killing my frame rate.  How long will it take the charcoal to burn itself out?  I'm trying to figure out if it's worth the time and effort to pipe some water out there to extinguish it.

975
DF Gameplay Questions / Determining Size of Dwarf Kingdoms
« on: December 23, 2009, 02:36:57 pm »
I'm currently having a very hard time with immigration, and I suspect that it's related to the dwarf kingdom that I chose.  How do I determine the size and location of each of the dwarven kingdoms in my world?

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