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Messages - orius

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616
DF Gameplay Questions / Re: Have never found metal. . . ever
« on: February 25, 2012, 01:06:03 am »
Sparse is equal to 2500 in advanced gen, and frequent is equal to 500.  Everywhere I think might be 100, but that gives so much stuf fit almost feels cheaty, so I usually don't use it.  I like the scarcity around 500-1000 to give a decent amount of stuff, but not so much that I'm not challenged. 

617
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 25, 2012, 12:58:34 am »
You could drain your reservoir by smoothing stone on the edge of the map and then carving fortifications in it.

True enough, but it's more fun to dump it into a cavern.

2 war dogs pastured near the entrance to rip apart any kobold thief that dares enter.

Same here.  My war dogs chased down a kobold and ripped it apart.  Then the langurs swarmed in and stripped the corpse.

Hammerlord: THIS IS OUTRAGEOUS! All the beds are occupied and I have to sleep on the floor!

Stupid dorfs did that all the time by choice in my last fort.  I had break rooms in remote parts of the fort where the dorfs could sleep if they got tired.  The fools would walk into the room, then flop down onto the floor and sleep even though every single bed in the room was unoccupied.

I'm going to start up my metal industry, since agricultural production is still pretty slow, and begin my main defenses.  I dug my fort into a deep valley near the volcano, and I'm going to remove all the ramps and place a wall across the mouth of the valley, so enemies can only approach the entrance from one direction.  That wall will be built up several levels, with a fortified walkway for my future markdwarves to patrol.

618
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2012, 10:58:37 am »
Autumn comes, and that oldest immigrant brat grew up.  He's doing some basic hauling while I figure out which starting industry he's likely to spend the rest of his life in.

The autumn immigrant wave arrives.  Once again half kids.  >:(  Of the three adults, two have fishing related skills.  The other is a mason with Hammerdwarf ranks.  Lovely.  There's no river on the map, and the first cavern appears to be as dry as a bone (looking for a spot to drain my resevoir into, if necessary, I'll just have it drain into the lowest point that opens to the edge of the map.)  There are murky pools on the map, but they are few in number and small.  What the hell do these fishers (noob fishers at that) think they're going to catch here?  Maybe if they're lucky, they might find some turtles.  I'm not wasting labor on fishing though, so time to see where they're needed.  One just has 2 ranks in Fish Cleaning and no other skills.  He's the other fisher's cousin, but she doesn't seem to know him at all.  He has no other family in the fort.  So he got "volunteered" to tap the volcano.

Got what ore was useful in the tunnels I dug under the spaces where the magma smelther and forges will be.  Then I send him in to carve the fortifications.  I read magma's acting a bit differently, so I sent an expendable dorf in who wouldn't be missed, the magma is more important than he is right now.  He carved it and ran like hell, didn't even get singed, but then I had the fortifications set where the magma would have to flow diagonally out of the volcano and then diagonally into the tunnels.  That may have slowed it enough to be tapped safely.  He maybe ne needed to do this again later, I'm also setting up an obsidian farm, and I'll need to tap magma for that too.

619
DF Gameplay Questions / Re: Site finder lies!
« on: February 24, 2012, 09:49:32 am »
First prospect on the embark screen is just an estimate.

Two, are you prospecting the entire embark or the individual biomes?  When you press F1, F2, etc to check different biomes and prospect, prospect will only show you what's in the biome currently highlighted.  So even on a normal 4x4 embark, you might have a biome that doesn't have anything underneath it.  You can use this to see where the deposits of desirable ore are and move the embark sqaure to maximize the ore you want.

620
DF Gameplay Questions / Re: A few 34.02 changes I'm not sure about...
« on: February 24, 2012, 09:42:40 am »
Most migrants, about 1/2 are between 12 en 18 years old. Most are about 16 years.
Considered adult and they can work, but they are just like bunnies. I have about 5, 6 births a season if not more.

That's cause they're horny teenagers.

621
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2012, 08:10:54 am »
Well, this will be a good fort.  A 3x3 embark on a volcano.  Lots of cliffs but just enough flat areas to channel out and roof over an area for surface farming.  Heavily forested, so lots of trees.  Ores and stuff:

77k native gold
23k tetrahedrite
19k galena
10k hematite
7k sphalerite
3k candy
44k sand
15k clay
1k emeralds

No river, but there are some aquifers.  Have one pierced to pump into a cistern.  A nice deep map too that runs from 139 to -5.  Going to dig out some magma smelters and get this metal indstutry going.  Unfortunately, there is no flux, but there's plenty of iron and I'll be able to make some nice crafts with all that gold.  That should let me buy tons of flux from the caravans.  Coal too, but these trees will give me plenty of charcoal for steel, and there's enough soil for me to dig out tree farms if I need them.  Plenty of base metal to churn out cages and bins.

Since this spot is very much to my liking, I gave it the grandiose name of Zirilonol Gòstangshinlimulkodor Anil, "Firemountain the Awe-inspiring Bright Golden-Dawn of Glory", founded by the Gold of Secrets.  We are now at midsummer and the first migrants have arrived.  Unfortunaly, it's a couple with two kids.  I need more dorfpower, dammit!  >:(  Well, it's not all bad, the oldest kid is nearly twelve and his younger sister is 11, they won't be kids long.

622
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2012, 01:49:03 am »
Ok, genned up a new world.  Even if there are no good sites for a fort, it'll be good for adventuring -- I found 4 necro towers and at least one human ☼town☼.

623
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: February 23, 2012, 11:26:42 pm »
Why calcite?  Doesn't it just appear in limestone anyway?

624
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 23, 2012, 11:24:33 pm »
Unfortunately, my game keeps crashing on me when the humans come to trade, so I think I'll have to scrap this fort.  I'll just say it sank into the swamp.

A shame too, I had finally reached the magma sea and was carving out my forges, and I was starting to lay the foundations of the outer walls.

626
DF Dwarf Mode Discussion / Re: Apology to the soapmaker
« on: February 23, 2012, 06:53:41 am »
Did I just never notice this before or is it new? Grazing animals that are starving (from never being anywhere near grass) actually get fed by their owners now. Is this part of animal caretaking skill?

Pets get fed somehow.  It's the stray grazers that starve.

627
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: February 23, 2012, 06:41:59 am »
Seed in previous post.

Spoiler: Embark (click to show/hide)
Bah, didn't get the x's:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

EPIC canyon.  When the embark screen says major river, it's not shitting around.  It's a monster river that's nearly the width of an entire embark square (47 tiles wide) at the bottom of a 30 z-level deep canyon with sheer cliffs straight down.  Up at the very top, there's also a stream that empties into the river, so when the water thaws, there's going to be one hell of a waterfall here.  As you can see from the IsoWorld screenshot, this river has created a huge canyon across the land.

Spoiler (click to show/hide)

Course the stupid dorfs embark right smack dab in the middle of the damn thing.

I found this spot last night and I embarked one tile to the right.  That cut off almost the entire part of the map to the left of the river except for a single strip of cliff 1 tile wide.  That was a better setup since the dorfs embarked at the top of the cliff instead of the middle of the bloody river.

No iron here either.  The embark has tetrahedrite, sphalerite, and galena (bah).  There is plenty of sand though, and kaolinite rather than clay.  There are some kimberlite veins but unfortunately, no diamonds.  Top level of the map is 140, river is at 110, bottom is 71.  Two aquifers, a small one over on the left side, and a larger one underneath the river at the south end of the map.  There are no magma pools extending into the caverns, you'll have to dig all the way down to the sea.  However, the bottom of the map is only 40 levels under the river, so it's not too far.

628
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: February 23, 2012, 05:37:40 am »
Spoiler: World Gen (click to show/hide)

Checking out the world with Iso World and found this:

Spoiler (click to show/hide)

It's a mountainous spike in the middle of a small valley.  This made me curious to see what it was so I embarked there.  What is it?  Why Urist, it's a volcano:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Luckily, the nearby dwarves didn't actually build anything on the spike.  The nearby embark squares are totally crapped up with dwarf and human settlements.

Mineral wealth isn't so hot though.  Prospector reports only native copper, galena, and a little bit of tetrahedrite.   Lots of clay, but no sand. The map is pretty shallow too, the surface is at z 149 and the bottom is z 103.  First cavern isn't very deep either, and has some water if the stream isn't to the player's liking.

629
Utilities and 3rd Party Applications / Re: DFHack 0.34.02 r1
« on: February 23, 2012, 04:37:27 am »
Oh yeah!  I've been checking some spots on my world map that look like nice embark spots, and I've been waiting to prospect and reveal them.

630
DF Gameplay Questions / Re: Change to Immigrants skill system?
« on: February 23, 2012, 04:34:27 am »
Yeah, there's a lot of couples.  I'm finding the migration waves have a alot of spouses coming in, sometimes with children.  And they're often related to other people in the fort too, they're cousins, nieces, nephews, aunts, and uncles of previous immigrants.

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