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16
DF Dwarf Mode Discussion / Re: Fort Design
« on: February 22, 2012, 04:16:58 pm »
:)

17
DF Dwarf Mode Discussion / Re: Fort Design
« on: February 22, 2012, 04:16:04 pm »
Oops. Double post.

18
DF Dwarf Mode Discussion / Re: Fort Design
« on: February 22, 2012, 04:14:24 pm »
I go vertical.

Ever level has a 3x3 stair in the center. Actually the center tile is floor which eventually gets a masterwork, jewel-encrusted, gold-or-as-close-to-gold statue. So there's 8 tiles of stair around a column of statues. Surrounding the downward stairs at the surface are the depot, kennels, dump, and a armor stand for all the squads. I like my military to train full time out side so no one is vomiting during engagement. Under that is a farm layer. 6 3x5 plots tightly packed against the stairs is more than enough to constantly have to dig for more food storage space. The next level is reserved for pasture and tree farming if the caverns get pierced. Then I dig to rock which is often the next level down (assuming there was soil at all). If rock was the next layer down I skip a layer before the workshops. Either way, I have a socks level under the farms. This is a 31 diameter circle with the manager and record keeper posted by the stairs and lots of space for finished goods and furniture stockpiles.

At this point it's about 6-10 levels of workshops. Workshop levels are circles with radius 13. Workshops surround the stairs (up to 8) and are grouped by utility. So the kitchen(s), still(s), butcher(s), tanner, and a farmer's shop or two are together right under the farm. Crafts are under that since many of the crafts draw from the butcher's leavings. Stockpiles are outside of the workshops.

Under this is the dining hall and hospital. They're on the same level because they have wells and it's easier to set up wells on the same level. The dining hall is large enough to seat 80 comfortably at any given time. It is semicircular and is surrounded by food storage. The hospital has soap stockpiles and lots of supplies. I find that 8-12 beds (w/tables and chests) is usually enough.

Below that are the bedrooms. I like to make sure that this level is far enough down to make noise not a problem but close enough that they're not wasting time. Lately, I give the original 7 a 4x5 room and the rest get 3x5. Once I get doors, statues, coffers, cabinets, and engravings in each room, everybody is ecstatic. I set it up so that the center of each room is no more than 10 tiles from the stairs. So the original 7 get a floor and then it's 16 per floor below that. If I were to have a larger pop cap (I'm at 80 for FPS reasons), I'd make smaller rooms and pack 20+ to a floor. But I don't usually need too many floors as happy dwarves soon double up in beds. The mayor and baron/duke get their own floor usually on the level below the wells. They're surrounded by water but don't get wet.

Once it's established and food and finished goods start getting out of hand, All the workshop levels get expanded to 31 tile circles, a live-target-archery-range is put in, and the surface gets a makeover. The surface gets a series of walls and bridges claiming more and more land w/big boneyards, pastures, above ground farms, and a separate little spot for each squad to train. I also make a little gauntlet with traps and a barracks at the bottom at the entrance to each cavern.

It's not the most efficient possible. But it's where I'm at these days.

19
DF Gameplay Questions / Re: Won't wake up
« on: February 22, 2012, 02:11:43 pm »
I was playing DF2010. So no dice on cutting mundane stone. DF for me is mostly a battle for FPS so with all the testimonials about DF2012's FPS hit, I'm reluctant to switch.

As for green glass, I've only once (not this fort) had the surplus of fuel for such an endeavor.

As for the catatonic, he finally (after another year and a half of "no health problems") got off the floor and went to work. I guess it'll just be one of those unsolved mysteries.

Thanks guys.

20
DF Gameplay Questions / Won't wake up
« on: February 22, 2012, 03:33:21 am »
Three years ago my fort's only good gem setter hurt himself. He was taken to the hospital where he got work done on his arm and leg (sutures, setting, dressing). That took about two months to complete. Ever since, he hasn't left the bed. He just lays there with a blinking X over him. His v-w screen says he's unconscious and everything's in white. His personal health screen has "status: No health problems". But he's been this way for years.

I've deconstructed the bed. He just lays on the floor making his buddies feed him and give him water.

I've trained him on all the low quality gems and can't really afford to train another.

What to do?

21
DF Gameplay Questions / Re: Managing fort with 50+ dorfs?
« on: February 21, 2012, 03:37:39 pm »
If the therapist screen is getting too crowded with children, you can always use the "Don't display children or babies" option (under Options). They're not counted among idlers anyway and can generally be ignored (FPS permitting).

22
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 16, 2012, 02:38:12 am »
Hens or other female birds ONLY claim a box while they're hatching eggs in it. So if your hen is laying eggs in the nest, then they're getting collected by dwarves before you notice, you won't see it claimed. If you have a rooster and want the eggs to hatch, add some doors to the room the nest box is in and lock them so your dwarves can't enter for a while.

Ah. I see. So that would explain why the boxes have been claimed for a few seconds at a time and then unclaimed for long periods. And it would explain why eggs have started turning up in the kitchen.

Thanks.

23
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 16, 2012, 01:12:18 am »
the pasture is probably the problem.

I got rid of the pasture and the birds just left. I waited a bit to reply and they've still not returned. Could it be that it's because the boxes are indoors?

24
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 16, 2012, 01:02:24 am »
How do I get hens to claim a nest box? I've built the box, set a pasture over it, and set the hen in h pasture. It just sits over the box w/o claiming it. It's been about a year. I've unbuilt/rebuilt the box and undesignated/redesignated the pasture a bunch of times to see if I could push through a bug.

What's the deal?

25
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 13, 2012, 04:40:59 pm »
Oops

26
Or disable them from the init. files

Wait... where?

Under data, in init.

Hm. I've looked though all the .txt files in init. petty thoroughly and haven't found any reference to aquifers. Am I missing something? Or are you talking about introducing new code?

27
Or disable them from the init. files

Wait... where?

28
DF Gameplay Questions / Babysplosion
« on: February 10, 2012, 05:11:30 pm »
I've set pop cap to 80 for FPS. But then babies! I've only had 2 or 3 children migrate to the fort. But I now have 8 children and 11 babies. My pop is 103 and FPS is down to low 30s. None of my other forts had so many little ones. I thought default vanilla had less babies.

I just opened DF and within 5 minutes, 3 more babies were born!

Make it stop.

And on a grimmer note, can I get rig of existing babies? My DF experience mostly consists of a never ending battle to keep FPS playable. It's a full time job to haul old cloths, kill/process every animal in sight, clean up messes, etc. But now pop explosion is breaking me. Do I need to start yet another fort with the babies set way low or is there hope for "Portalurns"?

29
DF Gameplay Questions / Re: Cooking
« on: February 09, 2012, 06:30:51 pm »
Yeah, I remember reading the same thing. Apparently it's better to make easy meals until you have Master cooks.

30
DF Gameplay Questions / Re: Trading Depot
« on: February 09, 2012, 06:14:59 pm »
Also, it's not a total waste. Word is, trader profit contributes to future caravan value. And it it was the dwarves you traded with, word will spread to the homeland and more migrants will want to come.

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