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Messages - Viscaro

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1
Part of the cause for that is that my miners tend to be tied up burrowing towards the center of the earth until it would take so much effort to give individuals rooms that I don't bother.

If you make a bedroom, it will automatically be assigned to whichever dwarf sleeps there first. I only ever manually assign rooms to nobles and legendary dwarves.

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DF Dwarf Mode Discussion / Re: no spoilerite? [Spoilers]
« on: March 01, 2012, 05:00:39 pm »
you can also just use the 'prospect all' command  if thats all you want to do

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DF Dwarf Mode Discussion / Re: no spoilerite? [Spoilers]
« on: March 01, 2012, 04:27:10 pm »
use 'reveal hell' cmd

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DF Community Games & Stories / BloodPaddles: The End of the World
« on: February 27, 2012, 01:23:21 pm »
Hi, if anyones interested I'm writing a blog about my current fortress, BloodPaddles.
Links are below.

I'm writing this mainly to help my uninitiated friends understand why DF is such an awesome game, and I'm hoping the embark site I've chosen will result in some interesting story telling. Not sure how often I'll update, but I'll maybe bump this thread to keep people informed.

I'd love to hear what people think of the content so far, please comment with any thoughts you have.

1. The Beginning...
2. The Ash Cloud

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DF General Discussion / Re: BloodPaddles
« on: February 27, 2012, 01:16:31 pm »
This might work better in the Community Games and Stories sub-forum.

Good point, moving it there now. Thanks

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DF General Discussion / BloodPaddles
« on: February 26, 2012, 04:43:07 pm »

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DF Dwarf Mode Discussion / Re: Cool Fortress designs/layouts
« on: February 25, 2012, 11:14:00 am »
I like to embark near mountains and make an initial dig in only one z-level to get all my stuff inside. Temporary rooms dug out (later the dividing walls will come down and this will be my trading depot) while i plan my fort. Usually pick either a central 3x3 staircase or side 3x1 stairs, and build around these in a vertical fort for maximum efficiency.

Ground -> Depot level(also catacombs style tunnels near entrance to store my dead)
-1 -> Barracks
-2-4-> 3 levels of Stockpiles
-5-6->2x Accomodation levels/non magma production
-7-8-> Great Hall, 2 z levels high, Nobles and admin quarters around top edges, more stockpiles around bottom edges
-9-10->2x Accomodation/magma production
-11-> hospital & jail level, I like to have my water source here

Wheres the farming? Dependent on soil availability/need for grazing. Current fort i have it 3 levels above my trade depot level, where i have access to an outside area i have walled/roofed for my animals to graze. Later it gets moved down to the caverns.

8
DF Dwarf Mode Discussion / Re: Solution to too many migrant children
« on: February 25, 2012, 07:28:26 am »
My current fort had a world generation of 150 years. I have a population of 224 with 99 children.

Well....back to the drawing board I guess

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DF Dwarf Mode Discussion / Solution to too many migrant children
« on: February 25, 2012, 07:05:23 am »
Simply make your world gen end year 150+. Tested with a world (same seeds) with end year on 5 and 150. On world with end year at 5, I had over 30 children with a population of 72 dwarves. My current fort with end year 150 has 9 children with a population of 121. (Default pop settings)

Not exactly laboratory conditions, but it seems conclusive enough for me.

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DF Dwarf Mode Discussion / Re: Only Genning Metamorphic Worlds
« on: February 24, 2012, 09:45:53 am »
http://www.bay12forums.com/smf/index.php?topic=101280.0

Check my post here to get a lovely embark with volcano next to around 6 z-levels of chalk.

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DF Dwarf Mode Discussion / Re: Only Genning Metamorphic Worlds
« on: February 24, 2012, 09:40:38 am »
Hi, make sure your world gen has minimum volcanism set to 0, as I believe this is the condition that must exist for sedimentary layers to appear. Also, sedimentary stone will never appear in the same biome as a volcano (which needs volcanism set to 100). Hope this helps.

EDIT: Remove the [REACTION CLASS:FLUX] tags from marble and calcite in the stone layer raws then using the site finder to find flux + shallow metals will get you sedimentary every time. Tags can be replaced once you've found the site.

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DF Dwarf Mode Discussion / Re: Badass Migrants
« on: February 23, 2012, 02:53:54 pm »
I've got an accomplished marksdwarf with 375 kills including 44 elves. He's also a skill 11 tracker according to DT, so I guess he was some kind of bounty hunter?  8)

Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: February 23, 2012, 10:36:41 am »
Finally genned a world with a nice site

Three Biomes
  • Mountain | Warm | Wilderness
  • Temperate Freshwater Swamp | Warm | Untamed Wilds
  • Temperate Conifer Forest | Temperate | Untamed Wilds

Volcano

Brook


Plenty of resources (mineral scarcity set to 220) , plenty of wood, flux (chalk), lignite, coal, iron (6k hematite), copper (28k tetrahedrite), gold (5k), Lead and silver in the 15k galena and numerous other minerals scattered about. All neighbours (very close to an elven civ with a particularly amusing werecurse
Spoiler (click to show/hide)
)

Only things it lacks is sand, clay and gypsum really, but you can import sand and I've found rock crystal for some nice windows. No aquifier or evil/goodness either.

Seed:
Spoiler (click to show/hide)
Note: Seed is set to 25 years, feel free to bring it up a bit, I used this seed on year 300.

How to find:
Spoiler (click to show/hide)

Enjoy!

*EDIT I'd also like to ask if anyone finds an embark similar to this but maybe with added sand, clay, longer brook/stream/river and maybe a square or two of evil/good somewhere, it would be awesome if you would PM me the seed. Need to have high savagry.


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DF Dwarf Mode Discussion / Re: DF2012 : what has changed for fortresses ?
« on: February 15, 2012, 04:26:46 pm »
I don't know if this is happening to anyone else, but I think a side effect of migrating historical figures means you get a lot more dwarves with at least more military skill coming to your fort. I have a basic policy of putting any migrant with military skill into a 2 dorf squad, and by year 2 Spring of my first fort in the new version, I had 10 squads.

Anybody else seeing a lot of military skills relative to the last version?

Yep I am especially getting more marksdwarf skilled migrants (over 10 in population of 57). About 10 others also spread over various weapon skills. Funniest thing is, in my fort of 57 dwarves, 19 of them are children! I think this is a consequence of genning a world with an early end year, so there are alot more youngsters about.

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DF Dwarf Mode Discussion / Re: Dwarf child titan?
« on: February 15, 2012, 02:27:32 pm »

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