Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Trif

Pages: 1 ... 60 61 [62] 63 64 ... 86
916
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 25, 2012, 02:37:38 pm »
Well, I learned something today.

917
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 25, 2012, 02:19:18 pm »
I'm not sure what you mean by a cap... I don't know of any limitations. Your attributes will improve just like your skills.

918
DF Gameplay Questions / Re: Newcomers!
« on: September 24, 2012, 07:27:57 pm »
Oh, you're in for Fun times. I've never had migrant waves of 71 dwarfs, especially not in the second year. It looks like the RNG has blessed you with a special challenge. It'll be a lot of work, but if you make it through the next year, you are truly worthy of Dwarf Fortress. (And if not, hey, Losing is Fun).

Your priorities right now are food and bedding. Divide the migrants into groups: you'll need a lot of plant gatherers and fishers. Clear the map of bushes. At the same time, you'll need a lot of storage space. Dig some large storage halls and fill them with food stockpiles. Rotting food is not something you want right now.
For additional storage, mass-produce rock pots. You'll need maybe 5 stone crafters working on repeat, each in their own workshop. It'll go faster if you set a stone stockpile next to the craftsdwarf workshops and use some wheelbarrows for hauling the stone, that's optional though.
Don't cook anything right now, that's a waste of food. Your bottleneck is going to be booze. Even if you get some additional brewers, the migrants will probably have to drink water for a while because if you brew too much, there won't be enough food.

The fisher dwarfs will get you a constant income of fish (if there is any on your map), but to be sustainable, you'll need more farm plots. You'll probably lack the seeds to expand the underground fields, but the plant gathering should get you a lot of above ground seeds. You'll have less protection there, but it's just a temporary measure, and starvation is a more urgent problem than external attacks. You'll need maybe 10 to 15 dedicated growers for planting the seeds. In the orders menu (o), you should turn on "Dwarves all harvest" (h) to speed things up.

It would be best to divide your population so you can do all these things at the same time. That's a lot of management, but it'll pay off.
And while you're doing this, see if some migrants brought axes. They'll all become woodcutters. You'll need a lot of wood for beds (maybe hire a few more carpenters), about 30 should be good enough for a sufficient communal bedroom because they don't all sleep at the same time. If you have any wood left, make it into barrels for more food and booze storage.

Good luck, you'll need it. Have fun.

919
DF Gameplay Questions / Re: You can't deliver magma in buckets, can you?
« on: September 24, 2012, 10:27:41 am »
It's not possible. In theory, a nethercap bucket would be able to hold magma, but the dwarfs won't fill molten rock in buckets because it is quite silly.

920
Civilizations only have unusual animals if some member of that civ tamed wild animals in world gen. This is more likely if your worlds are older.

Or alternatively, you could start a fortress and tame some wild beasts yourself. Your knowledge about taming exotic animals will be transferred to the mother civilization when the traders leave. If you start a new fortress later, you should be able (in theory) to embark with the newly domesticated animals.

921
DF Dwarf Mode Discussion / Re: pregenerated vampires how are they made
« on: September 24, 2012, 10:09:05 am »
Yes, curses only.

922
DF Dwarf Mode Discussion / Re: Time traveling artifacts?
« on: September 24, 2012, 09:58:35 am »
Quick now, somebody has to edit one of the earlier posts to quote a later one!

923
DF Gameplay Questions / Re: Inmigrant children
« on: September 23, 2012, 04:22:47 pm »
In earlier versions, immigrants were randomly generated dwarfs. Since v0.34.01, most immigrants are historical figures who were active during worldgen - that's why some of them have kill lists, are scarred or even miss limbs.
Unfortunately, one of the more popular activities is getting married and having children. And because you can't just leave your family behind, many dwarfs bring their children with them.

I think setting the child cap in the init files should help.

924
DF Gameplay Questions / Re: How are dwarf names generated?
« on: September 23, 2012, 06:46:30 am »
"Glitter" and "Butterfly" don't show up because they are part of culled symbols. You can find them in entity_default.txt , dwarfs cull everything related to domestic, subordinate, evil, flowery, negative, ugly and negator.

Still, there has to be more limitation. No dwarf will be named "Father" or "Soul", even though they are part of permitted symbols.

925
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 23, 2012, 06:01:37 am »
There aren't many. I think the only animals that make sounds are capybaras and kakapos. The next release might change that.

926
DF Gameplay Questions / Re: newbie questions
« on: September 23, 2012, 05:47:58 am »
1) To build workshops, you need a dwarf with the appropriate job. That means to build a mason's workshop, you need a mason. To build a jeweler's workshop, you need a jeweler, for a bowyer's workshop a crossbowmaker and so on. You can enable jobs with the (v) menu - pick a dwarf, press (p) and check the job you want the dwarf to do.

2) To stop the pausing, you'll need to edit the announcement list. Go to your Dwarf Fortress directory, then open data/init/ and then announcements.txt . Now, you have to find DIG_CANCEL_DAMP. In this entry, there is a P for pausing, and an R for recenter. Delete them - the line should look like this after you're done:
Code: [Select]
[DIG_CANCEL_DAMP:A_D:D_D]You could also delete the D_D to stop the messages from showing up in the announcement log, but you'll have to turn (o)-(x) back on to see the result.
Restart DF, and the pausing should be gone. Have fun!

927
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 23, 2012, 05:32:37 am »
When equipping a squad of soldiers, what will happen if I give them two weapons? I want to give the squad leader a backup weapon. Normally, I hand them a knife I got from a kobold thief, but this time I want to give the leader an iron spear and a copper spear for backup. I remember that spears get stuck in goblins really often.

Will the squad leader carry both weapons at the same time and (hopefully) use them as appropriate?
Assuming neither of the weapons is a two-handed weapon and they aren't assigned a shield then yes, they should carry both weapons and randomly select their attacks from both of them.
They will use both, but prefer attacking with the weapon you assigned first, i.e. the weapon which is higher on the list.

928
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 22, 2012, 02:24:36 pm »
It's a kakapo. The noises are their mating calls.

929
Edit: Disregard me, I forgot which subforum this is.

930
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 22, 2012, 05:44:28 am »
They generally make you fail at combat. So, your chances to dodge, attack, block and all that are way worse. And yes, they are permanent.

Pages: 1 ... 60 61 [62] 63 64 ... 86