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Messages - smeeprocket

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2416
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: November 10, 2014, 11:08:12 am »
what exactly determines the existence of necromancer towers?

I want to generate worlds without them, because necromancers are just too much for me at the moment.

Or is there like a certain distance away from a tower you can get and not have them raid you?

2417
DF Gameplay Questions / Re: War Dogs and the military
« on: November 09, 2014, 09:29:29 pm »
if I switch uniforms for a squad will they auto switch? What about dwarves that have grown attached to a certain weapon?

Also, is there a way to set ammunition for training and different ammunition for battle?

2418
DF Gameplay Questions / War Dogs and the military
« on: November 09, 2014, 08:51:29 pm »
Is there a way to train them to make them more powerful?

I have a lot of dogs and a number of puppies for future assaults, but they die so fast.

Also, I currently have three or four squads with no specific armor or weapons, training three in each squad minimum every month. The gains have been non-existent. The only tough characters I have are the hunters. Is there a more efficient way to do this?

Also, can this be managed through dwarf therapist? I can't find a way to do it.

2419
DF Gameplay Questions / Re: Anyone else new and frusterated
« on: November 09, 2014, 08:48:09 pm »
Some advice that may or may not have been posted in this thread yet.

It is really important to have Dwarf Therapist downloaded and running. If you are new especially, it will help you organize who does what and get an idea of what skill the dwarves have all on a nice color coded spreadsheet that you can modify there.

http://www.bay12forums.com/smf/index.php?topic=122968.0

You are going to have to download an additional file mentioned at the end of the thread and save it to the proper folder for it to work with the nov 5th version.


There are really awesome different worlds listed here and you can request some too:

http://www.bay12forums.com/smf/index.php?topic=140180.0

That thread has a lot of different worlds you can use, I'd personally stay away with any map that has a purple I on it because necromancers are absolute beasts. IIRC (I have avoided them for awhile) they summon undead in a radius around themselves and they bring some undead with them. If you get a dead dwarf, he will become a zombie, if his arms got hacked off first, they will becomes animated, I -think- if limbs get hacked off but the dwarf survives they will still animate, not sure though.

They are just difficult.

The only thing you really want to avoid, or at least I have, is getting sieged too early. Especially if you aren't familiar with military stuff and training. Sometimes it is actually smarter to hole yourself in and dig down to the lower caverns, where you will get less organized beasts attacking you. You'll be safe for a couple years at least I think before you need to do that.

In my current fort, I have been training my dwarves for awhile, four squads three people training in each at all times minimum, and I've not really seen any gains. I'm probably doing something wrong, I remember, before I stopped playing for awhile, I had a crazy powerful army that eventually died when I tapped into something that I don't want to spoil for you. (it's super fun if it happen!)

Things you might want to take out of a worldgen would be vampires (though they can be tons of fun) titans, forgotten beasts, and collosi. But I wouldn't. An untrained fort will be doomed, but really, I think you're going about this with the wrong perspective.

No fort lasts forever. The more forts you make the more efficient you get at starting out which is important. Each fort will have different challenges.

The world I'm in right now has no goblins and no conflicts, which was fun while setting up, but now I'm kind of bored. I'm perfecting the water supply and maybe adding a few more things before retiring it.

I might just dig down as far as I can go and see what's below though.

There are tilesets that can make the game more visual, which might help, though I always find them to be unpleasant to look at and prefer the ASCII characters. But when my boyfriend looks at the game, it is all just gibberish to him. It took me a good long while to figure things out.

Oh! and the most important advice at all is there is a Dwarf Fortress Wiki, and it has tons of answers to questions you might need answered quickly. Including the buttons you need to push to do various things.

http://dwarffortresswiki.org/index.php/Main_Page

This is a really good game. The learning curve is more of a cliff. The absolute depth and attention to detail, the weird way everything plays out and the very complex things you can do with your fort give this game so much more than one with a bigger focus on graphics.

2420
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 09, 2014, 08:07:43 pm »
 I'm experimenting with mine tracks currently.

I have a track that goes to the top of a cauldron of a volcano because around that area is a lot of hematite and dragging it back from the top of the volcano was slooow.

I didn't look at the help files on it, and I'm still trying to figure this particular track out.

My first run through, I had the dwarf riding the cart. He jumps in, and rides north to the first ramp, and then the cart careens back down south to the track stop.

I decided to let him keep doing that while I played with the track, because it was pretty cute.

Only, as one of the dwarves was deconstructing the stop at the ramp, he did it again, smashing into the poor dwarf, who was badly injured. Then ANOTHER dwarf came up to finish the same job, because the first dwarf was unconscious. At this point I was scrambling to figure out how to stop this repeated process through trial and error. Once again the dwarf on the cart rolled down the ramp at high speed, injuring the replacement dwarf, smashing his rib and tearing his lung.

Unfortunately, I figured out how to make him stop and had to, since otherwise, fixing the track would be impossible. But I think it would have been worth a few more injuries and/or deaths for entertainment.


2421
DF General Discussion / Re: Magma Problem
« on: November 07, 2014, 07:54:58 am »
Ahh the mechanism must not have been magma safe.

Goblins overwhelmed my fort anyway but now I know better.

2422
DF General Discussion / Re: Magma Problem
« on: November 06, 2014, 08:23:34 pm »
I used obsidian, the floodgate held until I flipped the lever then it went flying. I'm not using a screwpump, it's the natural flow of the magma. I've looked it over and I'm not sure I can install a screwpump. One side would have to be at level with the magma, and I can't get there without fiery death.

I don't have a way to take a screenshot, can you advise what would be the best way to do that?

2423
DF General Discussion / Magma Problem
« on: November 06, 2014, 07:48:19 pm »
Okay so I have this nice little fort going next to a volcano.

I built a stairway all the way down to the level I want the magma at for my forges, I had a floodgate installed where the magma would flow and a level attached to it. So I channeled from above to release the magma at the topmost level and released the floodgate, filling a pit I had ready for the magma a number of levels below that.

But the magma kept filling up0, above the pit and I had to wall off a section of my fort or get flooded with magma. The floodgate didn't stay in place, it just flowed along the magma river I had made.

My problem is, I am not sure how to access the magma for forges without it filling up whatever I dig out when I channel into it where it has filled up my fort.

I hope that makes sense. Basically I need a way to block the path of the magma, and it has to be done from above.

2424
DF General Discussion / Re: Recently returned, need advice
« on: November 06, 2014, 10:22:01 am »
quick question, because I've forgotten.

How do I train hunting and war dogs? My kennels don't give me the option...

2425
DF Gameplay Questions / Re: Catching animals
« on: November 05, 2014, 03:11:44 pm »
The disturbing part is stripping them naked first.... why?

Couldn't you just seize their weapons?

2426
DF General Discussion / Re: Recently returned, need advice
« on: November 05, 2014, 02:55:51 pm »
okay I was slightly confused about what part of that related to the atomizer and what related to just using a brdige to block the fort. Or was everything about the atomizer. :?.

so the visual you gave is for the best way to use a hatch to keep out building destroyers? Hatch has to be stone right?

For the atomizer, if I make a bridge but no drop beneath it, that will atomize things when the bridge is lowered? I always dug a pit for the bridge to span so that makes sense.

Will that annihilate enemies and/or dwarven children?

2427
DF General Discussion / Re: Blood Eagle
« on: November 05, 2014, 02:40:04 pm »
hmm maybe this was posted already, but I was under the impression blood eagles were actually where the ribs were hacked off at the spine and pulled out the back to flare out like wings, with the lungs hanging freely.

This is how I did it when I did one in a MUD I played to another player.

I feel like I learned something valuable.

As for potential torture, what about torture of enemies, OR scientific experiments on non-sentient creatures?

2428
DF General Discussion / Re: Recently returned, need advice
« on: November 05, 2014, 02:36:02 pm »
Instead of a bridge, is there a way to use hatches? I made hatches but the zombie elves waltzed right through them.

They seem easier to manage. I used to use drawbridges, so I guess I could, but the problem comes with getting water, trees, plants, etc.

Would I use burrows to keep my dwarves indoors or what are those used for if not?

2429
DF General Discussion / Recently returned, need advice
« on: November 05, 2014, 02:30:34 pm »
Hey guys, I used to play a year or two ago, but I quit because I wanted to play games with other people.

I just quit an MMO I was playing and have had fun picking this up again.

A few things, what are stepladders for and how do the tracks work? what is the advantage of them?

What's a good way to get relatively few dwarves combat training while still having a functional fort on the domestic end?

I remember talk about an atomizer last time I played, but never really looked into it. What is the use and can it still be done? how is it done?

Can someone explain the different plants to me? My first fort this time around, I ran out of booze, and despite growing and gathering plants, I never had anything I could do at my still.

Is there a thread that explains modding world creation? I want to steer clear of necromancers, because they tend to be prolific and really hard to handle. I just lost my fort to an army of elven zombies, though they might have just been on there own, I noticed no actual necromancer (also is that actually possible?)

What are the exact tasks a child is willing to do? As in, if I have a lot of children (my fort had way too many before its fall,) what can I disable on the other dwarves that the children will automatically just take over?

Anyway, thanks on advance. I am having a lot of fun. This is my third time picking the game up again, and I actually remembered some of the commands fairly quickly.

2430
DF Dwarf Mode Discussion / Re: Animal Training update
« on: March 27, 2012, 05:45:47 pm »
Hmm, dogs are in the zone, and in cages, and I have trainers, set trainers for the dogs to any available. I have 1 war dog in about a total of an hour, the trainers are all ignoring my orders.

So is my manager for some reason.

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